#AREA {1 3} Yaegar The Tower of Training~ #MOBILES #3700 first acolyte~ the first acolyte~ An acolyte clad in robes of white smiles and bids you welcome. ~ This fellow is a loyal devotee of the powers of the world, and is here to assist in the training of new arrivals. You see the wisdom of many decades of life reflected in his eyes. ~ 2|64|33554432 128 1000 S 10 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ smiles at you.~ E .arrive_say~ Welcome, traveller, to the Tower of Training.~ E .look_say~ Look at the plaques and signs, not me.~ E .leave_say~ Don't forget to read everything you see!~ #3701 lady second acolyte~ the second acolyte~ An elderly lady clad in purple robes greets you. ~ This woman is a loyal devotee of the powers of the world, and is here to assist in the training of new arrivals. You see the wisdom of many decades of life reflected in her eyes. ~ 2|64|33554432 128 1000 S 20 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ smiles at you.~ E .arrive_say~ Welcome, traveller, to the Second Tier.~ E .look_say~ Look at the plaques and signs, not me.~ E .leave_say~ Try every room on each level!~ #3702 first adept~ the first adept~ A man clad in green robes sits behind a desk here, reading an old tome. ~ This adept is in charge of the lesser acolytes, and also assists in the training of newcomers by helping them enhance their statistics. For more information, read the signs or type HELP ENHANCE. ~ 2|64|512|33554432 128 1000 S 30 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ looks up briefly from his book, points to a plaque, and says nothing.~ E .look_say~ Type HELP ENHANCE.~ E .say_say~ Don't just stand there! Enhance!~ E .leave_tell~ Have you used all yuor enhances?~ #3703 shopkeeper~ a stout shopkeeper~ A short, stout man stands here, looking at you expectantly. ~ This stout yeoman negotiates the vending of necessities to new entrants to the lands, at a reasonable price (he is subsidised by the Curate). He will be happy to sell you a variety of foods and drinks. ~ 2|64|33554432 128 1000 S 5 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_say~ Can I help you?~ E .arrive_act~ raises his eyebropws expectantly.~ E .look_act~ raises his eyebrows in question.~ E .leave_tell~ good luck, traveller!~ #3704 third acolyte~ the third acolyte~ A small man clad in leather armor smiles at you. ~ This is the third acolyte, who is in charge of the combat cages, where new players are able to increase their combat skills. He will be happy to help heal any injuries you sustain during your travails. ~ 2|64|2048|33554432 128 1000 S 40 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ smiles and bows.~ E .arrive_say~ Make sure you enter all four cages, and take the equipment you find.~ E .arrive_say~ The monsters do regenerate, so be not afraid to tarry and gain experience.~ E .leave_tell~ Are you wearing all your new equipment?~ #3705 plains goblin~ a plains goblin~ A small, wiry goblin is kept locked in this cage. ~ This foul little goblinkin is one of hundreds that roam the vast Plains of Blood, scavenging the leavings of bigger creatures. It shouldn't be too difficult to slay. ~ 2|64 512 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ grunts at you.~ E .attack_act~ lets out a high-pitched wail and attacks!~ E .die_act~ collapses in a pool of its own gore.~ #3706 kobold~ a river kobold~ A slimy kobold sneers at you. ~ This repulsive creature is a river kobold- small, slimy denizens of the mud flats near the banks of the River Anon. It is very cowardly and weak, and shouldn't be too hard to overcome. ~ 2|64 512 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ eyes you nervously.~ E .look_act~ Tries to avoid your gaze.~ #3707 gnome~ a rabid gnome~ A wizened old gnome sits in one corner of this cage, gibbering. ~ Normally a benevolent race, the gnomes have, like all other races at one time or another, produced abberations, and this twisted individual is one of them. Cast out of his village after his penchant for gnome flesh was uncovered, he is now kept here to help train newcomers. ~ 2|64 512 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ gibbers and drools all over himself.