#AREA {22 30} Yaegar Deathtrap Dungeon~ #HELPS 0 'deathtrap dungeon'~ Deathtrap Dungeon is the second area i have written based on the works of Steve Jackson and Ian Livingstone, the first being The Warlock of Firetop Mountain. This area is significantly harder, though I trust it will prove to be as equally exciting and challenging to players as my first attempt proved to be. -- Yaegar, June 1996. ~ 0 $~ #MOBILES #18000 baron sukumvit~ Baron Sukumvit~ Baron Sukumvit welcomes you to the Dungeon of Fang. ~ The baron is a portly man with a long flowing beard. His stern grey eyes gaze solemnly at you from above a large nose. he is clad in the bright robes of his office, including a very ostentatious piece of headwear, much like those worn by the Timelords of Gallifrey, not that the baron would know that. ~ 2|8|64|131072 4|8|16|32|128|512|8192 0 S 120 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Welcome to Deathtrap Dungeon! Fight well and try to stay alive! ~ #18001 spectator~ a spectator~ A spectator cheers wildly as you prepare to enter the dungeon. ~ The locals of Fang love their dungeon and the adventurers it attracts for the Trial of Champions. ~ 2|64|128 0 0 S 5 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ cheers wildly! ~ E .arrive_say~ Huzzah! ~ #18002 spectator~ a spectator~ A spectator faints with excitement as you prepare to enter the dungeon. ~ The locals of Fang love their dungeon and the adventurers it attracts for the Trial of Champions. ~ 2|64|128 0 0 S 5 0 0 0d0+0 0d0+0 0 0 8 8 2 E .arrive_act~ cheers wildly! ~ E .arrive_say~ Huzzah! ~ #18003 hobgoblin~ a hobgoblin~ A large hobgoblin is here scuffling with another of his kind. ~ These two appear to be fighting over the leather bag. Perhaps it contains something of value? If so you may wish to take it for yourself. And who is gonna stop you? This HOBGOBLIN? Please. ~ 2|64 512 -400 S 20 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Give me that! It's mine! ~ E .arrive_act~ throws a mean punch at the other hobgoblin. ~ E .tell_tell~ Piss off! I'm busy! ~ #18004 hobgoblin~ a hobgoblin~ A small hobgoblin is here scuffling with another of his kind. ~ These two appear to be fighting over the leather bag. Perhaps it contains something of value? If so you may wish to take it for yourself. And who is gonna stop you? This HOBGOBLIN? Please. ~ 2|64 512 -400 S 19 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Give me that! It's mine! ~ E .arrive_act~ kicks the other hobgoblin in the groin. ~ E .tell_tell~ Piss off! I'm busy! ~ #18005 caveman~ a caveman~ A caveman grumbles deep in his throat and lunges at you! ~ This primitive neanderthal is an aggressive inhabitant of this section of corridor, employed by the dungeon masters to slay any adventurers. He loves his job. ~ 2|32|64 0 0 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Ugh! ~ E .arrive_act~ scratches at his head lice and stares dumbly at you. ~ E .die_say~ Auaaaahhhhh! ~ #18006 orc~ a fierce-looking orc~ A fierce-looking orc snarls and swings his morning star at your head! ~ This ferocious humanoid wanders the dungeon with his companions in search of adventurers to slay. He is tall for an Orc, standing at roughly six feet, with his greasy black hair gathered in a topknot, making his already fearsome features appear even more menacing. When he snarls you see two rows of sharp, stained teeth, from which gobs of green saliva drip, as it eagerly anticipates the coming battle. ~ 2|32|64 512 -700 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ grins evilly. ~ E .arrive_say~ Prepare to die, humanoid! ~ #18007 flying guardian~ a flying guardian~ A flying guardian moves to assist its companion in attacking you. ~ This grotesque resembles nothing so much as a giant stuffed bird- a large vulture, perhaps, or a buzzard. Their eyes glow with an evil red light, which suffuses their beaks with an unearthly hue. You shiver involuntarily as you prepare to fight them. ~ 2|32|64 512|524288 -500 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ creaks into life. ~ #18008 fly larvae~ a writhing mass of fly larvae~ A writhing, disgusting mass of fly larvae squirms about in this pit. ~ These foul worms are the offspring of a BIG fly. They are cold, slimy and generally nauseating. Enough to put you off your tea, really. ~ 2|64 512 0 S 18 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ squirms around your legs. ~ #18009 giant fly~ a giant fly~ A giant fly buzzes about here. ~ This massive insect has limbs as thick as your thighs, black, hairy affairs which it is groping at you with. Large, round, multi-faceted eyes glare at you with an alien, evil intelligence, and this combined with the loud buzzing of its six feet long wings makes you feel disoriented and weak. ~ 2|32|64 512|8192|524288 -500 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ moves to protect its young. ~ E .die_act~ explodes in a mess of blood and ichor! ~ #18010 skeleton warrior~ a skeleton warrior~ A skeleton warrior lurches into life as you approach. ~ This undead creature was once an adventurer like you, who fell foul of one of the many traps or monsters here in Deathtrap Dungeon. It is now jealously attempting to slay you and reduce you to the same state as it. ~ 2|32|64 128|512 -1000 S 24 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ slowly stands up and creaks toward you. ~ E .die_act~ collapses in a tangle of bones and armor! ~ #18011 throm barbarian~ a barbarian~ A barbarian, one of your rival competitors, stands here. ~ You recognize this fellow from the pre-trial feasts, and realize he is one of your six rivals. His name is Throm, and he is a good, capable fighter with immensely strong arms. You'd do best to leave him be and go your own way. ~ 2|8|64 512|8192 400 S 26 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_tell~ Greetings. ~ E .arrive_say~ I'm off west. You may come too if you like. ~ E .give_say~ Thanks! ~ #18012 cave troll~ a cave troll~ A savage cave troll roars and charges at you. ~ With claws that can cut steel and teeth that can grin rock, this massive beast is sure to inflict a fair amount of damage on you. You wince in disgust at the foul odor it exudes- perhaps trolls haven't heard of bathing? ~ 2|32|64 512 -800 S 25 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ drools and attacks! ~ E .die_act~ falls to the ground, gurgling as its guts fall out. ~ #18013 mouse~ a tiny mouse~ A tiny mouse squeaks in fear and runs past you. ~ This little rodent is no threat to anyone, except maybe some wet behind the ears newbie, who shouldn't (and indeed couldn't) make it this far. ~ 2|64|128 512 0 S 2 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ squeaks and tries to flee. ~ #18014 cobra~ a cobra~ A deadly cobra strikes! ~ This hooded ophidian stores a lethal venom, which it will attempt to inject into you, thus providing it with a substantial meal... ~ 2|32|64|128 512 0 S 18 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ hisses and strikes! ~ #18015 minotaur~ a minotaur~ An enraged minotaur charges at you. ~ This monstrous bull-headed man has only one thing on his mind, and you're about to find out what it is the hard way. You grimace and prepare to meet the beast as it charges. ~ 2|32|64 512 -400 S 24 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ raises its axe and attacks! ~ #18016 giant scorpion~ a giant scorpion~ A giant scorpion scuttles across the sand toward you. ~ This creature is a ten foot version of your garden variety scorpion. It has a bright red carapace, and a massive yellow-tinged stinger, dripping with a potent venom that hisses and melts the sand where it drips. ~ 2|32|64 512|8192 -400 S 25 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ scuttles across the sand toward you, venom dripping from its tail. ~ #18017 dwarf~ a rough dwarf~ A rough-looking dwarf clad in finely-made chainmail stares calmly at you. ~ This rugged rogue is one of Sukumvit's hand-picked trialmasters, and you will have to slay him to continue. His confident manner and skill with his weapons indicates clearly that this won't be an easy task. ~ 2|8|64 4|8|32|128|512|8192 -400 S 25 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ To go further you must get past me! ~ E .arrive_act~ readies his weapons and glares menacingly at you. ~ E .die_act~ Agh! Death finally claimeth me! ~ E .give_give~ 18127 ~ #18018 servant~ a crippled, shackled servant~ A crippled, shackled servant shambles along here. ~ This poor unfortunate was an adventurer many years ago, but is now a servant of the trialmasters, shackled and crippled to prevent him escaping. If you give him something to cheer him up, he may give you a clue. ~ 2|64|128 0 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Refreshments for sale. ~ E .give_say~ Thanks! Search the Demon Bird chair for a magic potion! ~ E .leave_say~ Take care! ~ #18019 mirror demon~ a mirror demon~ A multi-limbed and faced mirror demon attacks you. ~ This inhabitant of the lower planes resembles a beautiful naked woman, seen from front on at every angle, so she appears to have many heads, limbs and torsos. It is a disturbing sight, and you move to quickly end its foul existence. ~ 2|32|64 8|32|128|512|1048576 -1000 S 25 0 0 0d0+0 0d0+0 0 0 8 8 2 E .arrive_act~ screams insanely! ~ E .arrive_yell~ The mirror shall claim another victim! ~ E .die_yell~ Oh bugger! ~ #18020 insect swarm~ a swarm of insects~ A swarm of angry insects of every species imaginable covers you! ~ This unearthly swarm is enraged at your intrusion, and they quickly move to avenge it. You spot hundreds of varieties of insects in the swarm, including bees, wasps, hornets, beetles, cockroaches, flies, mosquitoes and dragonflies. ~ 2|32|64 512|8192|524288 0 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ swarms around you, biting and stinging. ~ #18021 medusa~ a medusa~ A medusa hisses and attacks! ~ You quickly avert your gaze, so as not to be petrified (literally) by this gorgon, but you managed to catch a glimpse of a beautiful face, contorted in a demonic fury, topped by a writhing mane of hundreds of tiny asps. You steel yourself and prepare to do away with this anti-social menace. ~ 2|32|64 4|8|16|32|512|8192 -1000 S 24 0 0 0d0+0 0d0+0 0 0 8 8 2 E .arrive_say~ Help! Get me out of here! Quickly! ~ #18022 leprechaun~ a leprechaun~ A leprechaun graps at your gear! ~ These pesky thieves will rob you blind if you don't leave quickly, unless you (evil grin) SLAY THEM. But, looking at them in their cute little green hats, and cute little green vests and pants, smoking cute little green pipes, you feel your resolve to kill them weaken. Until one of them suddenly makes off with 1000 gold coins! ~ 64|128|8388608 8|32|512|8192|32768|65536 400 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ laughs as he robs you blind! ~ #18023 bloodbeast~ the bloodbeast~ The bloodbeast gibbers and drools here. ~ The bloodbeast is a massive bloated reptile with dozens of eyes on its broad head, and a massive stinger at the end of its spiky limbless torso. It looks quite horrible, wallowing here in this fetid pool, but you hesitate as it attacks, remembering how tough this beast is rumored to be. ~ 2|32|64|8388608 4|8|16|32|128|512|8192 -1000 S 28 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ rolls its tremendous bulk over and moves to attack. ~ E .die_act~ explodes into thousands of bloody chunks! ~ #18024 mimic~ a mimic~ A door with a fist painted upon it is set in the west wall. ~ This "door" is actually a deadly mimic, an amorphous creature that can assume the form of any inanimate object it wishes, in order to lure unwary adventurers to an early demise. ~ 2|32|64 512|8192 -500 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ slams you in the face with a fist! ~ #18025 green slime~ a pool of green slime~ A pool of green slime lies here. ~ This seemingly-harmless substance is actually a mindless predator that seeks only to dissolve all it comes into contact with! ~ 2|32|64 8|512 0 S 25 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ drips from the walls here. ~ #18026 boa constrictor~ a boa constrictor~ A boa constrictor is wrapped round an elven thief here. ~ This massive ophidian is too "wrapped up" (ha ha funny pun ha ha *roll*) in his work to notice your entry, and it continues to squeeze the life from a hapless elf. ~ 2|64 512 0 S 25 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ is squeezing the life from an elf! ~ #18027 elf thief~ an elven thief~ An elven thief squirms about on the floor here, in obvious pain. ~ This elf is one of your fellow competitors in the trial of champions, and she looks as if she is in need of serious help. Mind you, she may "repay" you with a dagger in the back, as there can be only one winner... ~ 2|64|128 512 0 S 23 0 0 0d0+0 0d0+0 0 0 8 8 2 E .arrive_say~ I thank you for your aid! ~ E .attack_yell~ Coward! Traitor! ~ E .give_give~ 18095 ~ #18028 trog troglodyte~ a primitive troglodyte~ A primitive troglodyte dances about a crude idol here. ~ These primitive reptilian tribesmen don't immediately notice your intrusion, obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best not to disturb them... ~ 2|8|64|128 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ chants and screams gibberish. ~ #18029 trog troglodyte~ a primitive troglodyte~ A primitive troglodyte utters ritualized phrases in a strange tongue. ~ These primitive reptilian tribesmen don't immediately notice your intrusion, obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best not to disturb them... ~ 2|8|64|128 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Oogah Boogah Oogah Boogah. ~ #18030 trog troglodyte~ a primitive troglodyte~ A primitive troglodyte chants and drools in a mad religious frenzy. ~ These primitive reptilian tribesmen don't immediately notice your intrusion, obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best not to disturb them... ~ 2|8|64|128 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ writhes in a near orgasmic state of joy. ~ #18031 trog troglodyte~ a primitive troglodyte~ A primitive troglodyte waves his spear about wildly. ~ These primitive reptilian tribesmen don't immediately notice your intrusion, obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best not to disturb them... ~ 2|8|64|128 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ AAAAAIIIIIIAAAAGGGHHH! ~ #18032 old man~ an old man~ An old man stands here, indicating which way to go. ~ This elderly fellow appears to be of semitic origin, and is dressed in appropriate attire. He bows and smiles at you, and makes no move to impede or assault you. Obviously a lackey of the trialmasters, you should just ignore him, but perhaps not his advice. ~ 2|64|128 0 0 S 18 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Welcome! For an item I'll give you a key to get up from here! And that's where you want to be! ~ E .give_give~ 18129 ~ E .give_say~ Off you go! ~ #18033 poison ivy troll~ poison ivy~ A giant female troll grunts and demands payment as you enter. ~ This huge, hideous troll is quite strong and powerful, and you consider giving her all your gold, until foolish avarice overcomes sensible caution, and you decide to ignore her request, as well has her babblings about her brother Sourbelly, who is apparently a troll of some importance in some place called Port Blacksand. ~ 2|64 512|8192 -400 S 26 0 0 0d0+0 0d0+0 0 0 8 8 2 E .arrive_act~ grunts at you. ~ E .arrive_say~ Ivy want item too! ~ E .arrive_act~ growls menacingly. ~ #18034 guard dog~ a guard dog~ A guard dog barks and snarls as you enter. ~ These Alsatians look quite mean, but you are sure you can easily defeat them. You assume they have been placed here to warn others of intruders with their loud barking than for actual fighting ability. Then again, you have been known to be wrong... ~ 2|32|64 512|8192 -230 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ howls and bites! ~ #18035 guard dog~ a guard dog~ A guard dog barks and snarls as you enter. ~ These Alsatians look quite mean, but you are sure you can easily defeat them. You assume they have been placed here to warn others of intruders with their loud barking than for actual fighting ability. Then again, you have been known to be wrong... ~ 2|32|64 512|8192 -230 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ howls and bites! ~ #18036 ninja~ a ninja~ A black-clad ninja steps from behind a pillar and attacks. ~ This fellow is one of your fellow competitors, and rumored to be the most lethal of them. He utters no words of either anger or insult as he attacks, and his silence is eerie. You ready your weapons and move to do battle with him. ~ 2|32|64|128 8|32|128|8192|32768|65536 -800 S 26 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Now you die! ~ E .die_say~ I was so close... ~ #18037 manticore~ a manticore~ A manticore bounds toward you and releases a volley of tail spikes. ~ You shudder with horror as you face the man-headed lion that is the final monster you must face in Deathtrap Dungeon. You dodge a volley of spikes from its barbed tail and move to close range to do battle. ~ 2|32|64 8|32|512|8192|524288 -1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_yell~ RRRRRRRRRRRRRROOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRR!!!!!!!!!! ~ #18038 gnome trialmaster~ a gnomish trialmaster~ A gnomish trialmaster stands before the gates. ~ This diminutive trialmaster instructs you that you must have three gems- emerald, sapphire and diamond- to open the doors that lead outside. If you do not, you must recall and try again. He laughs evilly and watches as you attempt to unlock the doors. ~ 2|64|128 8|32|128|512|8192 -350 S 23 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Well done! Now you must needs have 3 gems to unlock 3 doors! ~ E .arrive_act~ smiles happily. ~ #18039 orc~ a savage orc~ A savage orc snarls and readies its vicious weapons. ~ This ferocious humanoid wanders the dungeon with his companions in search of adventurers to slay. He is tall for an Orc, standing at roughly six feet, with his greasy black hair gathered in a topknot, making his already fearsome features appear even more menacing. When he snarls you see two rows of sharp, stained teeth, from which gobs of green saliva drip, as it eagerly anticipates the coming battle. ~ 2|32|64 512 -700 S 21 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_act~ grins evilly. ~ #18040 flying guardian~ a flying guardian~ A flying guardian screeches and moves to block your intrusion. ~ This grotesque resembles nothing so much as a giant stuffed bird- a large vulture, perhaps, or a buzzard. Their eyes glow with an evil red light, which suffuses their beaks with an unearthly hue. You shiver involuntarily as you prepare to fight them. ~ 2|32|64 512|524288 -500 S 23 0 0 0d0+0 0d0+0 0 0 8 8 0 #18041 black widow spider~ a black widow spider~ A black widow spider crawls along here. ~ This spider is small but it can inject a lethal venom. It might be better to leave this deadly arachnid alone. ~ 2|64|128 512|32768|65536 -400 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #18042 giant spore ball~ a giant spore ball~ A spongy, giant spore ball fills the corridor here. ~ There is actually room to squeeze past this strange lifeform, but you may attack it if you wish, though you have heard tales of strange effects from attacking molds and spores. ~ 2|64 128|8192 0 S 22 0 0 0d0+0 0d0+0 0 0 8 8 0 #18043 column light~ a column of light~ A column of light full of hundreds of ghostly faces shines down here. ~ There are dozens of different faces, all laughing, crying, singing, talking, shouting and screaming different things. You do manage to discern what a couple of them are saying, however. ~ 2|64 8|32|128 0 S 1 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_say~ Greetings. When you get to the pool dive in and head north. Good luck! ~ E .leave_say~ Don't forget the pool! ~ #18044 prisoner~ a one-handed prisoner~ A ragged prisoner with only one hand is chained to the wall here. ~ He is totally malnourished and exhausted, and begs for food, water and freedom. He had his hand removed as punishment by the trialmasters for a minor infringement. ~ 2|64|128 0 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ Help me! At least give me some food or water! ~ E .give_say~ Thanks! I will tell you this- you need gems to get out of here! ~ E .leave_say~ Good luck! Remember to collect gems! Oh, and avoid the Leprechauns! ~ #18045 spectre~ a spectre~ A transparent spectre, one of the trialmasters, hovers here. ~ The spectre laughs at you and wishes you "luck" in succeeding in finding the way out of the dungeon. You notice something glinting on its right ring finger. ~ 2|64 2|4|8|16|32|128|524288|1048576 -800 S 24 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_say~ Welcome to Sukumvit's Dungeon! ~ E .tell_tell~ Don't tell me! I only work here! ~ E .say_say~ Speak up! I can't hear you! ~ E .give_say~ Thanks! ~ #18046 rock grub~ a rock grub~ A rock grub burst forth from the ground and attacks! ~ Rock grubs are gigantic subterranean burrowers, whose strong mandibles can crush stone. Imagine what they'll do to bone and sinew... ~ 2|8388608 1|8192 0 S 24 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_act~ swings itself toward you. ~ E .die_act~ explodes into thousands of bloody chunks. ~ #18047 goblin~ a goblin~ A nasty goblin snarls and strikes! ~ This irritating little humanoid is actually quite a competent guard, and you quickly find yourself sorry for underestimating him. ~ 2|64 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_say~ AIEEEEE! DIE! ~ #18048 goblin~ a goblin~ A vicious goblin howls and licks his weapons. ~ This irritating little humanoid is actually quite a competent guard, and you quickly find yourself sorry for underestimating him. ~ 2|64 512 -400 S 22 0 0 0d0+0 0d0+0 0 0 8 8 1 E .arrive_tell~ You're Dog meat, pal! ~ E .tell_tell~ Hey, screw you too! ~ E .die_yell~ It's not fair! ~ #18049 pit fiend~ a pit fiend~ A savage pit fiend lumbers at you. ~ Pit Fiends resembles the T-Rex, save that they are a little shorter, and a LOT more aggressive. ~ 2|32|64 512|8192 -765 S 27 0 0 0d0+0 0d0+0 0 0 8 8 0 E .arrive_yell~ RRRRRRRRRRRRRROOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRR!!!!!!!!!! ~ #0 #OBJECTS #18000 box~ a box with your name written on it~ A box with your name written on its lid lies here.~ ~ 15 0 1 5 5 0 0 1 0 0 #18001 gold~ some gold~ Some gold has been dropped here. Looks like just two bits.