#AREA {10 20} Yaegar Firetop Mountain~ #HELPS 0 firetop mountain~ This area was created by Yaegar in November 1995 with the use of a DOS Text Editor and MakeZonesFast from Slash. It is based on the Fighting Fantasy Gamebook "The Warlock of Firetop Mountain", by Steve Jackson and Ian Livingstone, published by Puffin Books. Thanks go to Steve and Ian, Rainman, Lenny, Slash, Julilla,Argh, Fle Marc and Sol, and the rest of the gang at AM, for aid, assistance, support and friendship. Permission is given for any Implementor to use this area in their Mud, with the exception of Barren Realms (barren.liii.com 8000). ~ 0 $~ #MOBILES #5735 sentry orc~ an Orc sentry~ An Orc sentry has fallen asleep at his post here. ~ This vile creature has been assigned to prevent unwanted visitors, but innate laziness combined with generous servings of Orcish Ale have rendered him quite ineffective at even this simple task. ~ 2|4|32|64 131072 -400 S 11 0 0 0d0+0 0d0+0 0 0 8 8 1 #5736 orc~ a sleeping Orc~ An off-duty Orc sleeps here. ~ This vile creature has been assigned to prevent unwanted visitors, but innate laziness combined with generous servings of Orcish Ale have rendered him quite ineffective at even this simple task. ~ 2|4|32|64 131072 -400 S 11 0 0 0d0+0 0d0+0 0 0 8 8 1 #5737 snake~ a small snake~ A small snake hisses and strikes! ~ This serpent has been placed here by the occupant of this room to guard the box it is coiled about, and although it is quite small, its bite can be lethal! ~ 2|32|64 512 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 0 #5738 orc~ a drunken Orc~ A drunken Orc breaks off in mid-song and lunges at you! ~ This foul drunk is quite possibly the worst singer you have ever heard in your life! And he smells even worse than he sings! Fortunately he is not a very effective combatant, as the alcohol he has imbibed has dulled his senses. ~ 2|4|32|64 4096 -400 S 10 0 0 0d0+0 0d0+0 0 0 8 8 1 #5739 orc chieftain~ an Orcish chieftain~ An Orcish chieftain snarls and cracks his whip at you angrily. ~ This evil chieftain was busy whipping his hapless servant when you entered, and he is glad for a more challenging foe. He is the leader of the Orcs in this area, and as such will be a tough foe. ~ 2|4|32|64 128|512 -400 S 12 0 0 0d0+0 0d0+0 0 0 8 8 1 #5740 orc servant~ an orcish servant~ An Orcish servant moans piteously as his master beats him. ~ This pathetic whelp was been flogged by his demanding master as you entered, but despite this he still leaps up to defend the chieftain against you. Best to slay the ungrateful little wretch. ~ 2|4|32|128 0 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 1 #5741 orc~ an eating Orc~ An Orc busily slurps up his rat stew. ~ This Orc is so busy eating that he doesn't even notice you enter. You could easily leap in and have a hack before he was even prepared. However, he does have several companions... ~ 2|4|64 0 -400 S 11 0 0 0d0+0 0d0+0 0 0 8 8 1 #5742 prisoner~ A deranged prisoner~ A wild-eyed man lunges insanely at you! ~ Ack! Watch out! He's going to...Oh. You realize, as the deranged figure suddenly collapses sobbing at your feet that this man is not aggressive or seeking to attack you but was simply overjoyed at beign released. He is quite harmless, but very filthy. ~ 2|4|128 2097152 0 S 8 0 0 0d0+0 0d0+0 0 0 8 8 1 #5743 goblin torturer~ a Goblin torturer~ A Goblin torturer is angry that his victim has suddenly died. ~ This sadistic creature was busy torturing a captured Dwarf when you entered, and the Dwarf died moments later. The creature is angered, and blames you for the Dwarf's premature death! ~ 2|4|32|64 512 -600 S 10 0 0 0d0+0 0d0+0 0 0 8 8 1 #5744 cyclops iron~ an iron Cyclops~ A Huge iron Cyclops with a single huge gem serving as an eye towers over you. ~ This specially made Iron Golem is extremely tough and powerful. Although not aggressive, it will certainly attack if you seek to take its gem. ~ 2|64 8|128|8192 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 0 #5745 barbarian~ an insane Barbarian~ An insane Barbarian leaps out and attacks you! ~ This demented berserker has been trapped in this dungeon for days and is taking out his frustrations on you! Towering over you at six feet tall and weighing in at 280 lbs, he is certainly a force to be reckoned with. ~ 2|32|64 8192 0 S 12 0 0 0d0+0 0d0+0 0 0 8 8 1 #5746 old man~ an old man~ An old man clad in a dirty nightrobe welcomes you to his shop. ~ "Oh my, a visitor! We don't get much of them these days...". Despite his appearance, this elderly gentleman is more than capable of taking care of himself. He can sell you lighting equipment for the journey ahead. ~ 2|4|8|64 4|8|16|32|128|8192 400 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #5747 old man wererat~ an old man who is a Wererat~ An old man standing here gradually transforms into a wererat! ~ This seemingly harmless old coot is actually a powerful lycanthrope, who will not hesitate to kill you if you threaten him. ~ 2|4|8|64 8|32|128|8192 0 S 13 0 0 0d0+0 0d0+0 0 0 8 8 1 #5748 neanderthal caveman man~ A lumbering Neanderthal~ A primitive Neanderthal swings his stone club at your head! ~ This dim-witted cave man is possessed of only the most primitive instincts, but has a blow like a sledgehammer and a hide like a stone wall, so fight well! ~ 2|4|32|64 16|32|512|8192 0 S 12 0 0 0d0+0 0d0+0 0 0 8 8 1 #5749 bat giant~ a giant Bat~ A giant Bat swoops down to attack you. ~ This bat is almost as big as you are, and with its huge black wings and long, pointy fangs dripping potent venom, it is quite a formidable sight. Better be careful with this one. ~ 2|4|32|64 8|8192|524288 -400 S 11 0 0 0d0+0 0d0+0 0 0 8 8 0 #5750 spider giant~ a giant Spider~ A loathsome spider the size of a small pony scuttles towards you. ~ You are not sure which scares you the most about this horrible arachnid- The way its 2 feet long furry legs scuttle on the rock as it races at you, the way its beady eyes stare evilly at you as is approaches, or the way the venom dripping from its maw burns into the stone as it falls... ~ 2|32|64 8 -400 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #5751 ogre~ an Ogre~ An Ogre lumbers about here. ~ This huge dullard is so big and so dense that he doesn't seem to have even registered your presence. You could easily sneak past and escape his lair should you so wish... ~ 2|4|64 8192 0 S 13 0 0 0d0+0 0d0+0 0 0 8 8 1 #5752 troll~ a Troll~ A Troll with very long, powerful arms lopes toward you. ~ This ugly monster is only 5 feet tall, but its arms are also nearly five feet long, and end with wicked, sharp claws that could cut stone. Yellow mucous drips from the fevered beast's slavering maw, and you shudder to think fo the germs you could be infecte dwith by this grotesque. ~ 2|4|32|64 8192 -500 S 13 0 0 0d0+0 0d0+0 0 0 8 8 1 #5753 rat giant~ a giant Rat~ A Rat the size of an Alsatian leaps at you! ~ This huge rodent has long, pointed teeth that are discolored with dried blood. It lashes at you with its sharp claws and seeks to clamp its fangs around your neck! ~ 2|32|64|128 8 -400 S 10 0 0 0d0+0 0d0+0 0 0 8 8 0 #5754 giant~ a burly Giant~ A burly Giant hurls a leg of lamb at you before attacking! ~ You have disturbed this big fellow's evening repast, and he is not happy about it. ~ 2|32|64 8192 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 #5755 piranha~ a vicious Piranha~ A vicious Piranha sinks its teeth into your leg! ~ You scream in pain as this savage little fish tears out a chunk of flesh. It moves almsot too fast for you to catch it in the water, but eventually returns for another bite, which gives you a chance to attack it. ~ 2|32|64 0 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 0 #5756 sandworm giant~ a giant Sandworm~ A giant Sandworm rears up out of the sand and attacks! ~ This big fellow makes sea serpents of old look tiny. His circular maw is lined with rows and rows of teeth, all ready to bite into you!. ~ 2|32|64 8|8192 0 S 16 0 0 0d0+0 0d0+0 0 0 8 8 0 #5757 skeleton~ a Skeleton worker~ A Skeleton worker busily helps assemble a boat. ~ This undead servant of the Warlock is far too busy engaging in its set tasks to pay any mind to you. It will, however, act to defend itself if assaulted, as will its many comrades. ~ 2|4|64 8|8192 0 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #5758 wight~ a Wight~ A Wight, a fell undead servant of the Warlock, grins evilly at you. ~ This foul creature is not exceptionally strong or tough, but it has many special abilities which make it more than a match for the