~ E .attack_yell~ Dieeeeee!~ E .look_act~ snarls angrily at you.~ E .die_say~ Aieeeeee!~ #3708 skeleton~ a skeleton~ A pile of bones springs to life as you enter! ~ The Adept has used advanced magicks to bring the skeleton of a former student to life, to serve both as a warning to newcomers as to what awaits them if they fail, and as a decent challenge for new students. ~ 2|32|64 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 E .arrive_act~ steps toward you.~ E .die_act~ collapses to the floor, reverting to the pile of old bones it once was.~ #3709 corpse zombie~ a zombie~ A rotting corpse lurches towards you. ~ This is the reanimated remains of a former student who perished in these rooms. Best be careful! ~ 64|8388608 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 E .arrive_act~ staggers toward you, death in its cold grey eyes.~ E .attack_act~ groans as your blows meet with its pulpy flesh.~ E .die_act~ staggers once, then falls lifeless to the ground.~ #3710 wolf~ a scrawny wolf~ A scrawny wolf slinks past you. ~ This underfed scavenger was snatched from the plains months ago and set loose here to serve as target practice for new students. ~ 64|128|8388608 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ doesn't seem to keen to fight you.~ E .attack_act~ yelps in surprise and fear.~ #3711 spider~ a spider~ A spider the size of your hand scuttles toward you. ~ The spiders of Arachnos are legendary both for their size and their appetite for fresh meat; both attributes make you feel remarkably uneasy. ~ 64|8388608 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 E .arrive_act~ scuttles along the ground. It looks quite hideous.~ E .say_act~ has been alerted to yuor presence by your voice.~ E .die_act~ explodes under the impact of your final blow, sending ichor spraying everywhere.~ #3712 rat~ a giant rat~ A giant rat scurries out of a crack in the wall. ~ The acolytes snatched several large rats from the network of lairs that lies east of town, and set them loose in here, to serve as prey for newcomers. ~ 64|8388608 512 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ squeaks noisly and begins to gnaw on an old bone.~ E .attack_act~ shrieks and attempts to sink its teeth into your leg.~ #3713 cockroach~ a cockroach~ A cockroach the size of your forearm runs along the floor here. ~ A boat from Freeport docked near the city recently, and the astonished dockworkers found these specimens among its cargo. The acolytes were called, and the cockroaches were brought here. ~ 64|8388608 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 E .arrive_act~ scuttles by. You are amazed at its size.~ E .attack_act~ , to your amazement, fights back!~ E .die_act~ shudders as your blows crushes its carapace, and squirts out some white ooze.~ #3714 fourth acolyte~ the fourth acolyte~ A stern half elf clad in black robes stares grimly at you. ~ This acolyte observes trainees in their efforts on this tier. He will not interfere in any combat, though he will cure the injuries of those injured in the process of advancement. ~ 2|64|2048|33554432 128 1000 S 40 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_say~ Welcome, traveller, to the Fifth Tier. Fight well, and keep your eyes open.~ E .look_say~ Don't stand there gaping! Go and do battle!~ E .leave_tell~ Keep your wits about you, and come back here if you need healing.~ #3715 monster tower~ the monster of the tower~ A huge, bestial man strides out of the shadows. ~ This mutant is the aptly-named monster of the tower, and is the final foe all trainees must face before leaving. ~ 2|64 0 0 S 3 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ rushes towards you.~ E .arrive_yell~ RRRRRROOOOOOAAAARRRRRRR!~ E .look_act~ swipes at your head.~ E .die_act~ screams horribly and dies.~ #3716 curate~ the curate~ An elderly gentleman clad in robes trimmed with silver greets you. ~ The curate will give you your reward for completing the trials you have just faced, in the form of a book of knowledge that will aid you immeasurably in your travels ahead. Simply talk to him and he will hand it over. ~ 2|64|2048|33554432 128 1000 S 60 0 0 0d0+0 0d0+0 0 0 0 0 1 E .arrive_act~ smiles.