~ ~ 20 0 1 2 0 0 0 1 0 0 #18002 note parchment~ a note written on a small piece of parchment~ A note written on a small piece of parchment lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 E note parchment~ The note is addressed to you, and it reads- "Well done. At least you had the sense to stop and take advantage of the token aid given to you. Now I can advise you that you will need to find and use several items if you hope to pass trimumphantly through my Deathtrap Dungeon. Signed Sukumvit." ~ #18003 large iron bell~ a large iron bell~ A large iron bell hangs from the ceiling here.~ ~ 12 0 1 0 0 0 0 1000 0 0 E bell~ Ringing it may be dangerous, so you decide not to. ~ #18004 leather bag~ a leather bag~ A leather bag lies in the dust here.~ ~ 15 0 1 5 1 0 0 1 0 0 #18005 corked earthenware jug~ a corked earthenware jug~ A corked earthenware jug rolls about on the floor here.~ ~ 10 0 1 20 200 33 33 1 0 0 E corked earthenware jug~ It smells slightly acidic... ~ #18006 club~ a club~ A rather crude club has been left here, perhaps intentionally.~ ~ 5 0 1|8192 0 0 0 8 10 0 0 A 18 -2 A 19 4 #18007 leather wristband~ a leather wristband from which 4 small rat skulls hang~ A leather wristband decorated with small rat skulls lies here.~ ~ 13 0 1|4096 0 0 0 0 1 0 0 A 2 -2 A 3 -2 A 18 -2 E leather wristband skull skulls~ It looks like a piece of Hag jewellery, items that are traditionally thought to bear terrible curses for anyone who wears them other than the Hag who created them. Be careful! ~ #18008 large leather backpack~ a large leather backpack~ A large leather backpack has been abandoned here.~ ~ 15 0 1|8 150 5 0 0 5 0 0 E leather backpack~ It looks sturdy and dependable. ~ #18009 coin~ a gold coin~ A gold coin has been left here. Tsk.~ ~ 20 0 1 1 0 0 0 1 0 0 #18010 water bamboo tube~ a bamboo tube~ A bamboo tube rests against one wall here.~ ~ 17 0 1|16384 5 5 0 0 1 0 0 E bamboo tube~ The tube is full of what looks like water. ~ #18011 coil rope~ a coil of rope~ A coil of rope lies here. Useless in muds, really.~ ~ 9 0 1|2048 0 0 0 0 2 0 0 #18012 morning star~ a morning star~ A spiked ball attached to a long chain with a wooden handle lies here.~ ~ 5 16 1|8192 0 0 0 7 12 0 0 A 18 2 A 19 4 E morning star~ This is a truly wicked weapon. ~ #18013 hollow wooden tube~ a hollow wooden tube~ A hollow wooden tube has been discarded here.~ ~ 27 0 1|16 0 0 1 0 1 0 0 E tube~ This tube would allow you to stay underwater for a brief period. ~ #18014 corpse~ the corpse of a barbarian~ The corpse of one of your competitors is impaled on a nasty trap here.~ ~ 23 0 1 0 0 0 0 100 0 0 E corpse~ This barbarian was impaled on a spiked board that popped up out of the floor when he tripped a wire. ~ #18015 spiked board~ a spiked board~ A spiked board has impaled a barbarian here.~ ~ 12 0 0 0 0 0 0 1000 0 0 E spiked board~ This cunning trap impales whoever trips the trip wire by springing up from the floor and impaling them. ~ #18016 rubbish debris~ accumulated rubbish and debris~ Piles of accumulated rubbish and debris litter the floor.~ ~ 13 0 0 0 0 0 0 1903 0 0 E rubbish debris~ Doubtless this debris made the tripwire impossible for the barbarian to see. ~ #18017 silver goblet~ a silver goblet~ A silver goblet rests in an alcove here.~ ~ 10 0 1|16384 20 43 43 43 3 0 0 E silver goblet~ It is filled with a red liquid. ~ #18018 pouch~ a small pouch~ A small pouch has fallen on the ground here.~ ~ 15 0 1|2048 5 1 0 0 1 0 0 E pouch~ It appears to be a herb pouch. ~ #18019 herbal meat~ some herbal meat~ Some herbal meat has been left here.~ ~ 26 0 1 20 39 81 16 1 1500 0 E herbal meat~ It smells GOOD! ~ #18020 emerald jewel gem~ a large emerald~ A large green jewel lies here, forgotten.~ ~ 18 1 1|16384 0 0 0 0 1 10000 0 E emerald jewel gem~ This looks to be some sort of key... ~ #18021 opal studded dagger~ an opal-studded dagger~ An opal-studded dagger is stuck in the ground here.~ ~ 5 1|64 1|8192 0 0 0 11 5 0 0 A 18 6 #18022 mirror~ a wall-length mirror~ A wall-length mirror is affixed to the wall here.~ ~ 12 0 1|16384 0 0 0 0 150 0 0 A 3 -3 A 4 -3 E mirror~ The mirror looks to be firmly attached, though with a bit of effort you are sure you could break it free. Looking into it, you notice your image is strangely distorted, and you begin to experience a severe headache. Perhaps you'd be better off leaving it be... ~ #18023 stone statue~ a stone statue~ A stone statue of a paladin stands here.~ ~ 12 0 0 0 0 0 0 250 0 0 E statue paladin~ The paladin's face is contorted in a grimace of pain, as if he had suddenly suffered some horrid wound. ~ #18024 stone statue~ a stone statue~ A stone statue of a monk stands here.~ ~ 12 0 0 0 0 0 0 250 0 0 E statue monk~ The monk's face is contorted in a grimace of pain, as if he had suddenly suffered some horrid wound. ~ #18025 stone statue~ a stone statue~ A stone statue of a wizard stands here.~ ~ 12 0 0 0 0 0 0 250 0 0 E statue wizard~ The wizard's face is contorted in a grimace of pain, as if he had suddenly suffered some horrid wound. ~ #18026 stone statue~ a stone statue~ A stone statue of a thief stands here.~ ~ 12 0 0 0 0 0 0 250 0 0 E statue thief~ The thief's face is contorted in a grimace of pain, as if he had suddenly suffered some horrid wound. ~ #18027 ornate helm~ an ornate helm~ An ornate helm rests here. It looks to be centuries old.~ ~ 9 16|512 1|16 0 0 0 0 5 0 0 A 3 1 A 4 1 A 12 20 #18028 bloodstealer sword~ a bloodstained sword~ A sword smeared with dried blood lies here.~ ~ 5 16|64|512|4096 1|8192 0 0 0 0 15 0 0 A 1 2 A 5 1 A 18 8 A 19 8 A 25 -2 #18029 parchment~ a piece of parchment~ An old piece of parchment lies here.~ ~ 13 0 1|16384 0 0 0 0 1 0 0 E parchment~ The parchment bears a sketch of a man-headed lion, with an inscription beneath- "Should you meet the Manticore, Of its tail beware. Shield yourself against the spikes Flying through the air." ~ #18030 boots~ a pair of leather boots~ A pair of leather boots rest here.~ ~ 9 16|512 1|64 0 0 0 0 2 0 0 A 2 1 A 14 100 #18031 cloak~ a tattered cloak~ A tattered cloak lies neglected on the floor here.~ ~ 9 16|512 1|4 0 0 0 0 4 0 0 A 13 50 #18032 scale mail~ a suit of archaic scale mail~ This suit of scale mail must be at least 200 years old...~ ~ 9 16|512 1|8 0 0 0 0 10 0 0 A 17 -20 #18033 ring~ the ring of Yaegar~ This ring is granted by Yaegar to his trusted agents.~ ~ 9 16|64|512|4096 1|2 0 0 0 0 1 0 0 A 18 2 A 19 2 A 23 -2 A 24 -2 A 25 3 #18034 mushrooms~ some tasty-looking mushrooms~ Some tasty-looking mushrooms grow here.~ ~ 26 0 1 25 39 39 39 1 0 0 E mushrooms~ They appear to be free of contamination. ~ #18035 short sword~ a sharp short sword~ A sharp short sword lies here.~ ~ 5 0 1|8192 0 0 0 11 5 0 0 A 18 4 #18036 spear~ a short throwing spear~ A short throwing spear has been thrust into the dirt here.~ ~ 30 0 1|8192|16384 0 0 0 0 3 0 0 #18037 skull~ a human skull~ A human skull rests here.~ ~ 15 0 1|16384 0 0 0 0 2 0 0 E skull~ It appears to contain some yellow stones... ~ #18038 jewel yellow topaz gem~ a topaz~ A yellow jewel lies here.~ ~ 8 0 1|16384 0 0 0 0 1 500 0 E topaz~ Yawn. A semi-precious stone. ~ #18039 jewel yellow topaz gem~ a topaz~ A yellow jewel lies here.~ ~ 8 0 1|16384 0 0 0 0 1 500 0 E topaz~ Yawn. A semi-precious stone. ~ #18040 loaded crossbow~ a loaded crossbow~ A loaded crossbow is aimed fair at you.~ ~ 5 0 1|32768 0 0 0 2 18 5000 0 A 19 7 #18041 marble plinth~ a marble plinth~ A marble plinth stands in the center of the room.~ ~ 15 0 0 100 5 0 0 1000 0 0 E plinth~ It appears to be hollow... ~ #18042 wooden ball red~ a red wooden ball~ A red wooden ball rolls across the floor.~ ~ 30 0 1|8192|16384 0 0 0 0 2 0 0 #18043 wooden ball blue~ a blue wooden ball~ A blue wooden ball rolls across the floor.~ ~ 30 0 1|8192|16384 0 0 0 0 2 0 0 #18044 withered hand~ a withered hand~ A withered hand is nailed to the door here.~ ~ 19 0 1|16384 0 0 0 1 2 0 0 E hand~ It is rather badly decayed. ~ #18045 box~ a wooden box~ A small wooden box rests here.~ ~ 15 0 1 10 5 0 0 2 0 0 E box~ It is covered with slime, and rattles when you shake it. ~ #18046 iron key~ an iron key~ An iron key lies here.~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E iron key~ Despite having spent considerable time in a damp sewer, it is free of corrosion. ~ #18047 large gem sapphire~ a sapphire~ A large gem lies forgotten here.~ ~ 18 1 1|16384 0 0 0 0 1 6000 0 E sapphire gem~ It appears to be a key of some sort... ~ #18048 axe~ a broad axe~ A broad axe lies on the ground.~ ~ 5 0 1|32768 0 0 0 3 22 0 0 A 1 3 A 18 2 A 19 8 #18049 loincloth~ a loincloth~ A loincloth fashioned from bear furs has been dropped here.~ ~ 9 0 1|2048 0 0 0 0 5 0 0 E loincloth~ It is badly stained. ~ #18050 fur lined boots~ a pair of fur-lined boots~ A pair of fur-lined boots, good for walking, rest here.~ ~ 9 0 1|64 0 0 0 0 8 0 0 A 5 1 A 14 120 #18051 throwing dagger~ a throwing dagger~ A throwing dagger is stuck in the ground here.~ ~ 30 0 1|8192|16384 0 0 0 0 5 0 0 A 18 4 E throwing dagger~ It is well-balanced. ~ #18052 tattoo~ a tattoo~ A rough tattoo has been torn from someone's arm.~ ~ 9 4096 1|256 0 0 0 0 1 0 0 A 5 2 E tattoo~ It appears to be some sort of primitive tribal symbol. ~ #18053 piece paper brown curled~ a piece of brown, curled paper~ A piece of paper, brown and curled with age, is pinned to the wall.~ ~ 13 0 1|16384 0 0 0 0 1 0 0 E paper~ A message written in blood says- "BEWARE THE TRIALMASTERS". ~ #18054 red leather bound book~ a red leather-bound book~ A dusty red leather-bound book rests on a stone ledge here.~ ~ 2 0 1|16384 0 0 0 0 5 2000 0 E red leather book~ It is an ancient treatise on the nature of Bloodbeasts, and may be worth no small amount to a dealer in such items. ~ #18055 black leather bound book~ a black leather-bound book~ A dusty black leather-bound book rests on a stone ledge here.~ ~ 15 0 1|16384 2 4 0 0 10 0 0 E black leather book~ Upon closer examination, you notice that this "book" is in fact hollow, with the pages having been cut out and stuck together to form a storage cache. ~ #18056 small corked bottle clear liquid~ a small corked bottle~ A small corked bottle containing a clear liquid lies here.~ ~ 10 64 1|16384 20 19 20 44 1 0 0 E bottle~ It is a long, narrow affair, much like a test tube. ~ E liquid~ You tell me! ~ #18057 bone ring talisman~ a bone ring~ A bone ring has been dropped here.~ ~ 9 2|64|1024 1|2 0 0 0 0 1 0 0 A 1 1 A 5 1 A 13 25 A 18 1 A 19 1 E bone ring~ It is engraved with symbols that identify it as some sort of Druidic talisman. ~ #18058 leather pouch~ a small leather pouch~ A small leather pouch lies nearby.~ ~ 15 0 1 10 0 0 0 1 0 0 E pouch~ It wouldn't hold very damn much. ~ #18059 wicker basket~ a wicker basket~ A wicker basket, much like those used by snake charmers, rests here.~ ~ 15 0 1 25 0 0 0 1 0 0 #18060 crossbow~ a light crossbow~ A light crossbow, cocked and ready to fire, has been left here.~ ~ 5 0 1|8192 0 0 0 11 5 0 0 A 18 2 A 19 4 A 25 -1 #18061 dwarven mail finely made chainmail~ a suit of finely-made chainmail~ A suit of Dwarven mail lies here.~ ~ 9 64 1|8 0 0 0 0 8 0 0 A 17 -20 E dwarven mail armor~ It affords excellent protection to its wearer. ~ #18062 guiness~ a pint of guiness~ A pint of guiness foams away here.~ ~ 17 0 1|16384 2 2 25 0 1 0 0 E guiness stout~ It's fockin' good! ~ #18063 roast meal~ a roast meal~ A steaming meal of vegetables and beef sits here.~ ~ 19 0 1 24 0 0 0 3 0 0 E roast meal~ It looks and smells delicious. ~ #18064 casket~ a wooden casket~ A small wooden casket rests here.~ ~ 15 0 1 10 5 0 0 2 0 0 E casket~ It rattles when you shake it. ~ #18065 velvet bag~ a velvet bag~ A velvet bag lies here, forgotten.