average adventurer, including its long, sharp, poisoned fangs and claws, its resistance to physical blows, and its nauseating stench. ~ 2|4|32|64|4096 8|128|512|8192 -1000 S 14 0 0 0d0+0 0d0+0 0 0 8 8 0 #5759 zombie~ a Zombie~ The physical form of a slain adventurer has been re-animated as a Zombie. ~ This poor fellow was once an eager young treasure-and-glory-seeker like yourself, who fell foul of the Warlock's minions, and has been damned to a perpetual undead existence. ~ 2|32|64 512 0 S 11 0 0 0d0+0 0d0+0 0 0 8 8 0 #5760 dog~ a Guard Dog~ A savage Guard Dog barks to alert its master of your intrusion! ~ Despite appearances, this Dog will not attack unless provoked. If it does, you may find that it is not like msot other Dogs, in that it is very tough and has certain abilities that may catch you by surprise... ~ 2|8|64 8|32|8192 0 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #5761 werewolf man~ a Werewolf~ The man before you transforms into a Werewolf as you watch! ~ This dour old man is the chief ship-builder for the Warlock, and despite his unfortunate curse (Lycanthropy), he is not a bad guy, and will only attack if you initiate hostilities by attacking him or his dog. ~ 2|8|64 128|8192|131072 0 S 13 0 0 0d0+0 0d0+0 0 0 8 8 1 #5762 ghoul~ a Ghoul~ Hidden among the corpses is a sadistic Ghoul! ~ This decaying corpse-like undead slashes at you with its filthy fingernails, attempting to slay and devour you! ~ 2|32|64 8|8192 -500 S 13 0 0 0d0+0 0d0+0 0 0 8 8 0 #5763 vampire~ an evil Vampire~ An evil Vampire attempts to drink your blood! ~ Rising from its coffin like Bela Lugosi in Dracula, the Vampire floats towards you, attempting to make eye contact with you, so that it can charm you and then feat upon you at its leisure. ~ 2|4|32|64|4096 8|32|128|512|524288 -1000 S 17 0 0 0d0+0 0d0+0 0 0 8 8 0 #5764 dwarf~ a Dwarf~ A Dwarven gambler offers you a seat in his game. ~ This amiable fellow is leaning back in his chair at a table with three other Dwarfs playing Five Card Stud. He draws deeply on a long pipe, exhaling some noxious smoke, and invites you to join in. ~ 2|4|8|64 512 400 S 12 0 0 0d0+0 0d0+0 0 0 8 8 1 #5765 minotaur~ a mighty Minotaur~ A mighty Minotaur threatens to tear you apart with his bare hands! ~ This Minotaur is quite insane and, lost in his delirium, he provokes all who enter into battling with him. Although unarmed and unarmored, he is still a potentially dangerous foe. ~ 2|32|64 512 -400 S 14 0 0 0d0+0 0d0+0 0 0 8 8 1 #5766 dragon~ an enormous Red Dragon~ An enormous Red Dragon belches forth fire and smoke at you! ~ You are Dead. This Dragon can tear apart whole armies of Orcs, and eats adventurers like you for breakfast. His huge, yellow, heavy-lidded eyes glare balefully at you as he swings his massive claws at your head! an enormous Red Dragon's blast *** JOLTS *** you! Ouch! That attack hurt your Silver Bracer! That sure did HURT! You sure are BLEEDING! You have been KILLED!!! BATTLE UPDATE : adventurer killed by an enormous red dragon. ~ 2|4|8|32|64 4|8|16|32|128|512|8192|524288 -1000 S 20 0 0 0d0+0 0d0+0 0 0 8 8 1 #5767 warlock~ the Warlock of Firetop Mountain~ The Warlock of Firetop Mountain stands proudly before you. ~ The Warlock has taken the form of a well-built young man, clad in robes of Velvet and Gold. Sparks fly from his gloved hands as he stares grimly at you, waiting for you to move. Already, you know you are in for a heck of a fight... ~ 2|4|8|64 4|8|16|32|128|512|8192|1048576 -1000 S 23 0 0 0d0+0 0d0+0 0 0 8 8 1 #5768 hand~ a hand~ An animated Hand strikes at you! ~ This hand rises up from the floor and begins to beat you! ~ 2|4|32|64 8 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 0 #5769 crocodile croc~ a crocodile~ An angry crocodile lurches at your boat! ~ This huge reptile is hideous and mean, and it looks eager to bury its many pointed teeth in your body! ~ 2|32|64 8 0 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #5770 gas beast~ a gas beast~ A gas beast wraps itself around you and attempts to smother you! ~ This horrid creature is little more than a gas cloud with a will of its own, and as such is very hard to kill. ~ 2|32|64 8|32|128|512|8192|524288 -1000 S 15 0 0 0d0+0 0d0+0 0 0 8 8 0 #0 #OBJECTS #5735 armor leather~ a suit of leather armor~ A suit of dirty Orcish leather armor has been (intentionally?) left here. ~ ~ 9 0 1|8 0 0 0 0 5 0 0 E armor leather~ This armor has been worn by a filthy Orc sentry. it is vermin-infested, moldy and covered with dried ale, blood and various food stains. ~ #5736 polearm~ a polearm~ A battered Orcish polearm is here. ~ ~ 5 0 1|8192 0 0 0 3 30 0 0 A 18 -2 A 19 -2 E polearm~ This polearm is old, rusty and in bad need of repair. ~ #5737 grog bottle~ a bottle of Orc grog~ A bottle of Orc grog is here.~ ~ 17 0 1|16384 5 5 7 0 5 250 0 E grog~ This is the staple drink of the Orcs of Firetop Mountain and it is FOUL. ~ #5738 box cache~ an Orc's box~ This box serves as the Orc's cache. ~ ~ 15 0 1|16384 10 1 0 0 10 100 0 E box~ This box contains all the Orc's personal possessions. ~ #5739 gold~ a single gold piece~ A single gold piece rests here. ~ ~ 20 0 1 1 0 0 0 1 0 0 #5740 mouse~ a dead mouse~ A dead mouse lies here. ~ ~ 13 0 1|16384 0 0 0 0 1 0 0 E mouse~ The Orc who put this in the box thought it'd be a good place for it to live, but forgot about things like food, water, oxygen, etc... ~ #5741 key~ a bronze-coloured key~ A bronze-coloured key is here. ~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E key~ Upon cloer examination, you notice that this key has the number 99 carved into it. ~ #5742 box~ a small wooden box with crude hinges~ A small wooden box with crude hinges rests here. ~ ~ 15 0 1|16384 50 1 0 0 10 100 0 E box~ A brass name plate on the lid of this box is inscribed with then name "Farrio Di Maggio". ~ #5743 book tome~ a small leather-bound book~ A small leather-bound book entitled "The Making and Casting of Dragonfire". ~ ~ 2 64 1|16384 30 65 26 201 10 0 0 E book~ This book tells of the life work of the Mage Farrio Di Maggio- the creation of the Dragonfire spell, for use against Dragons, capable of dealing out significant amounts of damage to them, by speaking the words- "Ekil Erif, Ekam Erif, Erif Erif, Di Maggio" ~ #5744 chest~ a sturdy chest~ A sturdy chest made of oak and iron rests here. ~ ~ 15 0 0 500 8 2006 0 1 0 0 E chest~ This chest looks extremely heavy and you are quite sure you couldn't budge it. ~ #5745 gold~ a fair number of gold pieces~ A fair number of Gold pieces are scattered here. ~ ~ 20 0 1 25 0 0 0 1 0 0 #5746 potion vial~ a small black bottle with a tight glass stopper~ A small black bottle with a tight glass stopper containing black liquid is here. ~ ~ 10 0 1|16384 8 29 0 0 1 200 0 E vial~ The liquid in the vial looks vile but is in fact quite palatable. ~ #5747 glove~ a black velvet glove~ A black velvet glove is here. ~ ~ 9 4 1|128 0 0 0 0 1 0 0 A 2 2 E glove~ You have no idea what this glove may do... ~ #5748 mattress~ a staw mattress~ A straw mattress stained with various substances is here. ~ ~ 12 0 0 0 0 0 0 1 0 0 E mattress~ This foul bed serves as the resting place for an Orc... ~ #5749 case leather~ a tattered leather case~ A tattered leather case half a metre long is here. ~ ~ 15 0 1|16384 10 1 0 0 10 0 0 E case~ This case looks like it could hold a short bow. It is inscribed- "The giver of sleep to those who never can..." ~ #5750 bow~ a bow and a single silver arrow~ A bow and a single arrow rests here. ~ ~ 3 1|64 1|16384 10 5 5 30 18 0 0 E bow~ This bow and silver arrow can inflict damage upon any foe it is used against, especially the undead. ~ #5751 leg club~ a chair leg~ A chair leg that has been fashioned into a crude club is here. ~ ~ 5 0 1|8192 0 0 0 7 10 0 0 A 18 -1 A 19 -1 E leg~ This really is a pathetic attempt at a weapon... ~ #5752 rack~ a torture rack~ A torture rack holds a dead Dwarf here. ~ ~ 12 0 0 0 0 0 0 1 0 0 E rack~ This wicked-looking rack is surrounded by a variety of evil-looking tools, all guaranteed to inflict excruciating pain. ~ #5753 knife~ a wicked-looking knife~ A wicked-looking knife is here. ~ ~ 5 0 1|8192 0 0 0 11 13 0 0 A 19 4 E knife~ This vicious little Goblin weapon would make a GREAT backstabbing weapon... ~ #5754 cheese~ a piece of sweet-smelling cheese~ A piece of sweet-smelling cheese is here. ~ ~ 19 0 1|16384 5 0 0 0 1 0 0 E cheese~ Must be the Goblin's lunch... ~ #5755 shield~ a shield~ A bronze shield bearing a crescent moon device has been left here. ~ ~ 9 1 1|512 0 0 0 0 5 1000 0 A 2 -1 A 13 5 A 17 -10 A 19 1 E