~ E .arrive_say~ Well done!~ E .look_give~ 3722~ E .tell_tell~ Another one? Oh alright.~ E .tell_give~ 3722~ #0 #OBJECTS #3700 sickle~ a sickle~ You see a steel sickle lying here.~ ~ 5 64 1|8192 0 2 3 7 5 0 5 A 12 5 A 18 3 A 19 1 #3701 dagger~ a small dagger~ You see a short thrusting dagger here.~ ~ 5 64 1|8192 0 2 3 11 5 0 5 A 12 5 A 18 3 A 19 1 #3702 broadsword sword~ a broadsword~ You see a heavy broadsword here.~ ~ 5 64 1|8192 0 2 3 3 5 0 5 A 18 3 A 19 1 #3703 gambeson~ a leather gambeson~ A sweaty, smelly gambeson is here.~ ~ 9 0 1|8 0 0 0 0 1 0 0 A 5 1 E gambeson~ This gambeson is slightly moist with sweat and smells REALLY bad. ~ #3704 shield~ a target shield~ You see a small shield here.~ ~ 9 0 1|512 2 0 0 0 5 0 5 A 17 -3 #3705 goatskin water skin~ a water skin~ A goatskin full of water is here.~ ~ 17 0 1|16384 5 5 0 0 1 0 0 #3706 bowl gruel~ a bowl of watery gruel~ A bowl of watery gruel coagulates here.~ ~ 19 0 1|16384 7 0 0 0 1 0 0 #3707 sweetmeats~ sweetmeats~ Some sweetmeats lie here.~ ~ 19 0 1|16384 7 0 0 0 1 0 0 #3708 black bread~ a piece of black bread~ A coarse-mealed piece of black bread lies here.~ ~ 19 0 1|16384 7 0 0 0 1 0 0 #3709 bowl frumenty~ a bowl of frumenty~ A bowl of boiled wheat grain sits here.~ ~ 19 0 1|16384 7 0 0 0 1 0 0 #3710 dirty grey cloak~ a dirty grey cloak~ A dirty grey cloak has been discarded here.~ ~ 9 0 1|1024 0 0 0 0 1 0 0 A 19 1 #3711 leather wristband~ a leather wristband~ A strip of leather lies on the ground here.~ ~ 9 0 1|4096 0 0 0 0 1 0 0 A 1 1 #3712 crude leather necklace~ a crude leather necklace~ A leather thing with a piece of quartz affixed to it lies here.~ ~ 9 0 1|4 0 0 0 0 1 0 0 A 19 1 #3713 breeches~ a pair of stained leather breeches~ These leather breeches have been soiled by a past owner.~ ~ 9 0 1|32 0 0 0 0 5 0 0 A 2 1 #3714 boots~ a pair of deerskin boots~ A pair of boots fashioned from deerskin lie here. They look very comfortable.~ ~ 9 0 1|64 0 0 0 0 1 0 0 A 14 20 A 25 1 #3715 pair leather gauntlets~ a pair of leather gauntlets~ A pair of leather gauntlets lie here.~ ~ 9 0 1|128 0 0 0 0 1 0 0 A 18 1 A 25 -1 #3716 torch switch~ a pitch-soaked switch~ This pitch-soaked switch serves as a decent, though smoky, torch.~ ~ 1 1|64 1 0 0 200 0 1 0 0 A 23 -1 A 24 -1 #3717 leather helm~ a leather helm~ This leather helm has seen better days. So has its former owner.~ ~ 9 0 1|16 0 0 0 0 1 0 0 A 4 1 #3718 armband~ a copper armband~ A copper armband has been left here.~ ~ 9 0 1|256 0 0 0 0 1 0 0 A 5 1 #3719 rope belt~ a rope belt~ A soiled rope belt is here.~ ~ 9 0 1|2048 0 0 0 0 1 0 0 A 13 5 #3720 garbage~ a piece of garbage~ A piece of garbage.~ ~ 9 0 1 0 0 0 0 1 0 0 #3721 whip~ an official AnonyMud whip~ You see an official AnonyMud whip here.~ ~ 5 64 1|8192 0 2 3 4 5 0 5 A 2 1 A 18 3 A 19 1 #3722 book knowledge~ A book of knowledge~ A thick book lies here.~ ~ 13 0 1|16384 0 0 0 0 1 0 0 A 1 1 A 2 1 A 3 1 A 4 1 A 5 1 A 12 5 A 13 5 A 14 5 A 18 1 A 19 1 #3723 portal~ a portal~ A magic portal floats in the center of the room.~ ~ 33 1|2 0 3739 0 0 0 1 0 0 E portal~ This portal is one of many magical gateways that can be found across the world of Anon, and they allow you to reach areas instantly that would take ages to reach by foot, or even to reach other dimensions. For more information, type HELP PORTAL. There is a portal chamber in town with portals that can take you to other worlds. There are also several portals in the village green, located north of the temple in town. When you are done on this level, type ENTER PORTAL to proceed to the final stages of the tower. But only when you are done, for it will not be possible to return this way. A block on the portal will prevent you from entering if you are level 1. ~ #3724 key~ a red key~ A small red key lies here.~ ~ 18 0 1|16384 0 0 0 0 1 0 0 #3725 portal~ a portal~ A magic portal floats in the center of the room.~ ~ 33 1|2 0 31001 0 0 0 1 0 0 #3726 chain~ a long chain~ A long chain hangs from the trapdoor above. There is a sign next to it.