~ ~ 15 0 1 5 0 0 0 1 1000 0 E velvet bag~ It is very finely embroidered. ~ #18066 large pearl~ a large pearl~ A large pearl, fresh from the sea, rests here.~ ~ 8 0 1|16384 0 0 0 0 1 500 0 E pearl~ It is large but probably not as valuable as you may think. ~ #18067 crown~ a crown~ A crown set with magnificent jewels sparkles here.~ ~ 13 0 1|16 0 0 0 0 1 10 0 E crown~ Upon closer inspection, you notice that the "jewels" are in fact cheap glass and paste. ~ #18068 plate food~ a plate of food~ A plate of food sits here, untouched.~ ~ 19 0 1 4 0 0 1 1 0 0 #18069 tray~ a serving tray~ A heavy serving tray has been dropped here.~ ~ 5 0 1|32768 0 0 0 7 10 0 0 E tray~ It weighs a lot, and would doubtless do someone an injury if you hit them on the head with it. ~ #18070 glass water~ a glass of water~ A glass of water sits here.~ ~ 17 0 1|16384 1 1 0 1 1 0 0 #18071 chair bird~ a chair~ A chair carved in the shape of a grotesque bird sits near one wall.~ ~ 15 0 0 5 4 0 0 1000 0 0 E chair~ You notice a small panel which may slide open... ~ #18072 glass phial~ a glass phial~ A glass phial rests here.~ ~ 10 64 1|16384 20 83 0 0 1 0 0 #18073 helm~ a magnificent winged helm~ A magnificent winged helm rests on a stick here.~ ~ 9 1|2|64|1024|2048 1|16 0 0 0 0 5 0 0 A 3 1 A 4 1 A 17 -7 A 18 4 A 25 2 E helm winged~ It is truly magnificent. The stuff of legend, really. ~ #18074 west cherub fountain~ a fountain carved in the shape of a cherub~ A fountain carved in the shape of a cherub rests near the west wall.~ ~ 25 0 0 0 0 0 1 10000 0 0 E fountain~ The water looks cool and refreshing. ~ #18075 east cherub fountain~ a fountain carved in the shape of a cherub~ A fountain carved in the shape of a cherub rests near the east wall.~ ~ 25 0 0 0 0 0 0 10000 0 0 E fountain~ The water looks cool and refreshing. ~ #18076 dagger~ a dagger~ A small dagger is stuck in the ground here.~ ~ 5 1|64 1|8192 0 0 0 11 5 0 0 A 18 4 E dagger~ It is of elven make. ~ #18077 snake skin~ a snake skin~ This skin would make a funky-ass belt.~ ~ 9 0 1|2048 0 0 0 0 3 0 0 #18078 elven boots~ a pair of elven boots~ A pair of soft elven boots lie here.~ ~ 9 64 1|64 0 0 0 0 1 0 0 A 2 3 #18079 metal grille~ a metal grille~ A metal grille is set in the floor here.~ ~ 15 0 0 1000 0 0 0 10000 0 0 E grille~ You fancy you can see something shiny within. ~ #18080 grappling iron~ a grappling iron~ A grappling iron has been left here.~ ~ 5 0 1|8192 0 0 0 8 8 0 0 E grappling iron~ This would make a simple but effective weapon. ~ #18081 chest~ a large oak chest~ A large oak chest bound with bands of iron rest here.~ ~ 15 0 1 500 5 0 0 100 0 0 E chest~ It looks rather heavy but you think you could lift it. ~ #18082 pendant~ a silver pendant~ A silver pendant, once set with a stone now long gone, lies here.~ ~ 8 0 1|4 0 0 0 0 1 250 0 E pendant~ Even without the gem the silver is worth a fair bit. ~ #18083 large golden effigy~ a large golden effigy~ A large golden effigy that serves as a Troglodyte totem stands tall here.~ ~ 12 0 0 0 0 0 0 10000 0 0 E effigy~ Its kinda hard to describe. Grab a copy of Deathtrap Dungeon and check out the picture with reference 230. ;) ~ #18084 stone axe~ a crude stone axe~ A crude stone axe.~ ~ 5 0 1|8192 0 0 0 7 7 0 0 #18085 crude wooden spear~ a crude wooden spear~ A crude wooden spear.~ ~ 5 0 1|8192 0 0 0 2 5 0 0 #18086 loincloth~ a shit-stained loincloth~ A loincloth stained with Troglodyte shit lies here, unwanted (!).~ ~ 9 16 1|2048 0 0 0 0 3 0 0 E loincloth~ DON'T wear THAT! ~ #18087 dust~ magic dust~ Some magic dust floats about here.~ ~ 4 1|64 1|16384 25 1 1 56 1 800 0 #18088 pair green boots~ a pair of green boots~ A pair of green boots with bright gold buckles have been left here.~ ~ 9 64|1024 1|64 0 0 0 0 3 0 0 A 2 1 #18089 brown belt~ a brown belt with a gold buckle~ A brown belt with a shiny gold buckle has been dropped here.~ ~ 9 64|1024 1|2048 0 0 0 0 2 0 0 A 2 1 A 13 10 #18090 green breeches~ a pair of sturdy green breeches~ A pair of sturdy green breeches have been neatly folded up here.~ ~ 9 64|1024 1|32 0 0 0 0 5 0 0 A 5 1 A 17 -10 #18091 green tunic~ a bright green tunic~ A homespun bright green tunic has been hung from a hook here.~ ~ 9 64|1024 1|8 0 0 0 0 4 0 0 A 12 25 A 23 -1 A 24 -1 #18092 pipe~ a pipe~ A pipe smokes away here.~ ~ 1 1 1|65536 0 0 -1 0 1 0 0 A 5 -2 #18093 green hat~ a green hat with a gold buckle~ A green puritan style hat with a gold buckle sits here.~ ~ 9 64|1024 1|16 0 0 0 0 3 0 0 A 3 1 A 4 1 #18094 leather backpack~ a leather backpack~ A magical leather backpack rest here, half-open.~ ~ 15 0 1|8 250 1 0 0 5 0 0 #18095 unleavened bread~ some elven unleavened bread~ A loaf of elven bread sits here.~ ~ 26 64 1 25 61 43 81 1 0 0 E elven bread~ Elven bread is rumored to have magical qualities. ~ #18096 mirror~ a small silvered mirror~ A small silvered mirror rests here.~ ~ 3 64 1|16384 25 10 10 4 1 0 0 #18097 bone monkey charm~ a bone monkey charm~ A bone monkey charm attached to a leather thong has been discarded here.~ ~ 9 64 1|4 0 0 0 0 1 0 0 A 12 50 #18098 leather pouch~ a small leather pouch~ A small leather pouch has fallen on the ground here.~ ~ 15 0 1|2048 5 4 0 0 1 0 0 #18099 tiny brass bell~ a tiny brass bell~ A tiny brass bell rests here.~ ~ 13 0 1 0 0 0 0 1 0 0 E tiny brass bell~ ? ~ #18100 ninja to~ a ninja-to~ A sharp ninja-to rests here in its scabbard.~ ~ 5 64 1|8192 0 0 0 3 8 0 0 A 18 8 A 19 8 #18101 tiger claws~ a pair of ninja tiger claws~ A pair of a ninja's tiger claws lie here.~ ~ 9 0 1|128 0 0 0 0 2 0 0 A 18 3 A 19 4 #18102 shuriken~ a shuriken~ A sharp shuriken is deply imbedded in the wall here.~ ~ 30 64 1|8192|16384 0 0 0 0 1 0 0 A 18 3 A 19 3 #18103 black robes~ black ninja robes~ Black ninja robes lie here.~ ~ 9 4 1|8 0 0 0 0 5 0 0 A 2 1 A 14 25 A 17 -10 #18104 long knife~ a long knife~ A long knife lies on the floor here.~ ~ 5 0 1|8192 0 0 0 11 5 1000 0 #18105 flask water~ a flask of water~ A flask of water lies here.~ ~ 17 0 1|16384 8 8 0 0 2 0 0 #18106 rice palm leaf~ rice wrapped in palm leaf~ Some rice wrapped in palm leaf sits here.~ ~ 19 0 1 4 0 0 0 1 0 0 #18107 jar healing ointment~ a jar of healing ointment~ A jar of healing ointment rests here.~ ~ 4 64 1|16384 26 5 5 15 2 0 0 E jar healing ointment~ There is enough of this herbal mixture for five applications. ~ #18108 diamond~ a beautiful diamond~ A beautiful diamond has been tossed aside here.~ ~ 18 1 1|16384 0 0 0 0 1 8000 0 E diamond~ It appears to be some sort of key. ~ #18109 basket~ a large basket~ A large basket affixed to a rope allows people to be hauled up.~ ~ 12 0 0 0 0 0 0 100 0 0 #18110 bone~ a bone~ A bone. Go on, have a gnaw.~ ~ 19 0 1 6 0 0 0 3 0 0 #18111 broken stool~ a broken stool~ A broken stool rests crazily on its remaining three legs.~ ~ 5 0 1|8192 0 0 0 7 6 0 0 #18112 collar~ a spiked dog collar~ A spiked dog collar lies here.~ ~ 15 0 1|4 5 4 0 0 1 0 0 E collar~ The collar appears to have a small secret compartment. ~ #18113 shield~ a magnificent shield~ A maginificent shield lies here, gleaming.~ ~ 9 1|64 1|512 10 0 0 0 5 0 0 A 17 -20 A 18 1 A 19 1 A 23 -3 A 24 -3 #18114 cupboard~ a bare cupboard~ This cupboard appears to be rather bare...~ ~ 15 0 0 100 1 0 0 700 0 0 #18115 metal capsule~ a metal capsule~ A small metal capsule lies here.~ ~ 9 1|64 1|16384 1 0 0 0 1 0 0 A 4 1 A 12 50 #18116 leather armor~ a suit of leather armor~ (Smelly) A suit of Orcish armor lies here.~ ~ 9 0 1|8 0 0 0 0 7 0 0 #18117 animal hides~ animal hides~ Some uncured animal hides are stinking up the room here.~ ~ 9 0 1|8 0 0 0 0 12 0 0 A 5 -1 A 13 20 A 17 -10 E hides~ They STINK! ~ #18118 gold ring~ a gold ring~ A gold ring gleams here.~ ~ 9 2|16|512|4096 1|2 0 0 0 0 1 0 0 A 5 1 A 18 3 A 19 3 A 25 1 #18119 mandibles~ a pair of mandibles~ A pair of stone-crushing mandibles lie here.~ ~ 5 0 32768 0 0 0 0 10 0 0 A 18 10 A 19 12 #18120 mallet~ a wooden mallet~ A wooden mallet rests here.~ ~ 5 0 1|8192 0 0 0 7 3 0 0 #18121 iron spike~ an iron spike~ An iron spike rests here.~ ~ 5 0 1|8192 0 0 0 11 5 0 0 A 18 -2 A 19 2 #18122 cupboard~ a small cupboard~ A small cupboard rests near one wall.~ ~ 15 0 1 100 1 0 0 100 0 0 #18123 orc corpse~ the corpse of an orc~ The corpse of one of the dungeon's Orcish guards lies here.~ ~ 23 0 1 0 0 0 0 75 0 0 E corpse orc~ From the look of it, this Orc was slain by a large fellow wielding a heavy axe. Seems a barbarian competitor is still going... ~ #18124 orc corpse~ the corpse of an orc~ The corpse of one of the dungeon's Orcish guards lies here.~ ~ 23 0 1 0 0 0 0 75 0 0 E corpse orc~ From the look of it, this Orc was slain by a large fellow wielding a heavy axe. Seems a barbarian competitor is still going... ~ #18125 bone necklace amulet strength~ an amulet of strength~ A bone necklace has been discarded here.~ ~ 9 2 1|4 0 0 0 0 1 0 0 A 1 2 A 5 1 #18126 test chamber key~ a test chamber key~ This key will allow you to open the door leading north from the chambers.~ ~ 18 2 1|16384 0 0 0 0 1 0 0 #18127 dungeon key~ a dungeon key~ This key will allow you to proceed into the next stage of the dungeon.~ ~ 18 2 1|16384 0 0 0 0 1 0 0 #18128 brooch garnet~ a brooch set with a large garnet~ A brooch set with a large garnet lies here.~ ~ 8 0 1|8 0 0 0 0 1 2452 0 #18129 shell~ a basket shell~ This shell allows you to travel up in the basket. Unlock it now!~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E shell~ Don't stare at it! USE IT!!! ~ #18130 lots money~ lots of money!~ Piled all around is lots and lots of money!~ ~ 20 0 1 20000 0 0 0 1 0 0 #18131 chute~ a chute~ This filthy chute leads into a sewer. You sure you wanna enter?~ ~ 33 0 0 18117 0 0 0 1 0 0 #0 #ROOMS #18000 The Streets Outside the Dungeon~ You are making your way through the crowds to the entrance of the infamous Deathtrap Dungeon, wherein you, along with several other adventurers, will quest for fame, glory and, of course, gold. Five other adventurers are gathered outside, waiting for the Baron to begin the Trial of Champions, at which point you will enter the maze, and find your way through to the finish, at which point you will be granted a fabulous reward! Four of them enter before you- then its your turn, and you stride purposefully into the dungeon, taking the first few steps of what is known as "The Walk". ~ 0 4 1 D0 ~ ~ 1 -1 18001 D2 ~ ~ 0 -1 31011 E entrance dungeon~ The entrance is flanked by two massive pillars, covered with carvings of snakes, demons and witches, all screaming soundlessly or leering evilly. You shiver and decide not to think about what this portends... ~ S #18001 Inside the Dungeon~ You enter into the gloomy interior, walking along a damp earth floor that runs far to the north. Presently, all exterior light has dissipated, and you have to rely solely on your own light source. Water drips occasionally from the ceiling, the soft plop it makes as it hits the floor echoing eerily in this stony tunnel. Tiny insects, disturbed by your light and noise, scurry away into many tiny cracks and holes in the walls. The sets of the footprints of those who entered before you can be seen on the ground. ~ 0 1|4|8 0 D0 ~ ~ 0 -1 18002 D2 ~ ~ 1 -1 18000 S #18002 A Junction~ You have reached a junction, where you may proceed east, west or south. A white arrow on the wall opposite the southern branch points west, and judging by the footprints several of your opponents decided to follow its silent advice- three pairs head in that direction. One pair, however, heads east. ~ 0 1|8 0 D1 ~ ~ 0 -1 18003 D2 ~ ~ 0 -1 