shield~ This shield seems to be a very good one, if rather large and cumbersome. ~ #5756 gem jewel~ an expensive-looking jewel~ This Jewel looks VERY valuable... ~ ~ 4 1 1|16384 10 5 5 4 1 5000 0 A 12 25 E jewel~ This Jewel once served as the eye of an Iron Cyclops, and as such has potent magical properties... ~ #5757 key~ a small key~ A small key is here. ~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E key~ Upon cloer inspection, you notice that this key as the number 111 engraved on it. ~ #5758 box~ an old box~ An old box has been discarded here. ~ ~ 15 0 1|16384 50 1 0 0 5 100 0 E box~ This box looks like it once contained carpentry tools. ~ #5759 mallet~ a wooden mallet~ A wooden mallet is here. ~ ~ 5 0 1|8192 0 0 0 7 25 0 0 E mallet~ This mallet looks PERFECT for driving wooden stakes... ~ #5760 stump stake~ a stump of wood~ A stump of wood sharpened into a stake is here. ~ ~ 5 0 1|8192 0 0 0 11 15 0 0 E stump stake~ This stump has a nasty point which could cause a LOT of damage if rammed into someone's back... ~ #5761 painting~ a painting of the Warlock~ A painting of the Warlock hangs on a wall here. ~ ~ 12 2|16|4096 1|16384 0 0 0 0 25 0 0 A 1 -1 A 5 -1 A 13 -10 E painting~ Just looking at this painting makes you feel sick and uneasy. ~ #5762 candle~ a blue candle~ A magical Blue Candle flames on command! ~ ~ 1 1 1|16384 0 0 24 0 1 0 0 E candle~ This candle is an exceptional one, flaming on command as it does. It used to be a LOT cheaper, but since the Long Dark Night candlewax prices have soared... ~ #5763 club~ a crude stone club~ A crude stone club lies here. ~ ~ 9 0 1|8192 0 0 0 8 30 0 0 A 18 -4 A 19 6 E club~ The Neanderthal who owns this doubtless would like it back... ~ #5764 wood~ a piece of y-shaped wood~ This would make an excellent frame for a slingshot. ~ ~ 5 0 1|8192 0 0 0 0 5 0 0 A 18 -1 E wood~ This piece of Y-shaped wood is so fashioned that you could use it for a slingshot once you fitted a rubber band... ~ #5765 rope~ a piece of rope~ This piece of rope looks rather sinister... ~ ~ 13 16|128|4096 1|16384 0 0 0 0 5 0 0 A 12 -50 A 13 -25 E rope~ This rope is magically cursed! ~ #5766 sword~ a magnificent-looking sword~ A magnificent-looking sword is here. Pick it up! ~ ~ 5 1|64 1|8192 0 0 0 1 25 0 0 A 1 1 A 17 -5 A 18 4 A 19 4 E sword~ This sword looks as if it would GREATLY aid you in combat... ~ #5767 boots~ a pair of boots~ A pair of red boots sit innocently here. ~ ~ 9 4096 1|64 0 0 0 0 50 0 0 A 14 -150 E boots~ These boots are finely crafted from deep red leather. ~ #5768 chisel~ a chisel with a silver blade~ A chisel with a silver blade is here. ~ ~ 5 1|64 1|8192 0 0 0 2 13 0 0 A 18 2 E chisel~ This chisel has been enchanted to make it a decent weapon. ~ #5769 helmet~ a bronze helmet~ A bronze helmet is here.~ ~ 9 16|4096 1|16 0 0 0 0 5 1000 0 A 3 -2 A 18 -2 E helmet~ This helmet looks like it would be a good fit. ~ #5770 helmet~ an iron helmet~ An Iron helmet is here.~ ~ 9 1024 1|16 0 0 0 0 5 1000 0 A 3 2 A 18 2 E helmet~ This helmet looks like it would be a good fit. ~ #5771 table~ a sturdy oak table~ A sturdy oak table is here.~ ~ 12 0 0 0 0 0 0 10 0 0 E table~ This table looks quite sturdy, as I said previously. ~ #5772 armor leather~ a suit of leather armor~ A suit of leather armor is here. ~ ~ 9 0 1|8 0 0 0 0 5 0 0 E armor~ By the look of it, this armor didnt do its previous owner much good... ~ #5773 shield~ a wooden shield~ A simple wooden shield has been abandoned here. ~ ~ 9 0 1|512 0 0 0 0 5 100 0 E shield~ This shield probably isn't much use for anything beyond practice sessions... ~ #5774 sword~ a steel sword~ This sword doesn't look any better than your own weapon... ~ ~ 5 0 1|8192 0 0 0 1 15 0 0 E sword~ Although in good condition, this is by all accounts an unremarkable blade... ~ #5775 crucifix~ a silver crucifix~ You spy a silver crucifix on the ground here. ~ ~ 8 1 1|4 0 0 0 0 1 2000 0 A 17 -15 E crucifix~ This crucifix is dedicated to St. Christopher, patron saint of travellers. ~ #5776 corpse~ a decaying corpse~ Some poor adventurer's decaying corpse rests here. ~ ~ 13 0 1 0 0 0 0 70 0 0 E corpse~ Although decayed, the corpse still looks cumbersome... ~ #5777 gold~ gold!~ Gold! ~ ~ 20 0 1 8 0 0 0 1 0 0 #5778 barrel rum~ a barrel of rum~ A barrel of good rum is here. ~ ~ 17 0 1|16384 8 8 24 0 20 0 0 E rum~ This is tasty stuff! ~ #5779 key keys bunch~ a bunch of keys~ A bunch of keys has been left here. ~ ~ 18 0 1|16384 0 0 0 0 2 0 0 E key keys bunch~ One of these keys is labelled "Boat House"... ~ #5780 boots~ a pair of unlaced boots~ Someone forgot to tie their laces up on these boots... ~ ~ 9 0 1|64 0 0 0 0 5 0 0 A 14 50 E boots~ These boots, once laced up properly, would make a great pair of hiking boots. ~ #5781 eggs~ some pickled eggs~ Some pickled eggs have fallen out of their jar. ~ ~ 19 0 1 2 0 0 0 1 0 0 E eggs~ Whew! Whoever eats these will fart up a storm! ~ #5782 jar~ a jar~ This jar is commonly used to hold pickled eggs and other preserved foods. ~ ~ 15 0 1|16384 2 1 0 0 2 0 0 E jar~ A label on the side says "Rumblebottom's Fine Foods". ~ #5783 earrings~ a pair of cheap earrings~ Someone's cheap earrings have been left here. ~ ~ 8 0 1|16 0 0 0 0 1 0 0 E earrings~ They look tacky and worthless, but one man's trash is another man's treasure, so... ~ #5784 liquid~ a vial of liquid~ A vial of liquid glows strangely here... ~ ~ 10 1 1|16384 10 3 61 43 1 0 0 A 4 2 E vial~ This vial actually contains Holy Water, blessed by the Overpriest of Kaynlesh-Ma. It will cure your injuries, including any inflicted by the poisonous touch of its undead owner, and bless you. ~ #5785 parchment~ a badly-damaged sheet of parchment~ A badly-damaged sheet of parchment is here. ~ ~ 13 0 1|16384 0 0 0 0 1 0 0 E parchment~ This parchment is almost illegible, but you can make out a map of this area, with one section to the north of here marked "THE MAZE OF ZAGOR", with two rooms marked "...GER" and "SM... P...LE". ~ #5786 book~ the Warlock's spellbook~ The Warlock's spellbook has been lost by its guardian. ~ ~ 2 16|64|512 1|16384 20 59 56 7 10 0 0 A 12 50 E book~ The Warlock entrusted this book to his faithful Vampire Guardian to guard for him. ~ #5787 cards~ a deck of cards~ A deck of dog-eared cards has been scattered here. ~ ~ 13 0 1 0 0 0 0 1 0 0 E cards~ This is an unremarkable deck of Dwarven playing cards. ~ #5788 pipe~ a Dwarven pipe~ A Dwarven pipe has been left here. ~ ~ 3 64 1|16384 8 4 4 73 1 0 0 E pipe~ The smoke that this pipe belches forth can detect magically concealed creatures. ~ #5789 vase~ a vase full of liquid~ This vase is full of a liquid that looks suspiciously like plain water... ~ ~ 17 0 1|16384 10 6 0 0 10 0 0 E vase~ This vase is only half-full. ~ #5790 bowl~ a red clay bowl~ A red clay bowl rests here. ~ ~ 15 0 1|16384 5 0 0 0 5 0 0 E bowl~ This red clay bowl is used to store coins. ~ #5791 coins~ some coins~ Some coins have been scattered here. ~ ~ 20 0 1|16384 8 0 0 0 1 0 0 #5792 fountain~ a fountain~ A small stone fish spurts water into a stone bowl. It looks drinkable. ~ ~ 25 0 0 0 0 0 0 10 0 0 E fountain~ This fountain bears a sign, written in the Goblin tongue, which reads "DO NOT DRINK!". ~ #5793 cards~ a deck of magical cards~ A deck of magical cards covered in strange runes and glyphs is here. ~ ~ 2 64|512 1|16384 20 17 4 63 3 0 0 A 3 2 A 4 1 A 12 50 E cards~ These cards serve as a focus of the Warlock's power. ~ #5794 robes~ the Warlock's robes~ The Warlock's robes have been torn from his body. ~ ~ 9 64|512 1|1024 0 0 0 0 5 0 0 A 3 1 A 4 1 A 12 25 A 17 -5 E robes~ These robes contain a portion of the Warlock's power. ~ #5795 sword~ the Warlock's sword~ The Warlock's sword has been dropped here. ~ ~ 5 64|512 1|8192 0 0 0 11 18 0 0 A 5 2 A 12 10 A 13 10 A 17 -5 E sword~ This sword looks quite sharp. ~ #5796 chest~ a solid iron-bound oak chest~ A solid iron-bound oak chest rests in a corner. ~ ~ 15 0 0 100 8 2064 0 1 0 0 E chest~ This chest is securely locked. ~ #5797 loot~ loot!~ The Warlock's Loot! ~ ~ 8 1 1|16384 0 0 0 0 50 0 0 E loot~ This is part of the Warlock's wealth. ~ #5798 gold~ gold!