~ ~ 15 70 0 1 0 0 0 1 0 0 E .trigo_dooropen~ up~ E sign~ Try pulling the chain- PULL CHAIN should work nicely.~ #23400 tower ring~ a tower ring~ This ring is worn by graduates of the Tower of Training.~ ~ 9 1 1|2 0 0 0 0 1 0 0 A 18 1 A 19 1 #23401 sword~ a plain sword~ A nondescript sword lies here.~ ~ 5 0 1|8192 0 0 0 11 5 0 0 A 18 1 A 19 1 #23402 sack~ a small sack~ You can use this sack to carry items you find.~ ~ 15 0 1|16384 25 1 0 0 1 0 0 #0 #ROOMS #3700 The First Tier of the Tower~ You emerge from the portal into a spacious hall, the walls and ceiling of which are mirrored, giving one the feeling of having stepped into a hall of infinite proportions. In the center of this hall, upon a small marble dais is seated a robed figure, who beckons you to approach. A large plaque, carved from marble and inlaid with gilt letters, has been placed on one wall next to a silver staircase that ascends to the next tier. ~ 0 8 0 D0 ~ ~ 0 -1 3702 D1 ~ ~ 0 -1 3703 D3 ~ ~ 0 -1 3701 D4 ~ ~ 0 -1 3704 E Plaque~ The plaque reads- Welcome, adventurer, to the first tier! As a complete novice in the ways of this world, you have much to learn. Hopefully, however, the acolytes of the tower will be able to aid you in your progress. From here, you should journey to the other three rooms on this level before continuing upwards. To travel anywhere in the world, simply enter the first letter of the desired direction, i.e, n s e w u or d. ~ S #3701 The Chamber of Communication~ You pass from the mirrored hall into a small room filled with murals depicting people of all races talking with one another. From far away you can hear the murmur of many, many voices, speaking in tones subdued, angry, happy, friendly, sad and arrogant. Such is the imagery of this place you feel as though you were actually standing within a crowded room. There is a plaque on one wall. ~ 0 8 0 D1 ~ ~ 0 -1 3700 E plaque~ (From the book of Tongues, 1.2)- "And then, seeing the many races mingling upon the surface of their world, and having no way to communicate, the Gods did grant upon them the gift of tongues, so that they would be able to communicate freely with each other, and there was great happiness." You can communicate with your fellow adventurers using the many communication channels available. The channels currently available to you are- TELL, HERO, SAY, EMOTE, YELL. Other channels will become available when you become more experienced. These are- CHAT, SHOUT, MUSIC, QUESTION, GRATZ. For more information on any of these channels, type HELP . ~ S #3702 The Room of Awareness~ This small stone chamber is bare save for a huge lidless eye painted upon the far wall. You find yourself growing uncomfortable under its scrutinizing gaze, such is the striking realism of this depiction. A small plaque has been attached to the wall beneath it. ~ 0 8 0 D2 ~ ~ 0 -1 3700 E plaque~ (From the Book of Beginnings, 1.17) "...and so that their creations could interact with their home, the Gods gave them the gift of thr senses, of sight, of smell, of hearing, of touch and of taste. And their many creations ventured forth into the world with new joy in their hearts, for they could now fully appreciate the wonders of it all." The gods have given you the same gifts, and these senses, most importantly sight, can play a crucial role in your adventuring. To examine any object, room or person that you may encounter, type LOOK or EXAMINE . For information, type HELP LOOK. In addition, you can instantly see all the visible adventurers around you by typing WHO- this will display them all. Typing WHERE will show the ones that are near you. ~ S #3703 The Chamber of Objects~ This chamber is crammed to the rafters with wooden chests, boxes and caskets, all of which are tightly locked, though a quick push indicates they are full of many heavy objects. You have no idea what purpose they serve, but you do notice a plaque nailed to one of the larger crates. ~ 0 8 0 D3 ~ ~ 0 -1 3700 E Plaque~ (From the Book of Travails, 7.13) "Such became the peoples' desire for possessions