18001 D3 ~ ~ 0 -1 18015 S #18003 An Eastern Path~ You are heading along a narrow passage that runs east away from the entrance junction. At this point the corridor is quite damp and dark, and you have to proceed slowly. ~ 0 1|8 0 D1 ~ ~ 0 -1 18004 D3 ~ ~ 0 -1 18002 S #18004 A Bend in the Passage~ At this point the passage bends, heading north and west. The passage to the west is damp and dark, while to the north it grows suddenly dry, hot even. You can feel a sudden wave of heat from the north. ~ 0 1|8 0 D0 ~ ~ 0 -1 18005 D3 ~ ~ 0 -1 18003 S #18005 A Hot Corridor~ Proceeding along this dry corridor, you suddenly begin to sweat profusely as it grows unbearably hot. You steel yourself and rush onward to minimise the damage you may suffer from the heat. ~ 0 1|8 0 D0 ~ ~ 0 -1 18006 D2 ~ ~ 0 -1 18004 S #18006 Outside An Iron Door~ Further along on the western wall there is an iron door, with an iron plate at chest height which can be slid aside to allow one to gaze within. From the north you can hear grunting and cursing, while from the south comes a sudden wave of intense heat. ~ 0 1|8 0 D0 ~ ~ 0 -1 18009 D2 ~ ~ 0 -1 18005 D3 Peering through the eyehole, you see a small room which contains a deep pit. It doesn't look to be very interesting. ~ door west iron plate~ 1 0 18007 S #18007 A Pit Chamber~ The center of this chamber is dominated by a deep pit, which you barely avoid falling into as you enter. It has plenty of finger and toe holds, however, should you wish to climb into (or out of) it. ~ 0 1|4|8 0 D1 ~ ~ 1 0 18006 D5 ~ ~ 0 -1 18008 S #18008 A Pit~ You are in a pit, whether by design or mishap. It is a crude affair, having been roughly carved from the earth using small shovels, if the marks in the earth are any indication. ~ 0 1|8 0 D4 ~ ~ 0 -1 18007 S #18009 A Sudden Corner~ Rounding the corner here, you find yourself in a position where you can head west or south. There are tracks in the dirt here, Orcish by the look of them. There is also a faint Orcish odor here- perhaps you'd better remain alert in case the horrid humanoids lair near here...? ~ 0 1|8 0 D2 ~ ~ 0 -1 18006 D3 ~ ~ 0 -1 18010 S #18010 A Long Corridor~ The humidity has returned to the air in this section of the corridor, and you can once again see footprints in the dirt- heading from the east to a door north of here. But they don't appear to lead out again... Ominous. You can see nothing else of interest besides the iron door. ~ 0 1|8 0 D0 A heavy iron door, unlocked. ~ door iron~ 1 0 18011 D1 ~ ~ 0 -1 18009 D3 ~ ~ 0 -1 18012 S #18011 A Horrid Fate...~ You stumble into a debris-strewn chamber, gagging at the stench of death. You then learn rather graphically the fate of one of your opponents. He is impaled on a rather lethal trap, evidently one he triggered quite unknowingly (well, he wouldn't do it KNOWINGLY, would he now? tsk.) while heading for an alcove on the far wall... ~ 0 1|8 0 D2 ~ ~ 1 0 18010 S #18012 A Junction~ Paths head in all four cardinal directions at this point, with footprints leading back and forth each way. You cannot see or hear anything from here, but the passage does appear to be lit far to the north, by what you cannot tell... ~ 0 1|8 0 D0 ~ ~ 0 -1 18021 D1 ~ ~ 0 -1 18010 D2 ~ ~ 0 -1 18013 D3 ~ ~ 0 -1 18020 S #18013 A Long Corridor~ This section of the corridor is particularly cold, dark and silent, and you shiver as you consider your options. The ground is too hard and shrouded in darkness to yield any substantial tracks. From the south you suddenly hear a faint grunt, either of pain or anger, you aren't sure which. ~ 0 1|8 0 D0 ~ ~ 0 -1 18012 D2 ~ ~ 0 -1 18014 S #18014 A Cave~ The passage widens sufficently here to form a small cave, in which you spy the remains of a campfire and the bones of someone's recent meal. It suddenly occurs to you that the occupant may not be too far away... ~ 0 1|8 0 D0 ~ ~ 0 -1 18013 D2 ~ ~ 0 -1 18015 S #18015 A Junction in the Wet Passageway~ The footprints are clear in the muddy ground here- two pairs head west, and one pair heads north along the northern branch. A vile smell wafts from the north, and you crinkle your nose in disgust. ~ 0 1|8 0 D0 ~ ~ 0 -1 18014 D1 ~ ~ 0 -1 18002 D3 ~ ~ 0 -1 18016 S #18016 A Western Passageway~ You are advancing along a passage that heads west away from the entrance junction, skirting two sets of muddy footprints that head westward. There is a large bell hanging here, which looks extremely heavy (and useless). ~ 0 1|8 0 D1 ~ ~ 0 -1 18015 D3 ~ ~ 0 -1 18017 S #18017 A Bend~ Here you may proceed north or east. Two sets of footprints head from the east round this bend to the north, from where you can hear a tremendous howling and snarling! ~ 0 1|8 0 D0 ~ ~ 0 -1 18018 D1 ~ ~ 0 -1 18016 S #18018 A Dimly Lit Section of Corridor~ At this point a dim light pervades the corridor from some distant crack in the ceiling, illuminating a small circular area, which seems to be serving as some sort of fighting ground for two angry hobgoblins, battling over whatever is lying on the floor. ~ 0 1|8 0 D0 ~ ~ 0 -1 18019 D2 ~ ~ 0 -1 18017 S #18019 A Corner~ The passage bends sharply here, heading off to the south and east. You see that both sets of tracks that you saw to the south continue east from here- evidently your opponents are making good time! ~ 0 1|8 0 D1 ~ ~ 0 -1 18020 D2 ~ ~ 0 -1 18018 S #18020 Poles~ A series of poles have been laid across the passageway here, and you must step between them to continue. Gingerly you do so, avoiding touching any- a gut feeling tells you that that would be a very bad thing to do... ~ 0 1|8 0 D1 ~ ~ 0 -1 18012 D3 ~ ~ 0 -1 18019 S #18021 A Large Cavern~ You have entered a large cavern, the floor of which is much drier than that to the south, but it is also much darker. A massive gold idol of some oriental deity rises in the center of the room. You may climb up it, to its head, where you spy two large gems which depict the idol's eyes, as well as two large stuffed birds, which seem almost alive somehow... ~ 0 1|4|8 0 D0 ~ ~ 0 -1 18023 D2 ~ ~ 0 -1 18012 D4 ~ ~ 0 -1 18022 S #18022 Atop the Idol~ As you near the top, you notice the birds move slightly, and you ready yourself for what could be a mad dash for the gems. Then, suddenly, they come to life with an angry squawk, and you know you are in trouble. ~ 0 1|8 0 D5 ~ ~ 0 -1 18021 S #18023 A North South Passage~ This passage heads north and south, disappearing into the darkness in each direction before and behind you. To the west a metal door is set into the ancient cracked wall. Listening at it, you hear nothing. In fact the only noise you can hear is a constant dripping far to the south, and a faint humming noise from the north. ~ 0 1|8 0 D0 ~ ~ 0 -1 18025 D2 ~ ~ 0 -1 18021 D3 ~ ~ 1 -1 18024 S #18024 An Empty Chamber~ This bare room has a damp, earthy odor, and the mold and moisture you have encountered in other parts of the dungeon is even more prevalent here. ~ 0 1|8 0 D1 ~ ~ 1 0 18023 S #18025 The Passage Continues~ The passage continues without event, running to the north and south as far as you can see with your limited light source. There are at least two pairs of footprints in the dirt that covers the floor. ~ 0 0 0 D0 ~ ~ 0 -1 18026 D2 ~ ~ 0 -1 18023 S #18026 The Passage Continues~ The passage continues without event, running to the north and south as far as you can see with your limited light source. There are at least two pairs of footprints in the dirt that covers the floor. From behind a door to the east you can hear a faint humming sound, as of bees, or other insects. ~ 0 1|8 0 D0 ~ ~ 0 -1 18029 D1 ~ ~ 1 0 18027 D2 ~ ~ 0 -1 18025 S #18027 A Chamber~ This chamber is dominated by a large circular pit, which you could climb down into if you so desired. The humming is now very loud, and you peer about expectantly, looking for its source. You may wish you didn't find it. You see something moving about down in the pit, a squirming, wriggling mass of... something. ~ 0 1|8 0 D3 ~ ~ 1 0 18026 D5 Your torchlight does not penetrate deep enough into the darkness to be sure, but it looks like worms or grubs crawling around down there. ~ pit~ 0 -1 18028 S #18028 A Breeding Pit~ Some sort of giant insect, a fly or mosquito, has chosen to raise its many offspring in this damp, warm pit. Larvae crawl about all around you, their disgusting slimy ichor and stench making you feel rather nauseous. ~ 0 1|8 0 D4 ~ ~ 0 -1 18027 S #18029 A Junction~ At this point, there are three passages to the east, south and west, all stretching away into the dimness. From the west you can hear what sounds like rock being crushed, while to the south you can hear a faint humming. ~ 0 1|8 0 D1 ~ ~ 0 -1 18033 D2 ~ ~ 0 -1 18026 D3 ~ ~ 0 -1 18030 S #18030 Rock Grubs!~ At this point, a massive rock grub has burst through the north wall, collapsing the old stone sufficiently to allow it to enter the corridor from its tunnel. Slime-covered rocks and other debris litter the corridor. You may proceed east or west, or venture into its tunnel to the north... ~ 0 1|8 0 D0 ~ ~ 0 -1 18031 D1 ~ ~ 0 -1 18029 D3 ~ ~ 0 -1 18032 S #18031 A Dead End~ The tunnel ends after a short distance in a cave-in, and you see the bloated corpse of a rock grub half-buried under the rubble. Evidently the rock grubs are not qualified excavators... But perhaps there is still another one around...? ~ 0 1|8 0 D2 ~ ~ 0 -1 18030 S #18032 A Dead End~ The passage ends at a sudden dead end, a newly-constructed brick wall barring further passage onwards. However, there may still be something of interest lying about... ~ 0 1|8 0 D1 ~ ~ 0 -1 18030 S #18033 A Deep, Dark Pit~ You have reached a point where a large pit gapes in the middle of the corridor. It is rather narrow, however, and you could easily jump across it, and continue east. ~ 0 1|8 0 D1 ~ ~ 0 -1 18034 D3 ~ ~ 0 -1 18029 E pit~ You are too scared to look down. ~ S #18034 A Turn~ The passage turns at this point, heading north and west as far as you can see. A large pit looms to the west, while to the north you see a couple of doors on the western wall. ~ 0 1|8 0 D0 ~ ~ 0 -1 18035 D3 ~ ~ 0 -1 18033 S #18035 A North-South Passage~ At this point there is a wooden door set in the west wall. No noise can be heard from whatever lurks within. The path continues north and south. ~ 0 1|8 0 D0 ~ ~ 0 -1 18037 D2 ~ ~ 0 -1 18034 D3 ~ ~ 1 0 18036 S #18036 A...Museum???~ This room is littered with a variety of stone statues, depicting all types of classes and races. They are strikingly realistic... STRIKINGLY realistic... and the subjects appear to have been in great pain at the time they posed for these replicas. The room is currently empty, the trialmaster who works here being called away on other business (lunch), and you think maybe it would be best if you were not present upon his return... ~ 0 1|8 0 D1 ~ ~ 1 0 18035 S #18037 A North-South Passage~ At this point there is a wooden door set in the west wall. No noise can be heard from whatever lurks within. A large "X" has been scrawled upon it in blood. The path continues north and south, though the path northward looks rather suspicious and barren... ~ 0 1|8 0 D0 ~ ~ 0 -1 18038 D2 ~ ~ 0 -1 18035 D3 ~ ~ 1 0 18040 S #18038 North~ Ok. So you decided to head up here anyway. Well you proceed for several hundred meters along a totally featureless passageway, with neither door nor monster to relieve the tedium. Presently, you detect a faint rumbling sound from the north that grows steadily louder, and you think you can see something large and solid moving down the passageway toward you. Perhpas you'd better turn back... ~ 0 1|8|8192 0 D0 ~ ~ 0 -1 18039 D2 ~ ~ 0 -1 18037 S #18039 BOULDER DASH!