~ The Warlock's Gold! ~ ~ 20 0 1 50345 0 0 0 50 0 0 #5799 key~ a red key~ A red key ~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E key~ This key looks like it must open a BIG lock. ~ #5800 bullwhip whip~ a bullwhip~ A piece of leather nearly ten feet long has been curled up here. ~ ~ 5 0 1|8192 0 0 0 4 15 0 0 A 18 -2 E bullwhip whip~ This bullwhip once belonged to the Orc Chieftain of Firetop Mountain... Perhaps it still does. ~ #5801 cloak~ an Orcish cloak~ An Orc chieftain's cloak is crumpled up into a ball here. ~ ~ 9 0 1|4 0 0 0 0 5 0 0 A 5 1 E cloak~ Despite its owner, this cloak is in reasonably good shape. ~ #5802 belt pouch~ a pouch belt~ A small pouch belt is here. ~ ~ 15 0 1|2048 25 1 0 0 5 0 0 #5803 bench~ a wooden bench~ A wooden bench is here. It has a small inscription carved into it. ~ ~ 12 1 0 0 0 0 0 1 0 0 E inscription bench~ The inscription says- "REST YE HERE YE WEARY TRAVELLER" ~ #5804 boat punt~ a punt~ A small punt has been moored here. ~ ~ 15 262144|524288 1 1000 0 0 1 100 0 0 E punt boat~ This punt is a servicable enough boat. ~ #5805 ale jack~ a jack of ale~ A giant-sized jack of ale rests here. ~ ~ 17 0 1|16384 10 10 3 0 25 0 0 E jack ale~ This jack of ale is very big but it holds a LOT of wine. ~ #5806 key~ a gold key~ A gold key hangs from a hook here. ~ ~ 18 1 1|16384 0 0 0 0 1 0 0 E key~ This key has the number 125 inscribed upon it. ~ #5807 key~ a copper key~ A copper key hangs from a hook here. ~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E key~ This key has the number 66 inscribed upon it. ~ #5808 key~ a red key~ A red key is here. ~ ~ 18 0 1|16384 0 0 0 0 1 0 0 E key~ This key has the number 66 inscribed upon it. ~ #5809 cabinet glass~ a glass cabinet~ A glass cabinet full of curios rests against one wall. ~ ~ 15 0 0 10000 1 0 0 1 0 0 E cabinet~ This cabinet contains the various mementoes of the Warlock. ~ #5810 mementoes curios curio~ one of the Warlock's curios~ You see one of the Warlock's curios here. ~ ~ 8 0 1|16384 0 0 0 0 5 0 0 E curio~ You are lookign at one of the curios of the Warlock of Firetop Mountain, which may be of value to someone. ~ #5811 book~ a book~ A book is here. ~ ~ 2 1|64 1|16384 20 1 3 66 15 0 0 E book~ This heavy book deals with the magical science of Abjuration. ~ #5812 desk~ a massive desk~ This massive desk looks far too heavy to even budge. ~ ~ 12 1|64 0 0 0 0 0 1 0 0 E desk~ This desk is a magnificently carved oak affair, made with exquisite detail by the OOkers of NarHn. ~ #5813 chair~ a comfortable-looking chair~ This chair looks very comfortable. ~ ~ 12 1|64 1|16384 0 0 0 0 50 0 0 A 5 1 A 13 25 A 17 -10 E chair~ This chair is actually quite beneficial if held. ~ #0 #ROOMS #5735 Path to Firetop Mountain~ You have reached the base of Firetop Mountain. The steep impenetrable face that rises before you is deeply gouged, as if by the claws of a gargantuan beast. Strange red vegetation grows at the peak, hence the mountain's name. A small dark opening in front of you allows you to enter the depths of Firetop Mountain, domain of the evil Warlock. You see a small sign stuck to a nearby withered tree. ~ 0 4 3 D0 inside the mountain~ ~ 0 -1 5736 D2 ~ ~ 0 -1 8854 E sign~ The sign says- "Welcome to Firetop Mountain, a fun- and excitement-filled area brought to you by the Mad Elf. He hopes you enjoy yourself". and below that- "Firetop Mountain was built on a DOS text-editor in November 1995 by Yaegar for AnonyMud, though any Merc 2.2 Mud can (and is indeed welcome to) use it". ~ S #5736 Inside the Mountain~ You are heading north along a gloomy stone passageway. Your footsteps echo in the eerie silence, which is broken only by the distant sound of running water. You soon reach a junction where you can head east or west. ~ 0 1|8 0 D1 a door~ ~ 0 -1 5737 D2 the entrance~ ~ 0 -1 5735 D3 a guard post~ ~ 0 -1 5739 S #5737 A Door~ You are standing before a wooden door, set flush with the stone wall that marks the end of the passageway. It looks solid, but you get the idea that it would give easily to a good shove from your shoulder. Or, you could try just opening it with the handle... ~ 0 1|8 0 D1 a pit~ ~ 1 0 5738 D3 inside the mountain~ ~ 0 -1 5736 S #5738 A Pit~ Ack! As you open the door and pass through, you fall into a deep pit! The sides are smooth and unscaleable, and for some reason your magic doesn't seem to work here. Looks like you might need to recall. ~ 0 1|4|8|128 0 D5 a trapdoor~ ~ 1 0 13400 S #5739 A Guard Post~ After a short distance, the westward passage that you are following bends to the north. At the bend there is a small niche in the wall, just large enough for a medium-sized humanoid to stand in. A stone stool is in this niche, as is a half-drunk flagon of some unknown alcohol, and you (correctly) assume that this alcove is used as a sentry post. Its inebriated occupant may be around, so keep alert. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5740 D1 inside the mountain~ ~ 0 -1 5736 S #5740 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud snoring from behind the door nearest you. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5742 D2 a guard post~ ~ 0 -1 5739 D3 a door~ ~ 1 0 5741 S #5741 Orc Sleeping Quarters~ This room evidently serves as sleeping quarters for some of the foul Orcs that reside in this place. Loud snoring echoes around this room, coming from its single sleeping occupant, who lies with his arms curled about an interesting-looking box... ~ 0 1|8 0 D1 a corridor~ ~ 1 0 5740 S #5742 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... No sound comes from behind the door nearest you. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5744 D2 a corridor~ ~ 0 -1 5740 D3 a door~ ~ 1 0 5743 S #5743 Guards' Quarters~ This room seems to function as quarters for the Orcish soldiers that guard the entrance here. From what you've seen so far of the Warlock's "Guards", you think that maybe he should reconsider his choices for protection... There is a small snake curled up around a box in the far corner of this room. ~ 0 1|8 0 D1 a corridor~ ~ 1 0 5742 S #5744 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud raucous drunken singing coming from behind the door nearest you. There is a junction to the north of here. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5746 D2 a corridor~ ~ 0 -1 5742 D3 a door~ ~ 1 0 5745 S #5745 A Party~ You are hit by the combined stench of Orc Grog, sweat, vomit, urine and blood as soon as you enter. Repulsed, you glance about and quickly gather that this foul place serves as some sort of recreation area for the Orcish soldiers. If you are lucky, you will be spared an encounter with the vile drunkards. ~ 0 1|8 0 D1 a corridor~ ~ 1 0 5744 S #5746 A Junction~ You have reached a T-junction in the passageway, where passages run to the west, east and south. You can hear screaming and what sounds like a whip cracking to the west, while the sound of many Orcs slurping and chomping on their vile food emanates from the east. A variety of sounds come from the south. In the distance, you can hear what sounds like running water. ~ 0 1|8 0 D1 another junction~ ~ 0 -1 5748 D2 a corridor~ ~ 0 -1 5744 D3 a westward corridor~ ~ 0 -1 5747 S #5747 A Westward Corridor~ You are advancing along an east-west corridor that ends at the east in a juction and at the west in a solid oak portal. From behind the portal you can hear screams, apparently being elicited by the bullwhip you hear cracking just before each cry. ~ 0 1|8 0 D1 a junction~ ~ 0 -1 5746 D3 a door~ ~ 1 0 5799 S #5748 Another Junction~ You have reached another junction. From here you can go north, toward a huge iron portcullis, west, toward a branch in the corridor to the south, or east, toward what sounds like a kitchen/dining area, judging by the clangour of rattling pots and pans, and the shouts and grunts of the diners. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5750 D1 a door~ ~ 0 -1 5749 D3 a junction~ ~ 0 -1 5746 S #5749 Outside the Kitchen~ The noises of the kitchen are loudest here. Behind this door there must be some very nauseating dinner parties, if the noises and the *SMELL* are anything to go by. ~ 0 1|8 0 D1 the kitchen~ ~ 1 0 5800 D3 another junction~ ~ 0 -1 5748 S #5750 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear dreadful screaming coming from behind the door to the east. There are junctions to the north and south of here. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5752 D1 a door~ ~ 1 0 5751 D2 another junction~ ~ 0 -1 5748 S #5751 A Cell~ Eeyew! This foul place obviously serves as a combined garbage room/prison cell, for several skeletons manacled to the walls are half-buried in all manner of disgusting refuse that has been hurled into here by the Orcs. Just looking at the evil mess makes you want to vomit, and by the looks of it you haven't been the first to so react... ~ 0 1|8 0 D3 a corridor~ ~ 1 0 5750 S #5752 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... There are junctions to the north and south of here. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5754 D1 a door~ ~ 1 0 5753 D2 another junction~ ~ 0 -1 5750 S #5753 Armory~ You have entered an armory. Most of the weapons here are of Orcish make, crude and clumsy-looking, and you ignore them. However, a few weapons of human and elf make are also stored here- perhaps you may find one of use to you... ~ 0 1|8 0 D3 a corridor~ ~ 1 0 5752 S #5754 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear piteous moans and cries of pain, followed by insane cackling, coming from the door nearest you. There are junctions to the north and south of here. ~ 0 1|8 0 D0 a junction~ portcullis~ 1 -1 5756 D1 a door~ ~ 1 0 5755 D2 another junction~ ~ 0 -1 5752 S #5755 A Torture Chamber~ You have entered a torture chamber, currently being used by the Warlock's Goblin torturers to extract information from intruders or confessions from crooked or incompetent Orcish sentries. Of course, they don't really care what you know, they are going to torture you anyway :). ~ 0 1|8 0 D3 a corridor~ ~ 1 0 5754 S #5756 A Junction~ You have reached a T-Junction which allows you to travel east, west or south. The corridor to the south is lined with doors to the east, while the east and west branches of the junction disappear into the darkness which is barely penetrated by your light source. You fancy that you can hear the sounds of a river to the far north. ~ 0 1|8 0 D1 a bend in the corridor~ ~ 0 -1 5757 D2 a corridor~ portcullis~ 1 -1 5754 D3 a long passageway~ ~ 0 -1 5779 S #5757 A Bend in the Corridor~ You have reached a bend in the corridor where you can head north to another junction or back west to a southern branch of the corridor. The sound of running water seems to be coming directly from the north now. You get the feeling this may be a good place to rest and collect yourself. ~ 0 1|4|8|1024 0 D0 a junction ~ ~ 1 0 5758 D3 a junction~ ~ 0 -1 5756 S #5758 A Junction~ You have reached yet another junction, where you can head east, west, or south to a strange-looking bench. There is a door to the far east, but you can hear nothing coming from that direction. ~ 0 1|8 0 D1 a junction~ ~ 0 -1 5759 D2 a bench~ ~ 0 -1 5757 D3 a bend~ ~ 0 -1 5761 S #5759 A Junction~ At this point, a long, dark passageway stretches off to the north, ending at a wooden door. You fancy that you can hear heavy breathing coming from behind it. You can still hear naught from behind the eastern door, which you are standing before now. ~ 0 1|8 0 D0 a door~ ~ 1 0 5765 D1 a door~ ~ 1 0 5760 D3 a junction~ ~ 0 -1 5758 S #5760 An Ornate Room~ You enter a room heavily decorated by ornate stonework and detailed murals and reliefs, crafted and colored in a style you have never seen before, giving the room an unearthly beauty. A pedestal has been placed in the center of the room, and atop it is an iron statue of what looks like a one- eyed demon. ~ 0 1|8 0 D3 a junction~ ~ 1 0 5759 S #5761 A Bend~ At this point the corridor bends sharply to the north, heading past doors to the east and west toward some distant point, lost in the all-encompassing murky darkness. You are thankful for your light. ~ 0 1|8 0 D0 outside three doors~ ~ 0 -1 5762 D1 a junction~ ~ 0 -1 5758 S #5762 Outside Three Doors~ You are standing in a north-south running corridor between two doors. The one to the east has a small sign upon it, while the one to the west is blank. You can here a gentle humming noise, as if of someone singing to themself, behind the east door. There is another, pitch-black portal to the north. It looks ominous... ~ 0 1|8 0 D0 a pitch-black portal~ ~ 1 0 5766 D1 a shop~ ~ 1 0 5764 D2 a bend~ ~ 0 -1 5761 D3 a door~ ~ 1 0 5763 E sign~ The sign says, in large, neatly-scribed letters- "T H E H O U S E O F C A N D L E S" Visitors welcome. Please leave your children and pets outside. No Hawkers or Canvassers. Shoplifters WILL be prosecuted. ~ S #5763 A Cavern~ The door opens onto a rough-hewn cavern, dark and dreary as the rest of the dungeon, save that it has more than the usual amount of cobwebs, and also sports a fair collection of Orcish, Dwarven and Human bones. You enter cautiously, well aware that this may be the lair of a Huge SPIDER. ~ 0 1|8 0 D1 outside three doors~ ~ 1 0 5762 S #5764 A Shop~ You have entered a brightly-lit shop, an oddity in this place made even stranger by the bizarre array of goods available. However, what interests you most in this normally black dungeon is the availability of magic candles that can help light your way. ~ 0 8 0 D3 outside three doors~ ~ 1 0 5762 S #5765 A Barbarian!~ You have entered the quarters of an insane barbarian, who by now is attacking you if he has not already been slain by another adventurer before you. There is little of interest in this dingy room. A passage runs from here to another door to the north. ~ 0 1|8 0 D0 a short passage~ ~ 1 0 5801 D2 a door~ ~ 1 0 5759 S #5766 A Black Corridor~ As you enter this foreboding place, your light source dwindles to a faint glimmer, threatening to go out entirely at any moment. In its bleak glare you manage to make out hideous murals on the walls depicting people being maimed and tortured, and you could swear that they are actually MOVING. You feel a sudden urge to flee this horrid place. ~ 0 1|8|128 0 D0 a fountain room~ ~ 1 0 5768 D2 outside three doors~ ~ 1 0 5762 S #5767 A Gallery~ You have entered what appears to be an art gallery. Paintings of various old men and women of noble birth line the whitewashed walls and you supress a yawn as you walk past. However, one portrait here appears to be different... Doors to the north and south allow you to leave this place. ~ 0 8 0 D0 a short corridor~ ~ 1 0 5802 D2 a short corridor~ ~ 1 0 5801 S #5768 A Fountain~ You have entered a small room, no more than a slight broadening of the passage, with a fountain in the middle of it. The passage continues to the north and terminates at a pitch-black portal to the south. ~ 0 1|8 0 D0 a corridor~ ~ 0 -1 5770 D2 a pitch-black portal~ ~ 1 0 5766 S #5769 A Pear-Shaped Room~ You have entered a pear-shaped room, with the south entrance opening into the wide base and a door to the north exiting at the top of the fruit shape. Several items of interest are scattered on the floor here.. The sound of flowing water is stronger than ever here. It appears to be coming from directly beyond the door in the north wall. ~ 0 1|8 0 D0 a door~ ~ 1 0 5773 D2 a short corridor~ ~ 0 -1 5802 S #5770 A Corridor~ You are marching along a long north-south corridor, which ends near a fountain to the south, and a small door to the north. A second door is in the eastern wall near you. ~ 0 1|8 0 D0 a door~ ~ 1 0 5803 D1 a door~ ~ 1 0 5771 D2 a fountain~ ~ 0 -1 5768 S #5771 A Bare Room~ You have entered a room that is completely unrearkable save for a table and some interesting items upon it. ~ 0 1|8 0 D3 a corridor~ ~ 1 0 5770 S #5772 A Junction~ You have reached a junction in the passageway, where you may go east, west or south. The sound of running water is unmistakable now, and seems to be coming from the western passage, which bends to the north. Bestial grunts echo from the passage to the east. ~ 0 1|8 0 D1 a cave~ ~ 0 -1 5775 D2 a door~ ~ 1 0 5803 D3 a bend~ ~ 0 -1 5774 S #5773 A Ferryman and a Bridge~ You have finally reached the source of the sound of running water- a broad underground river that cuts through the dungeons of Firetop Mountain. You peer into it but can see nothing in its icy black depths, but doubtless this river sports its own particular little nasties like all the other parts of the dungeon have so far. A rickety bridge allows you to cross to the other side if you wish, or you may wish to go boating using a nearby punt. A sign says- "Don't Pay the Ferryman...till he gets you to the other side..." ~ 0 1|8 0 D0 the other side~ ~ 0 -1 5798 D1 river~ ~ 0 -1 5778 D2 pear room~ ~ 1 0 5769 D3 river~ ~ 0 -1 5777 S #5774 On the Banks of the River~ You have finally reached the river you have been hearing for so long. It looks deep, dark and unswimmable, though if you had a boat you may be able to cross it, though at this point there appears to be nothing of interest on the other side. Perhaps you may find a crossing further down? ~ 0 1|8 0 D0 the river~ ~ 0 -1 5777 D1 a junction~ ~ 0 -1 5772 S #5775 A Cave~ You have entered a huge cave, cut from the rock face by Gods-know what force. There is a campfire burning in the center of the room, and several hides and rocks are scattered about the area, along with several bones and chewed strips of half-cooked meat. ~ 0 1|8 0 D3 a junction~ ~ 0 -1 5772 S #5776 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows into the murky darkness that pervades here. ~ 0 1|8 7 D1 river~ ~ 0 -1 5777 D3 a rocky beach~ ~ 0 -1 5797 S #5777 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows towards what looks like a bridge. There is a small alcove to the south at which you could dock. ~ 0 1|8 7 D1 bridge~ ~ 0 -1 5773 D2 alcove~ ~ 0 -1 5774 D3 river~ ~ 0 -1 5776 S #5778 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rickety bridge, while to the east the river down a narrow crevice and is impassable. ~ 0 1|8 7 D3 bridge~ ~ 0 -1 5773 S #5779 A Long Passageway~ You are heading along a long east-west passageway which meets a junction to the east and bends sharply to the north to the west. ~ 0 1|8 0 D1 a junction~ ~ 0 -1 5756 D3 entrance to a cave~ ~ 0 -1 5780 S #5780 Entrance to a Cave~ You are passing by the entrance to a small cave, on the northern side of this long east-west passage. A vile smell wafts from this dark place, and you fancy that you can hear bestial gruntings. ~ 0 1|8 0 D0 cave~ ~ 0 -1 5781 D1 a passage~ ~ 0 -1 5779 D3 a passage~ ~ 0 -1 5782 S #5781 Ogre Cave~ Whew! What a smell! This cave, littered as it is with garbage, offal and half-eaten body parts, smells atrocious. And so does its inhabitant! Too bad for you he's very sensitive about it all, and when he sees you gag and retch, he leaps forward to attack. A traveller once told you that he found a gateway to another dimension in an Ogre cave in these parts... ~ 0 1|8 0 D2 entrance to a cave~ ~ 0 -1 5780 E floor ground~ There is a circular scorch mark on the floor here. ~ S #5782 A Bend~ You have reached a bend in the passageway, where you can continue to the north or the east, depending on which way you were travelling. You can hear faint laughter coming from the north. ~ 0 1|8 0 D0 a junction~ ~ 0 -1 5783 D1 entrance to a cave~ ~ 0 -1 5780 S #5783 A Junction~ You have reached a point where you can continue along the north-south passage or head west along a very narrow path. You hear laughter coming from this direction. As you examine the western passage, you notice that it is indeed VERY narrow, and you begin to harbour doubts about getting back out... ~ 0 1|8 0 D0 a t-junction~ ~ 0 -1 5785 D2 a bend~ ~ 0 -1 5782 D3 a narrow passageway~ ~ 0 -1 5784 S #5784 A Narrow Passageway~ You didn't listen, did you? You decided to try and worm your way down this NARROW (That is a six letter adjective meaning not very freaking wide), and now you're trapped, with only the mocking laughter you heard earlier to keep you company. I hope for your sake you have a spell that enables you to escape... ~ 0 1|4|8 0 S #5785 A T-Junction~ You have come to a T-Junction where an east-west passageway is met by a north-south one. The north-south passage terminates at the meeting-point. To the south it runs past another side passage before turning sharply to the east. The east-west passage bends to the north in both directions. You see a small recess in the north wall here and think this would be a good place to rest your weary bones. ~ 0 1|4|8 0 D1 a bend~ ~ 0 -1 5786 D2 a side passage~ ~ 0 -1 5783 D3 a bend~ ~ 0 -1 5788 S #5786 A Bend~ The passage you are following bends sharply here, and you have the option of going west or north, depending on which direction you were coming from. The north passage looks particularly dull and empty, while the west leads to a junction near a small recess in the north wall. ~ 0 1|8 0 D0 a long passageway~ ~ 0 -1 5787 D3 a junction~ ~ 0 -1 5785 S #5787 A Long Passageway~ This passageway is the longest straight-running passageway you have so far encountered, running without interruption for at least 250 metres. It continues in both directions. ~ 0 1|8 0 D0 a bend~ ~ 0 -1 5794 D2 a bend~ ~ 0 -1 5786 S #5788 A Bend~ Turning the bend in the corridor, you sunndenly notice that the floor in the bend has collapsed, making a gaping huge hole. Peering down into the hole, you notice that there is another passageway below this one, running north. Since the hole is far too big to leap over, and the passage beyond is blocked by rubble, your only options are to go down or head back east. A horrid stench from the pit below suddenly wafts upward, making your eyes water. ~ 0 1|8 0 D1 a junction~ ~ 0 -1 5785 D5 a troll den~ ~ 0 -1 5789 S #5789 The Troll Den~ While climbing down, you misjudge your step, and go tumbling down into the hole, which is a LOT deeper than you originally thought. Stunned, you slowly turn over, and find yourself staring into the vacant eye sockets of a half-eaten decomposing corpse! Leaping back, you fall onto a pile of whitened bones, and in a panicked state you suddenly recognise the odor you detected earlier- TROLL. ~ 0 1|8 0 D0 a rough cavern~ ~ 0 -1 5790 S #5790 A Rough Cavern~ Proceeding away from the Troll den, you come into a long, rough cavern, littered with decaying corpses and shards of broken bones and weapons. Remembering the previous occupant of this foul place you encountered, you grip your trusty weapons firmly and glare about, ready for anything. A distant howl suddenly echoes about the cavern, and you tense, sweat beading on your brow. You spy a set of steps leading up to a door in the far wall, to the north, and step up to it. ~ 0 1|8 0 D0 a door~ ~ 1 0 5791 S #5791 Rat Room~ You cautiously step through the door and enter a room which is knee-deep in bones! Several dark shapes move about amongst the bones, and with growing alarm you realize that you have entered the lair of some giant rats! The door to the south appears jammed from this side, and you realize you will probably have to fight your way out of here. ~ 0 1|8 0 D0 a giant's room~ ~ 1 0 5792 D1 a junction~ ~ 1 0 5793 S #5792 A Giant Room~ Fee Fi Fo Fum! You have entered a huge room filled with huge furniture. Obviously you have stumbled into the lair of a giant! He probably uses the giant rats in the room you just exited as a food supply. Foul creature! ~ 0 1|8 0 D2 rat room~ ~ 1 0 5791 S #5793 A Junction~ At this junction, you have the option of going north, where the sound of running water is once more clearly audible, or east, towards a bend in the passage to the south. Alternatively, you could step through a door to the west, from which the sounds of scratching and high-pitched squeaking emanate. ~ 0 1|8 0 D0 a passageway~ ~ 0 -1 5796 D1 a bend~ ~ 0 -1 5794 D3 a door~ ~ 1 0 5791 S #5794 A Bend~ You have entered into a bend in the passage, where you can head west toward a junction, or south along a long dark passageway. There is also a heavy oaken portal to the north, wich has a rubber skirt along the base, and heavy rubber insulation along the sides... ~ 0 1|8 0 D0 gas room~ ~ 1 0 5795 D2 a long passageway~ ~ 0 -1 5787 D3 a junction~ ~ 0 -1 5793 S #5795 A Gas Room!~ *Cough* This room is filled with gas. And it's attacking you! There is a niche on the far wall, which looks like it could contain a key. ~ 0 1|8 0 D2 a bend~ ~ 0 -1 5794 S #5796 A Long Passageway~ This passageway is running south to a junction and north toward the sound of running water. You can smell fresh water on the breeze, which blows cold from the river to the north. ~ 0 1|8 0 D0 a rocky beach~ ~ 0 -1 5797 D2 a junction~ ~ 0 -1 5793 S #5797 A Rocky Beach~ You have come to a rocky beach, set in a hollowed-out portion of the south wall which the river runs past. From the look of the huge holes in the ground, you aren't the only one who comes here... ~ 0 1|8 0 D1 the river~ ~ 0 -1 5776 D2 a passageway~ ~ 0 -1 5796 S #5798 The Other Side~ You have reached the other side of the river. From here you can progress east towards a secure-looking door, or west towards what looks like a door to living quarters. Alternatively, there is a door set flush in the north wall directly ahead of you. ~ 0 1|8 0 D0 a door~ ~ 1 0 5807 D1 towards a door~ ~ 0 -1 5815 D2 a bridge to the south bank~ ~ 0 -1 5773 D3 towards living quarters~ ~ 0 -1 5804 S #5799 The Chieftain's Quarters~ You have entered the quarters of the leader of the Orcs of Firetop Mountain. He is standing here brandishing a big bullwhip, which he is using to beat another, smaller Orc, presumably his batman or servant. A chest in the far corner catches you eye, and you wonder what wealth this Chieftain may possess... ~ 0 1|8 0 D1 a westward corridor~ ~ 1 0 5747 S #5800 The Orc Kitchen~ It is here that the Orcs prepare their meals and partake of them, seated at long filthy benches deeply scarred and stained. Pots and pans bubble and fry atop a wood-burning cast-iron stove, and from it