that they searched far and wide, buying, borrowing, taking or stealing every manner of object they could find. And the avaricious peoples' collections grew so large that their lust for possessions necessitated the construct of increasingly ponderous domiciles." Like any other adventurer, you too will experience the desire to obtain large amounts of possessions, both arcane and mundane, and will need to know how to acquire such items. To pick up items, type GET , while to remove them simply type DROP or REMOVE . To use the items, type WEAR, WIELD or HOLD , as appropriate. To see what you are currently wearing, type EQ, and to see what you are carrying but not using, type INV. For more information, consult the appropriate help files. Items you don't want can be sold, as you will be taught later, or DONATED. Donated items appear in a special room in the city, which you will find later. To donate simply type DONATE . ~ S #3704 The Second Tier~ You enter a long, narrow corridor that has four wooden doors, one at each of the four cardinal directions. In the center of the room rests a massive oak chair, next to a blazing fire in a hearth. Seated in the chair is the Second Acolyte, who nods and beckons you over. There is a plaque hanging above the hearth. ~ 0 8 0 D0 ~ ~ 1 0 3705 D1 ~ ~ 1 0 3708 D2 ~ ~ 1 0 3707 D3 ~ ~ 1 0 3706 D4 ~ ~ 0 -1 3709 D5 ~ ~ 0 -1 3700 E plaque~ On the second tier, you will continue your learning process, by passing through the doors to the north, south, east and west. To open the doors, simply type OPEN , and then head into the room beyond. Further information will follow. ~ S #3705 The Room of Self-Awareness~ You pass into what appears to be a small study. A sturdy desk fashioned of what appears to be cedar rests in the center of the floor, upon a delicately- embroidered rug. Several shelves filled with tomes of arcane lore line the walls. You are surprised to see that there are no chairs in the room- evidently someone doesn't wish for you to tarry too long in here. There is a piece of paper lying on the desk you may wish to read. ~ 0 8 0 D2 ~ ~ 1 0 3704 E piece paper~ On the piece of paper, someone has hastily scrawled the following- (From the Book of Enlightenment, 4.23) "And as the races progressed, they gradually became more cognizant of their abilities and limitations, and developed ways to more accurately measure this. Learned scholars and sages, who could previosuly so easily determine the attributes of an item, could now do the same with a humanoid." You too can find out what your abilities and limitations are, by typing SCORE. This will output your character sheet, detailing all the important information. For a more detailed report, type STATUS. To see what enchantments are currently affecting you, type AFF. More information is as usual available in the help files. ~ S #3706 The Chapel~ You have entered a small, serene chapel with wood pannelled walls, a shrine to the Gods of the world. A plain wooden altar covered with a white sheet stands near the far wall. Upon it you can see a small silver plaque. ~ 0 8 0 D1 ~ ~ 1 0 3704 E plaque~ (From the Book of Beginnings, 2.19) "The Gods were many in number, and great was their power and their wisdom. For it was through their munificence that the world and all its peoples came into being, and it is well that we should give thanks to these the creators." You may see who the gods of the world are by typing WIZLIST. For more information on the gods and immortality, try HELP IMMORTALS or HELP WIZLIST. ~ S #3707 The Room of Access~ This large, dusty chamber is lined with doors, windows and other portals, and is filled with chests and boxes, opened and closed. The air in here is rather musty, and you sneeze as you inhale some of the dust you stirred up as you entered. There is a piece of slate with some chalk lying next to it on the floor. ~ 0 8 0 D0 ~ ~ 1 0 3704 E slate~ Someone has scribbled the following- (From the Book of the Kender, 1.7) "None can open things as the Kender; their gift for unfastening the most securely locked portals or chests is legendary. Indeed, it was this