~ Ack! Haven't you seen Indiana Jones? You have just run smack into a huge boulder, which rumbles right down onto you, squashing you flat before continuing down the corridor. You lay in its wake for a few minutes, very badly injured, before realizing you are too hurt to continue, and you will have to recall. Next time, be more careful, hmmm? ~ 0 1|4|8 0 S #18040 A Chamber... Or a Crypt?~ This dark chamber is devoid of any items of interest, save for an alcove you can enter to the west, and a large stone chair containing a skeleton, who appears to be not quite dead yet... A sudden crash from outside that sounds very much like a large boulder connecting with solid stone can suddenly be heard, and without even testing you get the feeling your eastern exit has been blocked... ~ 0 1|8 0 D1 ~ ~ 1 0 18037 D3 The alcove is surrounded by what looks like a large crop of mushrooms. ~ alcove~ 0 -1 18041 S #18041 The Alcove~ You proceed down a short flight of steps into a rubbish-strewn cellar, and on top of the rubbish grows a large crop of mushrooms. An archway on the opposite wall allows one to proceed west into a crystal-lit tunnel. ~ 0 8 0 D1 ~ ~ 0 -1 18040 D3 ~ ~ 0 -1 18042 S #18042 The Tunnel~ The tunnel ends here at a set of stone steps leading up to a trapdoor, from behind which you can hear the voices of Goblins. Light streams through cracks in the trapdoor, and you are grateful that you will soon be in a nice brightly lit room instead of a gloomy dungeon, even though you may have to share it with aggressive humanoids. ~ 0 8 0 D1 ~ ~ 0 -1 18041 D4 Through the cracks you can see two Goblins sharpening and cleaning their weapons, chatting about girls, drinking and the tough trialmasters as they do. ~ trapdoor trap door~ 1 0 18043 S #18043 The Guard Room~ You emerge into a brightly-lit, sparsely furnished guard room. There are two chairs and a table, as well as a small cupboard. The room is in surprisingly good order for Goblin quarters. Doors lead to the north and west, as well as back down. ~ 0 8 0 D0 ~ ~ 1 0 18045 D3 ~ ~ 1 0 18044 D5 ~ ~ 1 0 18042 S #18044 Another Tunnel~ You are in a rough hewn east west tunnel that ends in a door to the east and a bend to the north far to the west. There is a wooden door to the north here. ~ 0 1|8 0 D0 ~ ~ 1 0 18047 D1 ~ ~ 1 0 18043 D3 ~ ~ 0 -1 18048 S #18045 An Ascending Tunnel~ This passage heads steadily uphill to the north at a slight angle, before evening out near a door on the east wall, to which a hand has been nailed. ~ 0 1|8 0 D0 ~ ~ 0 -1 18049 D1 The hand is human. ~ door hand~ 1 0 18046 D2 ~ ~ 1 0 18043 S #18046 A Jail Cell~ You have entered one of the Trialmasters' punishment cells. A man with one hand missing has been chained to the far wall. You feel anger at their cruelty, but don't know if you want to get involved. Perhaps the prisoner may be able to tell you something useful, though? ~ 0 1|8 0 D3 ~ ~ 1 0 18045 S #18047 A Game~ You have entered a room containing several items of interest, which you may explore at leisure. You see what was once apparently a crossbow trap of some sort, though your entry doesn't seem to trigger it... ~ 0 1|8 0 D2 ~ ~ 1 0 18044 S #18048 A Gallery~ At the bend, you gaze northward into what appears to be a gallery of mirrors, while to the east lies damp, dark tunnel. There appears to be someone or something moving about to the north, and you suddenly feel rather uneasy. ~ 0 8 0 D0 ~ ~ 0 -1 18052 D1 ~ ~ 0 -1 18044 S #18049 A Pipe~ You reach a bend in the passage, with passages heading south down a slope to a locked door, and west to a junction. To the east gapes the entrance to a smelly, slimy sewerage pipe, which you can enter if you wish *shudder*. ~ 0 1|8 0 D1 Looks bad, smells bad. ~ pipe~ 0 -1 18050 D2 ~ ~ 0 -1 18045 D3 ~ ~ 0 -1 18054 S #18050 Inside the Pipe~ This slimy affair is barely more than a meter in diameter, and you are forced to crawl on your hands and knees through the sludge. You feel that the tunnel is beginning to slope ever so slightly downward, and you get the distinct impression that were you to continue, you would not be able to find sufficient purchase on the slimy walls to slow your descent and you would most certainly plummet far down into the murky depths. So NOW WOULD BE A GOOD TIME TO HEAD BACK! ~ 0 1|8 0 D1 ~ ~ 0 -1 18051 D3 ~ ~ 0 -1 18049 S #18051 A Slimy Death~ You ignore all your instincts and proceed deeper into the pipe. Suddenly, you feel the pipe drastically change its angle, and you feel yourself sliding very quickly down the sludge into a wide pipe that goes down for over 50 meters. You plummet screaming into the depths, and land with a soft squelch in a lake of sewerage. Dying, exhausted and filthy, you have no option but to be grateful you are still alive and recall. ~ 0 1|4|8 0 S #18052 A Gallery~ You are walking along a long corridor lined with hundreds of mirrors. The sheer number of reflections you cast boggles you, and you barely notice the presence of another, more sinister, traveller... It is only when you see a skeleton that looks like it has been half-dragged into a mirror do you really begin to realize you could be in serious trouble. A staircase fashioned of skulls allows one to proceed upward from this place. ~ 0 8 0 D2 ~ ~ 0 -1 18048 D4 Like I said, totally composed of skulls. ~ staircase~ 0 -1 18053 S #18053 A Bend~ The passage turns here, heading east toward a junction and south toward a staircase heading down into a mirrored hall. ~ 0 1|8 0 D1 ~ ~ 0 -1 18054 D5 ~ ~ 0 -1 18052 S #18054 A Battle~ Bloodstained walls and floors indicate that a battle took place only recently at this junction. Evidently some of your competitors have also made it this far. The passage to the north seems to be the one to take from here. ~ 0 1|8 0 D0 ~ ~ 0 -1 18055 D1 ~ ~ 0 -1 18049 D3 ~ ~ 0 -1 18053 S #18055 A Junction~ You have reached a T-junction, with passages heading east, south and west. The north wall is heavily decorated with gruesome murals depicting screaming humans being chased by foul demons. You shudder and decide which way to go. ~ 0 1|8 0 D1 ~ ~ 0 -1 18056 D2 ~ ~ 0 -1 18054 D3 ~ ~ 0 -1 18057 S #18056 A Dead End~ A dead end with nothing to recommend it. Perhaps there IS something of interest left lying around, though... ~ 0 1|8 0 D3 ~ ~ 0 -1 18055 S #18057 A Chasm~ The passage ends at the lip of a narrow ravine here. You may proceed down into the ravine, or back east. Suddenly, you hear voices from the west, across the ravine, and see crowds of cheering people, hailing you and telling you that you have made it through, and to come out and celebrate. ~ 0 1|8 0 D1 ~ ~ 0 -1 18055 D3 ~ ~ 0 -1 18058 D5 ~ ~ 0 -1 18059 S #18058 The End~ With great joy, you leap across and run into the crowd, rejoicing in your triumph. Suddenly, the crowd of admirers turns into a pile of corpses, and the air around you grows thick and heavy. You gaze about in panic and see that you are locked in a small room littered with the bodies of those fooled before you. Cursing, you realize that you have been tricked by the Baron, and will have to recall and try again... ~ 0 1|4|8 0 S #18059 A Ravine~ You are standing at the bottom of a ravine. The only way onward from here is north- the climb back up is too arduous for someone of your limited mountaineering skills. ~ 0 1|8 0 D0 ~ ~ 0 -1 18060 S #18060 A Bend~ You proceed along the tunnel to a sharp bend, where you can proceed east or south. You hear footsteps, grunting and heavy breathing coming from the east, and your nose detects the unmistakable odor of trolls. ~ 0 1|8 0 D1 ~ ~ 0 -1 18061 D2 ~ ~ 0 -1 18059 S #18061 Trolls n' Stuff~ You stumble right into the lair of a rather large and angry troll. It has just discovered the corpse of one of its fellows, slain by one of yours, and it is in a rage! ~ 0 1|8 0 D1 ~ ~ 0 -1 18062 D3 ~ ~ 0 -1 18060 S #18062 A Cavern~ You enter a dimly-lit cavern, illuminated by the phosphorescent glow of some subterranean mold that can be seen between the many stalagmites and stalactites that grow here. There is a large oak door to the east of here. ~ 0 1|8 0 D1 ~ ~ 1 0 18063 D3 ~ ~ 0 -1 18061 S #18063 A Testing Chamber~ You have entered a testing chamber, but the Trialmaster of this room is nowhere to be seen. You hear a click as the door locks behind you, and realize that the only way out is to the north. ~ 0 8 0 D0 ~ ~ 0 -1 18064 D3 ~ ~ 1 0 18062 S #18064 The Central Area~ There are three doors and a southern passage leading from this room. There is also an empty snake basket in the center of this room- where is its occupant...? ~ 0 8 0 D0 ~ ~ 1 18126 18067 D1 This door has "NO CROP IS" written upon it. ~ door east~ 1 0 18066 D2 ~ ~ 0 -1 18063 D3 This door has "RUIN MOAT" written upon it. ~ door west~ 1 0 18065 S #18065 A Bloodstained Arena~ The floor of this place is covered in bloodstained sand. You can smell the scent of death, heavy on the air, and wonder if any or all of your competitors have met their ends here. ~ 0 8 0 D1 ~ ~ 1 -1 18064 S #18066 A Bloodstained Arena~ The floor of this place is covered in bloodstained sand. You can smell the scent of death, heavy on the air, and wonder if any or all of your competitors have met their ends here. ~ 0 8 0 D3 ~ ~ 1 -1 18064 S #18067 The Final Test~ Here, there is a small but securely locked door leading back into the dungeons, the key to which is held by the trialmaster. He is willing to give it to you in exchange for another item, but would much rather have a good fight over it. ~ 0 8 0 D0 ~ ~ 1 18127 18068 D2 ~ ~ 1 18126 18064 S #18068 A Divided Tunnel~ Paths run to the north and west from this point. Passage southward is blocked by a door that cannot be opened from this side. You hear a faint buzzing coming from the west. ~ 0 1|8 0 D0 ~ ~ 0 -1 18075 D3 ~ ~ 0 -1 18069 S #18069 A Glass Door~ You pass a glass door set in the north wall here. Looking through it, you see a swarm of nasty insects circling round a bejewelled crown that is resting in the center of the room. It looks very valuable. ~ 0 1|8 0 D0 You see that the crown is totally encrusted with gems. The catch is how to get it out without being overwhelmed by the swarm... ~ glass door crown~ 1 0 18070 D1 ~ ~ 0 -1 18068 D3 ~ ~ 0 -1 18071 S #18070 Insects~ You are surrounded by thousands of biting, stinging insects of all descriptions. You curse and swat as you are constantly stung and more than once you have to remove insects from your hair and mouth. ~ 0 1|8 0 D2 ~ ~ 1 0 18069 S #18071 A Long Passageway~ You are travelling along a narrow passage, the walls of which are lined with deep cracks. You hear slow, shuffling footsteps approaching, and prepare to see who or what is coming. ~ 0 1|8 0 D1 ~ ~ 0 -1 18069 D3 ~ ~ 0 -1 18072 S #18072 A Junction~ From this point you may head north, east or west. A faint buzzing is barely audible from the east, while from the north comes the faint sound of running water. To the west, you see a bend in the corridor, with a door on the east wall of the bend. You fancy you can hear cries for help emanating from this direction... ~ 0 1|8 0 D0 ~ ~ 0 -1 18073 D1 ~ ~ 0 -1 18071 D3 ~ ~ 0 -1 18085 S #18073 A Pit Stop~ At this point in the passage, a rather ugly chair has been placed in a recess. Deeply suspicious of everything in this place by now, you consider what you should do. ~ 0 1|8 0 D0 ~ ~ 0 -1 18074 D2 ~ ~ 0 -1 18072 S #18074 A Deep Pool~ The passage heads down a small slope toward a deep, still pool. You may enter the pool if you wish, or you may head back up to the chair. ~ 0 1|8 0 D2 ~ ~ 0 -1 18073 D5 It appears safe enough. ~ pool~ 0 -1 18096 S #18075 A Cobwebby Passage~ You proceed along a section of corridor that is enshrouded in spider webs. As you cut and tear your way through them, you find yourself fervently hoping that you don't run into whatever made them... ~ 0 1|8 0 D0 ~ ~ 0 -1 18076 D2 ~ ~ 0 -1 18068 S #18076 Two Doors...Or is it..?