an Orc occasionally serves himself some rat stew and grits. The Orcs in here seem far too engrossed in their gastronomic acitivities to notice your presence, though doubtless they would react strongly were you to disturb their meals. ~ 0 1|8 0 D3 outside the kitchen~ ~ 0 -1 5749 S #5801 A Short Corridor~ A short, unremarkable corridor that terminates to the north at a solid oak door and to the south in a small room. ~ 0 1|8 0 D0 a gallery~ ~ 1 0 5767 D2 a barbarian~ ~ 0 -1 5765 S #5802 A Short Corridor~ A short, unremarkable corrdior that terminates to the north at a pear-shaped room and to the south at a solid oak door. ~ 0 1|8 0 D0 a pear-shaped room~ ~ 1 0 5769 D2 a gallery~ ~ 1 0 5767 S #5803 Room of Hands and Stars~ You have entered a room with a floor decorated with a mural of hands and stars. Something about this room strikes you as being not quite right, and you get the strange feeling that the hands are somehow ALIVE... ~ 0 1|8 0 D0 a junction~ ~ 1 0 5772 D2 a corridor~ ~ 1 0 5770 S #5804 Outside a Door~ You are standing at the end of a short east west corrdior, outside a door set in the north wall. You can open this door, or head back to the east, where you can see a bridge crossing a wide river. ~ 0 1|8 0 D0 a door~ ~ 1 0 5805 D1 a junction on the north bank near a bridge~ ~ 0 -1 5798 S #5805 Inside the Shipbuilder's Quarters~ This room houses the shipbuilder and his faithful dog. There are bits of wood and tools lying about everywhere, and a section of hull serves as a resting bench for the shipbuilder, who can usually be found sprawled over it. There is a door to the west, as well as the southern one you originally came through. ~ 0 1|8 0 D2 outside a door~ ~ 1 0 5804 D3 a pantry~ ~ 1 0 5806 S #5806 Pantry~ This well-stocked larder is full of jars of preserved foods and jacks of ale, but most of it looks inedible. There are a couple of jars, however, that seem to contain palatable foodstuffs. ~ 0 1|8 0 D1 the shipbuilder's quarters~ ~ 1 0 5805 S #5807 A Short Dark Corridor~ You are heading along a short dark corridor with doors at either end. ~ 0 1|4|8 0 D0 a zombie room~ ~ 1 0 5808 D2 a junction on the north bank near a bridge~ ~ 1 0 5798 S #5808 A Zombie Room~ You have entered the quarters of some of the Warlock's many undead servants. Several Zombies reside here, along with some interesting-looking items belonging to past adventurers which have been scattered on the floor here. There is a door in the north wall. ~ 0 1|8 0 D0 a crypt~ ~ 1 0 5809 D2 a short dark corridor~ ~ 1 0 5807 S #5809 A Crypt~ You have entered a Gothic-looking crypt, which currently houses three ornately-fashioned marble coffins, one of which is open. You glance about nervously, seeking its owner, who must be nearby... ~ 0 1|8 0 D2 a zombie room~ ~ 1 0 5808 D3 a junction~ ~ 1 0 5810 S #5810 A Junction~ You have reached a junction, a crossroads this time, where you may proceed in any of the four cardinal directions. A door blocks the passage to the east, and you can hear sounds of construction to the west. No sound comes from the northern or southern branches. ~ 0 1|8 0 D0 a bend~ ~ 0 -1 5813 D1 a door~ ~ 1 0 5809 D2 dead end~ ~ 0 -1 5811 D3 construction~ ~ 0 -1 5812 S #5811 A Dead End~ You have reached a dead end, utterly devoid of anything whatsoever of the slightest interest. Go back. Now. You're still here? ~ 0 1|8 0 D0 a junction~ ~ 0 -1 5810 S #5812 A Construction Site~ You have come across a construction site, where an effort is being made to construct a tunnel downwards from this passage. This in itself isn't unusual- what makes this so weird is the fact that the laborers are animated tools, industrious picks, shovels and spades, working and singing merrily as they do! Some of them even stop to make smalltalk with you. You may rest here as long as you want, as the toosl will prevent you from any harm. However, you cannot attack them, as they are quite immune to your puny efforts. ~ 0 1|4|8 0 D1 a junction~ ~ 0 -1 5810 S #5813 A Bend in the Passageway~ You have come to a bend, where you may proceed south toward a junction, or east toward a hole in the north wall. The sounds one would normally associate with heavy excavation echo from the south somewhere. ~ 0 1|8 0 D1 a hole~ ~ 0 -1 5814 D2 a junction~ ~ 0 -1 5810 S #5814 A Hole in the Wall~ You are passing by a hole in the north wall in this east west passageway. You can feel a strangely warm breeze blowing from this direction. You can enter if you wish, or proceed east or west. A junction lies to the east, while to the west the passage bends sharply to the south. ~ 0 1|8 0 D1 a junction~ ~ 0 -1 5820 D3 a bend~ ~ 0 -1 5813 D5 a creepy room~ ~ 0 -1 5823 S #5815 A Door~ You have reached a securely-locked door. Through a small hole in the door, you can see a group of skeletons industriously working on a large boat, moving about with practiced efficiency as they hammer, saw and sand the boat into shape. ~ 0 1|8 0 D1 a shipbuilding room~ ~ 1 5779 5816 D3 a junction on the north bank near a bridge~ ~ 0 -1 5798 S #5816 A Shipbuilding Room~ This room is scattered with tools, planks, nails, rivets and sailcloth. You see desks, tables and deck plans for various ships strewn about. Evidently the Warlock is something of a nautical man. This room is usually filled with skeletons busily constructing boats for the Warlock, and occasionally the chief ship-builder will actually be doing his job here. There are doors to the north and west. ~ 0 8 0 D0 a door~ ~ 1 0 5817 D3 a door~ ~ 1 5779 5815 S #5817 A Corridor~ You have entered a short corridor that runs between the boathouse to the south and the quarters of shipbuilders to the north. ~ 0 1|8 0 D0 a room~ ~ 1 0 5818 D2 a boathouse~ ~ 1 0 5816 S #5818 A Room~ You have entered a sleeping room of some sort. Juding by the smell, the only creatures that ever rest here are undead ones...There is a tatty wall-hanging one one wall that has a faded representation of the Mountain woven into it, and some scraps of cloth on the other wall contained some image that no-one will ever see again. A small door is set into the north wall. ~ 0 1|8 0 D0 a corridor~ ~ 1 0 5819 D2 a corridor~ ~ 1 0 5817 S #5819 A Corridor~ You have entered a short corridor that runs north to a junction and south to a sturdy oak door. You fancy you can hear raspy breathing coming from behind it. ~ 0 1|8 0 D0 junction~ ~ 0 -1 5820 D2 a room~ ~ 1 0 5818 S #5820 A Junction~ You have reached a junction, where you may go west, east or south. ~ 0 1|8 0 D1 a door~ ~ 0 -1 5821 D2 a corridor~ ~ 0 -1 5819 D3 a long passageway and a hole~ ~ 0 -1 5814 S #5821 A Door~ You are standing outside a huge studded metal door, set firmly into the south wall. It has a massive golden keyhole. You know just by looking at it that you have scant hopes of forcing it down. ~ 0 1|8 0 D2 loot room~ ~ 1 5806 5822 D3 a junction~ ~ 0 -1 5820 S #5822 Loot Room~ You have found the treasury of the Warlock! Congratulations! Now...quickly fill your sacks with gold and your packs with gems, before he finds you here... ~ 0 8 0 D0 outside the loot room~ ~ 1 5806 5821 S #5823 A Creepy Room~ You have entered a creepy-looking room, littered with corpses and various items of rubbish. Shadows flicker and dance in the glare of your wavering light source, and you fancy you can feel a palpable aura of evil in this place. You may hurry quickly north to a passage there, or back up to the safety of the corridor you just left. ~ 0 1|8 0 D0 a bend~ ~ 0 -1 5824 D4 a passage~ ~ 0 -1 5814 S #5824 A Bend~ You have entered a bend in the passage, where you can head east toward a wide section of the passage, or back south towards a ghastly smell... ~ 0 1|8 0 D1 a widening of the passage~ ~ 0 -1 5825 D2 a creepy room~ ~ 0 -1 5823 S #5825 A Widening in the Passage~ *>CLANG<*! As soon as you enter this area, a huge, heavy portcullis slams down into place behind you, preventing your returning in that direction, meaning you have no choice but to continue east into a sinister-looking area of the dungeons of Firetop Mountain. You pray that you will find the key to the portcullis somewhere in here... ~ 0 1|8 0 D1 junction~ ~ 0 -1 5826 D3 a bend~ ~ 1 5808 5824 S #5826 A Junction~ You have come to a junction. From here you can head east or south, or through a door to the north. ~ 0 1|8 0 D0 dwarf room~ ~ 1 0 5827 D1 another door~ ~ 0 -1 5828 D2 a bend~ ~ 0 -1 5830 D3 portcullis~ ~ 0 -1 5825 S #5827 The Dwarf Room~ You open this door to be greeted by a very odd sight. Several Dwarves, smoking pipes and playing poker, are seated about a table. There is