ability which caused them to first suffer the wrath of the other races of the world..." Now not all adventurers have the same abilities as the Kender, but all possess the ability to open and close doors, as you have been shown, as well as objects. You can open a chest, box or similar by typing OPEN , then you can look in it by typing LOOK IN . Fetching whatever is in there is achieved by typing GET . Some containers or portals may be locked- if you have a key you may bypass this by typing UNLOCK . This command will be important further up the tower. Thsese commands can be reversed simply by typing CLOSE , PUT or LOCK . ~ S #3708 The Chamber of Nature~ When you first enter this room, you have to blink and shake your head to convince yourself you're not dreaming, for it appears that you have entered a sylvan glade. But what appeared so real at first turns out to be naught but an extremely good mosaic, and you shake your head in disbelief. There is a small sign hanging from the "branch" of a nearby "tree". ~ 0 8 0 D3 ~ ~ 1 0 3704 E sign branch tree~ (From the Book of Nature Lore, 1.4) "and then didst the Gods bring the elements to the world, fire, water, earth and air, and the influence they wrought was great. The world was molded and shaped by these elements, as well as by the action of elements acting in concert, as the ages passed." You can keep well informed of meteorological phenomena in the world by typing WEATHER. Typing TIME will inform you of the current date, as well as the time in other worlds. Weather is important, as inclement weather can adversely affect certain abilities you possess. Time is also important, as certain shops are only open for limited hours in the day. ~ S #3709 The Third Tier~ This entire level is dominated by a large circular chamber, which seems to be a combined library and museum. You see rows and rows of bookshelves alongside large marble and granite scupltures of beings as yet unknown to you. Wall-length paintings adorn the walls, and several antique vases and pots can be seen in a glass cabinet. A large desk is situated in the center of the room, and behind this desk is seated the First Adept, who gives you a cursory glance as you enter, before returning to his book. A set of stairs leads up to the next tier, and beside this hangs a small sign. ~ 0 8 0 D4 ~ ~ 0 -1 3710 D5 ~ ~ 0 -1 3704 E Sign~ (From the Book of Conflicts, 7.23) "...and the mortals made themselves even more competent by enhancing their abilities beyond those of their fellows, granting them superior strength, dexterity, intelligence, wisdom, charisma and constitution, and making them foes to be feared." You can enhance your statistics here with the Adept. He will Enhance the stats you desire. To enable this, simply type ENHANCE . But before you rush in and enhance, take a minute to read HELP PRACTICE, HELP PRACTICES, HELP SECONDARY and HELP for good advice on what exactly to enhance. ~ S #3710 The Fourth Tier~ You have entered a small corridor with a coarse, heavy rug on the floor, deep purple in color. Silver chandeliers hang from the white-washed ceiling, illuminating the mirrored walls. You feel quite dizzy. There is a marble plinth near one wall, with a book resting half opened on it. Curiously, there is no Acolyte here- evidently they have given you what aid they deem necessary. Small passages lead off the corridor in all four directions. ~ 0 8 0 D0 ~ ~ 0 -1 3711 D1 ~ ~ 0 -1 3712 D2 ~ ~ 0 -1 3713 D3 ~ ~ 0 -1 3714 D4 The sign reads- PULL THE CHAIN! ~ trapdoor~ 1 -1 3715 D5 ~ ~ 0 -1 3709 E book plinth~ The book is open to The Book of Beginnings, Chapter 9 verse 34)- "And then the peoples paused in their activities, to ponder all they had learned thus far. And while there was much to assimilate, their minds were agile and they gained great understanding. Then they resumed their advancement..." You can stop here and have a read of the many help files that have been recommended to you thus far, then continue at your leisure. Investigate the four rooms on this tier before continuing upwards, though. ~ S #3711 The Bedchamber~ This well-appointed