~ You enter a chamber with doors on the east and west walls. You can hear nothing from behind the east door, but as you go to check the west door, you suddenly see, or think you see, it *move* somehow, and you instinctively draw your weapon. ~ 0 1|8 0 D1 ~ ~ 1 0 18077 D2 ~ ~ 0 -1 18075 S #18077 A Bend~ You come to yet another of the many bends in the corridor in this place. To the north, you can see what looks like two fountains, while to the west the passage ends in a door. ~ 0 1|8 0 D0 ~ ~ 0 -1 18078 D3 ~ ~ 1 0 18076 S #18078 Fountain Room~ This room contains two fountains, one on the east wall and one on the west, each of which is filled with clear fresh drinking water. Wondering what the dungeon has in store for you now, you cautiously approach. ~ 0 1|8 0 D0 ~ ~ 0 -1 18079 D2 ~ ~ 0 -1 18077 S #18079 Slime...~ The walls of this section of corridor are covered in acidic green slime. Being in here even for a few seconds, you can feel it beginning to eat away at your clothes and skin. You exclaim in pain and hurry onwards. ~ 0 1|8 0 D0 ~ ~ 0 -1 18080 D2 ~ ~ 0 -1 18078 S #18080 More Slime...~ The walls of this section of corridor are covered in acidic green slime. Being in here even for a few seconds, you can feel it beginning to eat away at your clothes and skin. You exclaim in pain and hurry onwards. ~ 0 1|8 0 D0 ~ ~ 0 -1 18081 D2 ~ ~ 0 -1 18079 S #18081 A Side Passage~ At this point a narrow passage branches off this one, forming a junction where you may head north, west or south. There is a potent odor emanating from the south, while you can hear a crackling sound from the west. ~ 0 1|8 0 D0 ~ ~ 0 -1 18083 D2 ~ ~ 0 -1 18080 D3 ~ ~ 0 -1 18082 S #18082 An Energy Field~ The corridor at this point is suffused with a barely visible energy field, crackling and humming as is sparks about here. You hesitate before continuing, until you find that the field actually blocks the passage onward. ~ 0 8 0 D1 ~ ~ 0 -1 18081 S #18083 The End of the Corridor~ At this point any further passage forward is impossible. The north wall contains a narrow chute leading down into darkness, however, which you may enter if you wish. To the west, a set of ornate double doors stand partially open, and you think that you may be able to see whats inside if you look through the crack. ~ 0 1|8 0 D2 ~ ~ 0 -1 18081 D3 You see a dead warrior with his hand outstretched, clasping a huge diamond. The room appears deserted otherwise. ~ door room west double ornate~ 1 0 18084 S #18084 The Story Falls Flat~ As you enter, the door slams behind you, but you do not notice- your avaricious gaze is directed solely at the huge diamond. Suddenly both the corpse and the gem disappear, and a faint click is followed by a loud rumbling. Staring upwards, you see that the ceiling is slowly but surely descending upon you. With despair, you realize that your only option is to recall and try again, or be crushed to death by one of the Baron's favorite traps. ~ 0 1|4|8 0 S #18085 Another Bend, Another Mob~ I'm sick of writing it and you're sick of reading it. Yes, it's another BEND. You can head north or east. You can hear someone crying for help from a door to the west. It is standing slightly ajar, allowing you to peek in if you wish. ~ 0 1|8 0 D0 ~ ~ 0 -1 18088 D1 ~ ~ 0 -1 18072 D3 Peeking in, you see a cage covered with a heavy drape, and the cries are coming from behind this. Hmmm... ~ door ajar west help whatever~ 1 0 18086 S #18086 A Strange Sight~ Upon entering the room, you see a cage covered with a heavy drape. There is a rope with which you can pull the drape back and thus enter the cage. The voice is crying louder now, as if the occupant knows you are here, crying for release. ~ 0 1|8 0 D1 ~ ~ 1 0 18085 D3 The drape is quite heavy and dirty. There are several holes in it around head height, as if tiny animals had been biting at it. ~ drape cage west door~ 1 0 18087 S #18087 Inside the Cage~ Oops. Upon entering the cage, you quickly notice that it was never in fact locked. Indeed, it is starting to look more and more like a trap. You ready your weapons and prepare to deal with whatever is lurking in here. ~ 0 1|8 0 D1 ~ ~ 1 0 18086 S #18088 Old Tunnels, New Tunnels~ You may at this point head north or south along a long, narrow tunnel, or west along a short one that ends in a bend to the north. You can see a door on the east wall to the north, and one on the west wall, at a bend to the east in the southern tunnel. From this end you can hear cries for help. ~ 0 1|8 0 D0 ~ ~ 0 -1 18091 D2 ~ ~ 0 -1 18085 D3 ~ ~ 0 -1 18089 S #18089 A Mysterious Corner~ Rounding the bend here, you can here high pitched whispering and sniggering coming from the north. Wondering what sort of subterfugal skullduggery is being perpetrated, you hesitate before continuing. ~ 0 1|8 0 D0 ~ ~ 0 -1 18090 D1 ~ ~ 0 -1 18088 S #18090 A Jolly Sight~ You emerge into a long tunnel and suddenly find yourself overwhelmed by leprechauns, emerging from tiny secret doors to bound alongside, over and underneath you. You feel hands groping at your possessions, and start to angrily force your way through. Perhaps a bit more of a physical deterrent is needed to be rid of these noisome pests, say, a sword to their heads?:) ~ 0 1|8 0 D0 ~ ~ 0 -1 18094 D2 ~ ~ 0 -1 18089 S #18091 A Curtain~ At this point, a brown velvet curtain hangs over an archway on the eastern wall. You cannot hear anything from behind it, though you may be able to peek through before you enter. ~ 0 1|8 0 D0 ~ ~ 0 -1 18095 D1 You peek through and see a tightrope stretched across a deep chasm, and on the other side rests a magnificent winged helm. ~ drape east door arch archway~ 1 0 18092 D2 ~ ~ 0 -1 18088 S #18092 A Chasm~ You step out onto a tightrope, almost losing your balance in surprise. It stretches across a small chasm to a helm stuck on a pole on the far side. A few short steps will take you across to fetch it, should you wish. ~ 0 8 0 D1 ~ ~ 0 -1 18093 D3 ~ drape arch archway door west~ 1 0 18091 S #18093 The Far Side~ You make it across without mishap, and can now grab the helm abd be off. ~ 0 8 0 D3 ~ ~ 0 -1 18092 S #18094 A Corner~ Here the passage turns, heading east toward a large chute, and south. To the south you can hear high pitched whispering and sniggering, and it makes you feel both amused and uneasy. ~ 0 1|8 0 D1 ~ ~ 0 -1 18095 D2 ~ ~ 0 -1 18090 S #18095 A Chute~ There is little of interest at this bend save for a chute, from which a horrid smell emanates. You CAN enter it if you so desire... ~ 0 1|8 0 D2 ~ ~ 0 -1 18091 D3 ~ ~ 0 -1 18094 S #18096 In the Pool~ You are swimming along a narrow underwater passage. A strong current suddenly grabs you and drags you forward! ~ 0 1|4|8|32768 11 D0 ~ ~ 0 -1 18097 D4 ~ ~ 0 -1 18074 S #18097 The Other Side~ The current carries you under a wall and into another area. Up above you can see the surface, and you strike out for it. ~ 0 1|4|8 11 D2 ~ ~ 0 -1 18096 D4 ~ ~ 0 -1 18098 S #18098 A New Corridor~ You crawl from the pool onto a small stone ledge, and examine your immediate surroundings. A long passageway stretches away to the north, as far as you can see, while to your immediate west there is a door, which is slightly ajar. You can hear sounds of a struggle coming from here. ~ 0 1|8 0 D0 ~ ~ 0 -1 18100 D3 Peering through, you see a nubile female elf in the crushing grip of a huge Boa Constrictor. You recognize the girl as one of your competitors, and you pause to wonder if it would be prudent to save her or not... ~ door ajar west~ 1 0 18099 S #18099 Snake Bowl~ You enter the room and see a young elven thief rolling about, attempting to free herself of the crushing embrace of just about the biggest Boa anyone's ever seen. Neither of them have noticed your entry. ~ 0 1|8 0 D1 ~ door~ 1 0 18098 S #18100 A Long Corridor~ You continue along this north-south corridor. It is rather plain and featureless, though you do see something interesting on the floor here... ~ 0 1|8 0 D0 ~ ~ 0 -1 18101 D2 ~ ~ 0 -1 18098 S #18101 A Long Corridor~ At this point, there is a wooden door set in the west wall. Listening at it, you hear nothing, not unusual in this place as you have already seen. You can hear what sounds like chanting coming from the north, though. ~ 0 1|8 0 D0 ~ ~ 0 -1 18103 D2 ~ ~ 0 -1 18100 D3 You see nothing unusual. The handle turns easily. ~ door west~ 1 0 18102 S #18102 A Treasure Room~ You are excited to see a large wooden chest with iron bands sitting on a stone base on the far side of the room. Your excitement fades when you spot the footprints in the dust on the floor leading to and from the chest, and the fact that the chest is standing open. Still, might be worth a look. ~ 0 1|8 0 D1 ~ ~ 1 0 18101 S #18103 A Huge Cavern~ The passage ends in a huge cavern, which is filled with a small tribe of Troglodytes dancing about a golden effigy. They are immersed in their ritual and don't seem to notice you. On the far side you see a bridge spanning a dark, deep river. ~ 0 8 0 D0 ~ ~ 0 -1 18104 D2 ~ ~ 0 -1 18102 S #18104 On the Bridge~ This bridge spans a rather sinister-looking black river full of strange fish, and you are glad you don't need to go in there. In front of you is a large iron door, which is securely locked. Hope you have the key... ~ 0 8 0 D0 The door is quite strong and beyond your means to bash down or pick. ~ iron door~ 1 18046 18105 D2 ~ ~ 0 -1 18103 S #18105 The Other Side~ You slip through the door and find yourself in a short passage that runs north to a junction. You proceed. ~ 0 1|8 0 D0 ~ ~ 0 -1 18106 D2 ~ ~ 1 18046 18104 S #18106 A Junction~ You reach a junction where the paths to the east and west end in dead ends, and the passage to the south ends at a locked iron door. A voice suddenly calls from the north, beckoning you, and you proceed. ~ 0 1|8 0 D0 ~ ~ 0 -1 18107 D2 ~ ~ 0 -1 18105 S #18107 A Bend~ The passage bends sharply to the east here. An old man crouched near a basket is visible there, while to the south you can see a junction. ~ 0 1|8 0 D1 ~ ~ 0 -1 18108 D2 ~ ~ 0 -1 18106 S #18108 The Only Way is Up?