a deck of cards scattered about, and as you watch the last player folds and the dealer collects. Spying you they offer a cordial greeting and ask you if you would like to join them. ~ 0 8 0 D2 a junction~ ~ 1 0 5826 S #5828 Another Door~ You are standing outside another door. From behind this one you can hear the sounds of pots being smashed and what sounds like the snortings of a bull... ~ 0 1|8 0 D0 a minotaur room~ ~ 1 0 5829 D2 a junction~ ~ 0 -1 5831 D3 a junction~ ~ 0 -1 5826 S #5829 A Minotaur Room~ You have entered the lair of a MINOTAUR! And he will sure be pissed if he catches you here, so you'd better leave real quick or get ready for a fight. From the looks of things, he has been mad for a while- broken pots scatter the floor, and several smashed cups and plates are piled in one corner. ~ 0 1|8 0 D2 another door~ ~ 1 0 5828 S #5830 A Bend~ You are standing at a bend in the corridor, where you can head north to a junction or east to another junction. You fancy you can smell brimstone... ~ 0 1|8 0 D0 a junction~ ~ 0 -1 5826 D1 a junction~ ~ 0 -1 5831 S #5831 A Junction~ You are standing at a junction, where you can proceed north towards a door, west towards a bend in the corridor, or down into a lower passage, from which waves of heat and the stench of brimstone emanate... ~ 0 1|8 0 D0 another door~ ~ 0 -1 5828 D3 a bend~ ~ 0 -1 5830 D5 dragon cave~ ~ 0 -1 5832 S #5832 A Dragon Cave~ Oh Dear...As you progress, you begin to feel uneasy, due to both the heat and smell, and the huge claw marks on the walls of this downward-sloping passage. Reaching the bottom, your worst fears are confirmed- you have entered the lair of a dragon! A passage leading to a locked steel door in the south wall offers itself as a possible escape route, as does a sloping passage that leads back up. ~ 0 1|8 0 D2 a locked steel door~ ~ 0 -1 5833 D4 a junction~ ~ 0 -1 5831 S #5833 A Locked Steel Door~ This hefty portal blocks any further progress in this direction, unless you have a skeleton key...:) ~ 0 1|8 0 D0 dragon cave~ ~ 0 -1 5832 D1 the warlock's chambers~ chamber door~ 1 5807 5834 S #5834 The Warlock's Chambers~ You have finally discovered the Chambers of the Warlock of Firetop Mountain. This room is a huge study, lined with shelves full of books of lore, a glass cabinet full of curios, and a massive desk, behind which sits an impressive- looking padded chair. You better hope that you have entered on one of the rare occasions that the Warlock is absent... ~ 0 8 0 D3 a door~ door~ 1 5807 5833 S #0 #RESETS D 1 5754 0 1 D 1 5738 5 1 CLOSES TRAPDOOR TO CIQUALA D 1 5737 1 1 CLOSES DOOR TO PIT M 1 5735 1 5739 LOADS ORC SENTRY E 1 5735 0 8 EQUIPS LEATHER ARMOR E 1 5736 0 16 EQUIPS POLEARM O 1 5737 0 5739 LOADS GROG D 1 5740 3 1 CLOSES DOOR TO SLEEPING ROOM M 1 5736 1 5741 LOADS SLEEPING ORC O 1 5738 0 5741 LOADS BOX P 1 5740 0 5738 LOADS MOUSE IN BOX O 1 5748 0 5741 LOADS MATTRESS D 1 5742 3 1 CLOSES DOOR TO SNAKE ROOM M 1 5737 1 5743 LOADS SNAKE G 1 5741 0 0 GIVES KEY O 1 5748 0 5743 LOADS MATTRESS D 1 5744 3 1 CLOSES DOOR TO REC ROOM M 1 5738 3 5745 LOADS DRUNK ORCS E 1 5735 0 8 EQUIPS LEATHER ARMOR G 1 5737 0 0 GIVES GROG O 1 5742 0 5745 LOADS BOX P 1 5743 0 5742 PUTS TOME IN BOX O 1 5748 0 5745 LOADS MATTRESS D 1 5747 3 1 CLOSES DOOR TO CHIEFTAINS QUARTERS D 1 5749 1 1 CLOSES DOOR TO KITCHEN D 1 5750 1 1 CLOSES DOOR TO PRISON CELL M 1 5742 1 5751 LOADS PRISONER E 1 5751 0 16 WIELDS CHAIR LEG D 1 5752 1 1 CLOSES DOOR TO ARMORY O 1 5755 0 5753 LOADS SHIELD D 1 5754 1 1 CLOSES DOOR TO TORTURE CHAMBER M 1 5743 2 5755 LOADS TORTURERS E 1 5753 0 16 WIELDS KNIFE G 1 5754 0 0 GIVES CHEESE O 1 5752 0 5755 LOADS TORTURE RACK O 1 5803 0 5757 LOADS BENCH D 1 5759 0 1 CLOSES DOOR TO BARBARIAN D 1 5759 1 1 CLOSES DOOR TO IRON CYCLOPS M 1 5744 1 5760 LOADS IRON CYCLOPS G 1 5756 0 0 GIVES JEWEL G 1 5757 0 0 GIVES KEY D 1 5762 0 1 CLOSES DOOR TO BLACK CHAMBER D 1 5762 1 1 CLOSES DOOR TO SHOP D 1 5762 3 1 CLOSES DOOR TO SPIDER CHAMBER M 1 5750 1 5763 LOADS SPIDER O 1 5767 0 5763 LOADS BOOTS M 1 5746 1 5764 LOADS OLD MAN G 1 5762 0 0 GIVES CANDLE M 1 5745 1 5765 LOADS BARBARIAN O 1 5758 0 5765 LOADS BOX P 1 5759 0 5758 PUTS MALLET IN BOX P 1 5760 0 5758 PUTS STUMP IN BOX D 1 5766 0 1 CLOSES DOOR TO FOUNTAIN D 1 5766 2 1 CLOSES DOOR TO CORRIDOR O 1 5761 1 5767 LOADS PAINTING D 1 5768 2 1 CLOSES DOOR TO CORRIDOR O 1 5792 0 5768 LOADS FOUNTAIN D 1 5769 0 1 CLOSES DOOR TO RIVER O 1 5764 0 5769 LOADS WOOD O 1 5765 0 5769 LOADS ROPE D 1 5770 0 1 CLOSES DOOR TO HANDS ROOM D 1 5770 1 1 CLOSES DOOR TO HELMET ROOM O 1 5771 0 5771 LOADS TABLE O 1 5769 0 5771 LOADS BRONZE HELMET O 1 5770 0 5771 LOADS IRON HELMET M 1 5747 1 5773 LOADS FERRYMAN O 1 5804 0 5773 LOADS BOAT D 1 5772 2 1 CLOSES DOOR TO HANDS M 1 5749 2 5774 LOADS GIANT BATS M 1 5748 2 5775 LOADS CAVEMEN E 1 5763 0 16 WIELDS CLUB M 1 5769 1 5776 LOADS CROCODILE O 1 5766 0 5777 LOADS SWORD M 1 5755 3 5778 LOADS PIRANHAS M 1 5751 1 5781 LOADS OGRE M 1 5752 1 5789 LOADS TROLL D 1 5790 0 1 CLOSES N DOOR M 1 5753 3 5791 LOADS GIANT RATS D 1 5791 0 1 CLOSES DOOR TO GIANT M 1 5754 1 5792 LOADS GIANT G 1 5805 0 0 GIVES ALE GIANT D 1 5793 3 1 CLOSES DOOR TO RATS D 1 5794 0 1 CLOSES POISON DOOR M 1 5770 1 5795 LOADS GAS BEAST O 1 5806 0 5795 LOADS KEY IN GAS ROOM M 1 5756 1 5797 LOADS GIANT SANDWORM D 1 5798 0 1 CLOSES DOOR TO NORTH M 1 5739 1 5799 LOADS CHIEFTAIN E 1 5800 0 16 WIELDS WHIP E 1 5801 0 3 WEARS CLOAK E 1 5802 0 13 WEARS POUCH BELT M 1 5740 1 5799 LOADS SERVANT O 1 5744 0 5799 LOADS CHEST P 1 5745 0 5744 PUTS GOLD P 1 5746 0 5744 PUTS POTION OF INVISIBILITY P 1 5747 0 5744 PUTS GLOVE O 1 5748 0 5799 LOADS MATTRESS M 1 5741 4 5800 LOADS EATING ORCS O 1 5749 0 5800 LOADS CASE P 1 5750 0 5749 LOADS BOW IN CASE D 1 5801 0 1 CLOSES DOOR TO GALLERY D 1 5802 2 1 CLOSES DOOR TO GALLERY D 1 5803 0 1 CLOSES DOOR TO JUNCTION D 1 5803 2 1 CLOSES DOOR TO JUNCTION M 1 5768 5 5803 LOADS HANDS D 1 5804 0 1 CLOSES DOOR TO WEREWOLF ROOM M 1 5760 1 5805 LOADS DOG M 1 5761 1 5805 LOADS WEREWOLF E 1 5760 0 8 WEARS BOOTS G 1 5779 0 0 GIVES KEYS TO BOATHOUSE D 1 5805 3 1 CLOSES DOOR TO PANTRY O 1 5782 0 5806 LOADS JAR P 1 5781 0 5782 LOADS EGGS INTO JAR D 1 5807 0 1 CLOSES DOOR TO ZOMBIE ROOM M 1 5759 4 5808 LOADS ZOMBIES E 1 5772 0 5 WEARS ARMOR E 1 5773 0 11 HOLDS SHIELD E 1 5774 0 16 WIELDS SWORD O 1 5775 0 5808 LOADS CRUCIFIX O 1 5776 0 5808 LOADS CORPSE O 1 5777 0 5808 LOADS GOLD O 1 5778 0 5808 LOADS RUM D 1 5808 0 1 CLOSES DOOR TO VAMPIRE D 1 5809 3 1 CLOSES DOOR TO JUNCTION D 1 5810 1 1 CLOSES DOOR TO VAMPIRE ROOM D 1 5815 1 2 LOCKS DOOR TO SKELETONS M 1 5763 1 5809 LOADS VAMPIRE G 1 5786 0 0 GIVES BOOK M 1 5757 5 5816 LOADS SKELETONS O 1 5768 0 5816 LOADS CHISEL O 1 5759 0 5816 LOADS MALLET O 1 5807 0 5816 LOADS COPPER KEY D 1 5816 0 1 CLOSES DOOR TO CORRIDOR D 1 5817 0 1 CLOSES DOOR TO WIGHT M 1 5758 1 5818 LOADS WIGHT O 1 5748 0 5818 LOADS MATTRESS D 1 5818 0 1 CLOSES DOOR TO CORRIDOR TO NORTH D 1 5821 2 2 LOCKS DOOR TO LOOT ROOM O 1 5796 0 5822 LOADS CHEST P 1 5797 0 5796 PUTS LOOT IN CHEST P 1 5798 0 5796 PUTS GOLD IN CHEST M 1 5762 1 5823 LOADS GHOUL E 1 5783 0 6 WEARS EARRINGS G 1 5784 0 0 GIVES LIQUID G 1 5785 0 0 GIVES PARCHMENT D 1 5826 0 1 CLOSES DOOR TO DWARVES D 1 5825 3 2 LOCKS PORTCULLIS TO WEST M 1 5764 4 5827 LOADS DWARVES G 1 5788 0 0 GIVES PIPE O 1 5771 0 5827 LOADS TABLE O 1 5793 0 5827 LOADS CARDS D 1 5828 0 1 CLOSES DOOR TO MINOTAUR M 1 5765 1 5829 LOADS MINOTAUR G 1 5808 0 0 GIVES PORTCULLIS RED KEY O 1 5789 0 5829 LOADS LIQUID O 1 5790 0 5829 LOADS BOWL P 1 5791 0 5790 LOADS GOLD IN BOWL M 1 5766 1 5832 LOADS DRAGON D 1 5833 1 2 LOCKS DOOR TO EAST M 1 5767 1 5834 LOADS WIZARD E 1 5794 0 12 WEARS ROBES E 1 5795 0 16 WIELDS SWORD G 1 5799 0 0 GIVES KEY TO CHEST O 1 5809 0 5834 LOADS CABINET P 1 5810 0 5809 LOADS CURIO IN CABINET O 1 5811 0 5834 LOADS BOOK O 1 5812 0 5834 LOADS DESK O 1 5813 0 5834 LOADS CHAIR S #SHOPS 5746 1 8 12 13 18 180 20 0 23 0 #SPECIALS M 5737 spec_poison a small snake M 5742 spec_fido A deranged prisoner M 5744 spec_cast_judge an iron Cyclops M 5746 spec_cast_mage an old man M 5747 spec_poison an old man who is a Wererat M 5749 spec_poison a giant Bat M 5750 spec_poison a giant Spider M 5752 spec_poison a Troll M 5753 spec_poison a giant Rat M 5758 spec_cast_undead a Wight M 5760 spec_breath_fire a Guard Dog M 5761 spec_executioner a Werewolf M 5762 spec_poison a Ghoul M 5763 spec_cast_undead an evil Vampire M 5766 spec_breath_any an enormous Red Dragon M 5767 spec_cast_mage the Warlock of Firetop Mountain M 5768 spec_thief a hand M 5770 spec_breath_gas a gas beast S #$