chamber is dominated by a massive four-poster bed, carved from some dark red wood, which is covered with veils of satin and lace, and deep, soft bedding. You feel a great sense of fatigue when you gaze upon it, and sudenly realize how tired you are. Perhaps you would care to rest for a period? But first, stop and read the small note someone has attached to the foot of the bed. ~ 0 8 0 D2 ~ ~ 0 -1 3710 E note~ Someone has written, in a carefully-formed flowing script, the following- (The Book of Beginnings, Ch.23, v.23) "And then the Gods, exhausted by their efforts, fell into a deep slumber from which they did not awaken for seventy seven years, to regenerate their tired forms. And when they awoke, they were as new, and set about once more their many tasks." You will also find your reserves depleted from time to time. Sleeping is a quick and efficient way of recharging your lost energy, but it leaves you defenseless. You can spend time in a stae of semi-wakefulness by typing REST, so that none may surprise you. To rise from either state, type STAND. To move from SLEEP to REST, type WAKE. ~ S #3712 An Apothecary~ You have entered a quaint, well-stocked apothecary. The shelves are lined with all manner of poultices and brews, though most are quite beyond your price range. There is a small brass plaque behind the stout shopkeeper which may be of interest. ~ 0 8 0 D3 ~ ~ 0 0 3710 E plaque~ (From the Book of Commerce, 1.3) "...all manner of businesses sprang up, as mercantilism struck like a bolt from heaven the avaricious peoples of the world. All manner of goods were bought and sold, and all at once trade and commerce brought people from all over the world together, simply to negotiate the vending of rare and exotic goods." You will often find yourself in need of a shop, either to re-equip yourself or to sell unwanted equipment. You can experiment with the following commands with the shopkeeper in this room- LIST- lists all the products for sale; BUY purchases a product; SELL sells one of your products; VALUE tells you what the shopkeeper is willing to pay for your item. NOTE- you can limit the commands to list items of a certain type or level, i.e, LIST SHIELD will list all shield for sale, and LIST 20 30 will list all items that fall within that range. If there are multiple items of the same type in the list, type BUY x. to buy the one you want, where x is the number the item is on the list. You can also buy multiple items of the same type buy typing BUY x , i.e, BUY 6 BREAD will buy you six loaves of bread. ~ S #3713 The Chamber of Transport~ You enter a chamber with grey stone walls and a polished wooden floor. Pictures of horses, carts, boats and other stranger items hang from the walls. There is a small wooden plaque affixed to the far wall. ~ 0 8 0 D0 ~ ~ 0 0 3710 E Plaque~ (From the Book of Commerce, Ch.3, v.10) "To make transport and the transfer of goods easier, the peoples did ingeniously harness the materials the Gods supplied and fashioned alternatives. The peoples begain to ride the lesser animals, to ride in carts and buggies, and to sail the wide seas in great ships of wood and steel." Besides walking, there are many other ways you can move about the world. Firstly, you can ride certain animals, most notably those available from the stables in town, which you will visit later. These can be ridden using the MOUNT command. Boats and carts can be used using the ENTER command, i.e, ENTER BOAT, and then by moving normally. Typing OUT will allow you to exit. One rather special means of movement is the RECALL command, which will transport you instantly to the city center, from any part of the world. For more information, type HELP RECALL. ~ S #3714 The Chamber of Salvation~ You have entered a rather depressing room, which is "decorated" with a mural depicting cursed souls falling into a blazing abyss, their earthly possessions disappearing as they fall. However, on the other wall, you see the same souls emerging from the abyss, and returning to the physical world to reclaim their goods. There is a metal plaque which will hopefully explain