~ Here, an elderly man is selling people rides in his basket, taking them up to the next level. To get the key to go up, simply give him something. He asks you not to kill him, for then you won't know the secret. Alternatively you can continue east or west. ~ 0 8 0 D1 ~ ~ 0 -1 18109 D3 ~ ~ 0 -1 18107 D4 The basket is affixed to a pulley which is pulled by someone quite strong up above. ~ up basket~ 1 18129 18111 S #18109 Continuing East~ You head east along a passage toward what looks like some sort of electrical field, though it only seems to stop people coming from the east to here, and you find you can pass through it without harm should you wish. ~ 0 1|8 0 D1 ~ ~ 0 -1 18082 D3 ~ ~ 0 -1 18108 S #18110 A Marble Hall~ You enter a spacious marble hall, lined with elegant Doric columns that run from floor to ceiling on either side. There seems to be no other exit from here save for a small chute in the far wall. However, you may not be here alone... ~ 0 8 0 D2 ~ ~ 0 -1 18116 S #18111 Ivy's Room~ This room serves as the quarters of Poison Ivy, the brawn in the partnership with the man downstairs. She hardly ever gets paid anything, and she seems awful upset about it... ~ 0 8 0 D1 From behind the door you can hear barking... ~ door~ 1 0 18112 D5 ~ ~ 1 18129 18108 S #18112 The Corridor Ends~ You find the corridor ends here in a flight of steps leading down. Something large and hungry, probably rabid too, is down there. It is barking and howling, as if it has caught your scent and is anticipating the upcoming feast... ~ 0 1|8 0 D3 ~ ~ 1 0 18111 D5 ~ ~ 0 -1 18113 S #18113 Dog Kennels~ Here two large savage guard dogs are quartered by the Trialmasters to help track down runaway slaves. They haven't been used for quite some time, and are restless and hungry. Unfortunately for you. ~ 0 1|8 0 D1 ~ ~ 0 -1 18114 D4 ~ ~ 0 -1 18112 S #18114 A-roarin'~ The passage you are in turns suddenly northward, where it ends at a wooden door. From behind the door comes the most godawful roaring you have ever heard. Whatever lives behind there is big, bad and ANGRY! ~ 0 1|8 0 D0 ~ ~ 1 0 18115 D3 ~ ~ 0 -1 18113 S #18115 The Pit Fiend's Lair~ You have stumbled into the lair of the Pit Fiend, a ten-metre green-skinned T-Rex with sharp enough teeth to crush rock and steel. It has seen you, and has decided to take out its frustration at its captivity on you. ~ 0 1|8 0 D0 ~ ~ 1 0 18116 D2 ~ ~ 1 0 18114 S #18116 A Red Line~ At this point, a large sign has been erected near a dotted red line on the floor. The sign reads- "NO WEAPONS BEYOND THIS POINT" and below that- "Violators will be disqualified" Looks like you better get rid of your weapons if you want your prize. ~ 0 8 0 D0 ~ ~ 0 -1 18110 D2 ~ ~ 1 0 18115 S #18117 The Pool of Slime~ You emerge from the chute in a pool of fetid slime, in which lives quite possibly the most repulsive creature you have ever seen. Unless you were extremely lucky and landed here just after someone else did it in. If you aren't lucky, you are going to have a heck of a fight on your hands! ~ 0 1|8 0 D0 ~ ~ 1 0 18118 S #18118 A Marble Hall~ You enter a spacious marble hall, lined with elegant Doric columns that run from floor to ceiling on either side. There is an iron door on the far wall, leading (hopefully) to the exit! However, you may not be in here alone... ~ 0 8 0 D0 ~ ~ 1 0 18119 D2 ~ door south~ 1 -1 18117 S #18119 The End is Nigh~ You have reached the final chamber of the Dungeon! Congratulations. Few get this far. As you stand here looking around, you notice a locked door on the far wall. If you wait, a Trialmaster should be along to tell you what you need to do. Or you may already know... If you don't have the right items needed to finish, you will have to recall and start again. ~ 0 8 0 D0 ~ ~ 1 18020 18120 D2 ~ ~ 1 0 18118 S #18120 The Next Door~ Well Done! You had the Emerald! Now, try the next door... ~ 0 1|8 0 D0 ~ ~ 1 18047 18121 D2 ~ ~ 1 18020 18119 S #18121 The Final Door~ Well Done! You had the Emerald and the Sapphire! Now, try the last door... ~ 0 1|8 0 D0 ~ ~ 1 18108 18122 D2 ~ ~ 1 18047 18120 S #18122 The Exit!~ Fabulous! You opened all three! You emerge into bright sunlight, and a crowd of thousands, who roar with approval as you exit. The baron himself is here, congratulating you, and your prize lies here, awaiting you. Well done! You feel all warm and fuzzy, and you brush a tear from your eye as you are proclaimed the conquerer of Deathtrap Dungeon! ~ 0 4 2 S #0 #RESETS D 1 18001 2 2 D 1 18006 3 1 D 1 18007 1 1 D 1 18010 0 1 D 1 18011 2 1 D 1 18023 3 1 D 1 18024 1 1 D 1 18026 1 1 D 1 18027 3 1 D 1 18035 3 1 D 1 18036 1 1 D 1 18037 3 1 D 1 18040 1 2 D 1 18042 4 1 D 1 18043 0 1 D 1 18043 3 1 D 1 18043 5 1 D 1 18044 0 1 D 1 18044 1 1 D 1 18045 1 1 D 1 18045 2 1 D 1 18046 3 1 D 1 18047 2 1 D 1 18062 1 1 D 1 18063 3 1 D 1 18064 0 2 D 1 18064 1 1 D 1 18064 3 1 D 1 18065 1 1 D 1 18066 3 1 D 1 18067 0 2 D 1 18067 2 2 D 1 18069 0 1 D 1 18070 2 1 D 1 18076 1 1 D 1 18077 3 1 D 1 18083 3 1 D 1 18085 3 1 D 1 18086 1 1 D 1 18086 3 1 D 1 18087 1 1 D 1 18091 1 1 D 1 18092 3 1 D 1 18098 3 1 D 1 18099 1 1 D 1 18101 3 1 D 1 18102 1 1 D 1 18104 0 2 D 1 18105 2 2 D 1 18108 4 2 D 1 18111 1 1 D 1 18111 5 2 D 1 18114 0 1 D 1 18115 2 1 D 1 18115 0 1 D 1 18116 2 1 D 1 18117 0 1 D 1 18118 2 1 D 1 18118 0 1 D 1 18119 0 2 D 1 18119 2 1 D 1 18120 0 2 D 1 18120 2 2 D 1 18121 0 2 D 1 18121 2 2 * M 1 18000 1 18000 baron M 1 18001 5 18000 spectators M 1 18002 5 18000 spectators * O 1 18000 1 18001 loads box P 1 18001 1 18000 gold P 1 18002 1 18000 note * M 1 18042 1 18003 spore * O 1 18010 1 18004 bamboo * O 1 18011 1 18008 rope * M 1 18006 1 18009 orc E 1 18116 1 5 leather armor E 1 18012 1 16 morning star G 1 18013 0 0 tube M 1 18039 1 18009 orc E 1 18116 1 5 leather armor E 1 18012 1 16 morning star * O 1 18014 1 18011 corpse O 1 18015 1 18011 frame O 1 18016 1 18011 rubbish O 1 18017 1 18011 goblet O 1 18018 1 18011 pouch P 1 18019 1 18018 meat * M 1 18041 1 18013 black widow O 1 18008 1 18013 backpack P 1 18009 1 18008 coin * M 1 18005 1 18014 caveman E 1 18117 1 5 hides E 1 18006 1 16 club E 1 18007 1 14 wristband * O 1 18003 1 18016 bell * M 1 18003 1 18018 hobgoblin M 1 18004 1 18018 hobgoblin O 1 18004 1 18018 bag P 1 18005 1 18004 jug * M 1 18007 1 18022 guardian M 1 18040 1 18022 guardian O 1 18020 1 18022 emerald * M 1 18045 1 18024 spectre E 1 18118 1 1 ring * M 1 18043 1 18025 light * M 1 18009 1 18027 giant fly * M 1 18008 1 18028 larvae G 1 18021 0 0 dagger * M 1 18046 1 18031 rock grub * O 1 18022 1 18032 mirror * O 1 18023 1 18036 statue O 1 18024 1 18036 statue O 1 18025 1 18036 statue O 1 18026 1 18036 statue * M 1 18010 1 18040 skeleton warrior E 1 18027 1 6 helm E 1 18028 1 16 sword E 1 18029 1 17 parchment E 1 18030 1 8 boots E 1 18031 1 3 cloak E 1 18032 1 5 scale mail E 1 18033 1 1 ring * O 1 18034 1 18041 mushrooms * O 1 18122 1 18043 cupboard P 1 18120 1 18122 mallet P 1 18121 1 18122 iron spike M 1 18047 1 18043 goblin E 1 18035 1 16 sword E 1 18036 1 17 spear M 1 18048 1 18043 goblin E 1 18035 1 16 sword E 1 18036 1 17 spear * O 1 18044 1 18045 hand * M 1 18044 1 18046 prisoner * O 1 18041 1 18047 plinth P 1 18037 1 18041 skull P 1 18038 1 18037 topaz P 1 18039 1 18037 topaz O 1 18040 1 18047 crossbow O 1 18042 1 18047 red ball O 1 18043 1 18047 blue ball * O 1 18045 1 18050 box P 1 18046 1 18045 key P 1 18047 1 18045 sapphire * M 1 18019 1 18052 mirror demon * M 1 18011 1 18055 throm E 1 18048 1 16 axe E 1 18049 1 13 loincloth E 1 18050 1 8 boots E 1 18052 1 10 tattoos G 1 18051 0 0 dagger * O 1 18053 1 18056 paper * O 1 18054 1 18059 red book O 1 18055 1 18059 black book P 1 18056 1 18055 vial * M 1 18012 1 18061 troll E 1 18057 1 1 ring * O 1 18058 1 18062 pouch M 1 18013 1 18062 mouse * O 1 18059 1 18064 basket O 1 18062 1 18064 guiness O 1 18063 1 18064 meal M 1 18014 1 18064 cobra * M 1 18015 1 18065 minotaur G 1 18126 0 0 key * M 1 18016 1 18066 scorpion G 1 18126 0 0 key * M 1 18017 1 18067 dwarf E 1 18040 1 16 crossbow E 1 18041 1 5 mail G 1 18127 0 0 key * O 1 18067 1 18070 crown M 1 18020 1 18070 swarm * M 1 18018 1 18071 servant E 1 18069 1 16 tray G 1 18068 0 0 food G 1 18070 0 0 water * O 1 18071 1 18073 chair P 1 18072 1 18071 phial * O 1 18064 1 18075 casket P 1 18065 1 18064 bag P 1 18066 1 18065 pearl * M 1 18024 1 18076 mimic * O 1 18074 1 18078 fountain O 1 18075 1 18078 fountain * M 1 18025 1 18080 slime M 1 18021 1 18087 medusa E 1 18128 1 5 brooch * M 1 18022 5 18090 leprechauns E 1 18087 1 17 dust E 1 18088 1 8 boots E 1 18089 1 13 belt E 1 18090 1 7 breeches E 1 18091 1 5 tunic E 1 18092 1 0 pipe E 1 18093 1 6 hat * O 1 18073 1 18093 helm * M 1 18026 1 18099 boa G 1 18077 0 0 skin M 1 18027 1 18099 elf E 1 18076 1 16 dagger E 1 18078 1 8 boots E 1 18094 1 5 pack P 1 18095 1 18094 bread P 1 18096 1 18094 mirror P 1 18097 1 18094 charm * O 1 18079 1 18100 grille P 1 18098 1 18079 pouch P 1 18080 1 18098 iron P 1 18099 1 18098 bell * O 1 18081 1 18102 chest P 1 18082 1 18081 pendant * O 1 18083 1 18103 effigy M 1 18028 3 18103 trogs E 1 18084 1 16 axe E 1 18085 1 17 spear E 1 18086 1 13 lioncloth M 1 18029 3 18103 trogs E 1 18084 1 16 axe E 1 18085 1 17 spear E 1 18086 1 13 lioncloth M 1 18030 3 18103 trogs E 1 18084 1 16 axe E 1 18085 1 17 spear E 1 18086 1 13 lioncloth M 1 18031 3 18103 trogs E 1 18084 1 16 axe E 1 18085 1 17 spear E 1 18086 1 13 lioncloth * O 1 18109 1 18108 basket M 1 18032 1 18108 old man * M 1 18036 1 18110 ninja E 1 18100 1 16 ninjato E 1 18101 1 9 bagh nakh E 1 18102 1 17 shuriken E 1 18103 1 5 robes G 1 18104 0 0 knife G 1 18102 0 0 shuriken G 1 18105 0 0 water G 1 18106 0 0 rice G 1 18107 0 0 ointment G 1 18108 0 0 diamond * M 1 18033 1 18111 ivy E 1 18111 1 16 stool O 1 18114 1 18111 cupboard P 1 18110 1 18114 bone * M 1 18034 1 18113 dog E 1 18112 1 3 collar P 1 18112 1 1112 pill M 1 18035 1 18113 dog E 1 18112 1 3 collar * M 1 18049 1 18115 pit fiend G 1 18113 0 0 shield M 1 18023 1 18117 bloodbeast * M 1 18037 1 18118 manticore * M 1 18038 1 18119 gnome * O 1 18130 1 18122 reward! * *PORTALS O 1 18131 1 18083 O 1 18131 1 18095 O 1 18131 1 18110 S #SHOPS 18018 0 0 0 0 0 120 80 0 23 0 #SPECIALS M 18003 spec_thief a hobgoblin M 18004 spec_thief a hobgoblin M 18008 spec_poison a writhing mass of fly larvae M 18009 spec_poison a giant fly M 18010 spec_cast_undead a skeleton warrior M 18014 spec_poison a cobra M 18016 spec_poison a giant scorpion M 18017 spec_cast_judge a rough dwarf M 18018 spec_janitor a crippled, shackled servant M 18019 spec_cast_mage a mirror demon M 18020 spec_poison a swarm of insects M 18021 spec_poison a medusa M 18022 spec_thief a leprechaun M 18023 spec_breath_acid the bloodbeast M 18025 spec_breath_acid a pool of green slime M 18027 spec_thief an elven thief M 18032 spec_janitor an old man M 18033 spec_fido poison ivy M 18034 spec_fido a guard dog M 18035 spec_fido a guard dog M 18036 spec_thief a ninja M 18037 spec_poison a manticore M 18038 spec_cast_mage a gnomish trialmaster M 18041 spec_poison a black widow spider M 18042 spec_cast_judge a giant spore ball M 18043 spec_grue light M 18045 spec_cast_undead a spectre M 18046 spec_fido a rock grub M 18049 spec_fido a pit fiend R 18005 specr_fireplane R 18070 specr_swarm R 18079 specr_acidpool R 18080 specr_acidpool S #TRIGGERS M 18000 trigm_alive M 18001 trigm_alive M 18002 trigm_alive M 18003 trigm_alive M 18004 trigm_alive M 18005 trigm_alive M 18006 trigm_alive M 18007 trigm_alive M 18008 trigm_alive M 18009 trigm_alive M 18010 trigm_alive M 18011 trigm_alive M 18012 trigm_alive M 18013 trigm_alive M 18014 trigm_alive M 18015 trigm_alive M 18016 trigm_alive M 18017 trigm_alive M 18018 trigm_alive M 18019 trigm_alive M 18020 trigm_alive M 18021 trigm_alive M 18022 trigm_alive M 18023 trigm_alive M 18024 trigm_alive M 18025 trigm_alive M 18026 trigm_alive M 18027 trigm_alive M 18028 trigm_alive M 18029 trigm_alive M 18030 trigm_alive M 18031 trigm_alive M 18032 trigm_alive M 18033 trigm_alive M 18034 trigm_alive M 18035 trigm_alive M 18036 trigm_alive M 18037 trigm_alive M 18038 trigm_alive M 18039 trigm_alive M 18043 trigm_alive M 18044 trigm_alive M 18045 trigm_alive M 18046 trigm_alive M 18047 trigm_alive M 18048 trigm_alive M 18049 trigm_alive O 18081 trigo_trapg_pcloud S #$