this bizarre scene. ~ 0 8 0 D1 ~ ~ 0 0 3710 E plaque~ (From the Book of the Dead, 1.1)"There comes a time when all mortals face the grim spectre of death, and are hurled into the burning depths of the abyss, their souls torn asunder. The Gods however, in their benevolence, have effectively cheated death by granting instant rebirth to those who have died, so that they may return to their world and travel again." Death is a cold, hard fact of life in this world, and you will undoubtedly perish many times at the hands of foul, evil monsters more powerful than yourself. But despair not! For upon dying, your soul flies back to the place of recall, and you may set out to reclaim your possessions from the place where you were slain. But there may be many dangers in between you and your corpse, and you may not reach it before it decays. In that event, you will be forced to acquire new equipment. ~ S #3715 The Fourth Tier~ You emerge onto a small metal platform that joins four metal cages, these cages depending from massive metal chains connected to the ceiling. In each of these cages you can see a small huddled shape. An Acolyte stands here, smiling and beckoning you onward. You see a large glowing sign floating in mid air above his head. There is also a plaque nailed to one of the cages. It is recommended you stay here until you reach second level. ~ 0 8 0 D0 ~ ~ 0 -1 3716 D1 ~ ~ 0 -1 3717 D2 ~ ~ 0 -1 3718 D3 ~ ~ 0 -1 3719 D4 ~ ~ 0 -1 3720 D5 ~ ~ 1 0 3710 E sign~ (From the Book of Conflict, 1.12) "And the peoples of the world found themselves in constant conflict with the many hostile beasts of the lands, and thus developed measures to protect themselves. And as they threats increased, so too did the abilities of the peoples to defend themselves." The acolytes have captured some small creatures from the Plains of Blood and caged them here to help novices practice their combat abilities. You may at any time head on in and try your hand at battling them. Victory will earn you the items the Acolytes have placed on them. In order to see how you match up against a mob, type CON . If you decide that you want to challenge it, type KILL . However, sometimes a mob can just be more than you expected. To escape from fighting, type FLEE. However, this only gives a chance of escaping, and does not guarantee that you do. A safeguard to take is to decide on a level of hp that you would always like to try to flee at. You can set your character to automatically try by typing WIMPY <#hp>. Typing WIMPY with no figure will automatically set this at 20% of your maximum hitpoints. Try this right now by typing WIMPY 15. This will cause you to automatically flee a fight if your hit points drop below this number. ~ E Plaque~ Now is your first chance to do some killing. Before you start, be sure that your wimpy is set, in case you get in trouble. You should have autoloot and autosac on (type info to check). This will automatically check each corpse for equipment and take it, and then sacrifice the empty body. To do this manually, simply type L CORPSE, GET ALL CORPSE, SAC CORPSE. To turn off the autos, type CONFIG -. The man in this room will heal you between fights, so don't attack her (she'll kill you). As an added feature, this excellent Mud supports abbreviations, so that if you wish to battle a mob with a name like Chuzzlewit, you can type simply 'k chuz', instead of 'kill chuzzlewit'. ~ S #3716 A Small Dirty Cage~ These cages are cramped and filthy and you pity the poor creatures the Acolytes have cages up in them. However, you are aware that these pathetic creatures are real dangers to travellers across the Plains of Blood, and vow to do your best to slay them. ~ 0 8 0 D2 ~ ~ 0 -1 3715 S #3717 A Small Dirty Cage~ These cages are cramped and filthy and you pity the poor creatures the Acolytes have cages up in them. However, you are aware that these pathetic creatures are real dangers to travellers across the Plains of Blood, and vow to do your best to slay them. ~ 0 8 0 D3 ~ ~ 0 -1 3715 S #3718 A Small Dirty Cage~ These cages are cramped and filthy and you pity the poor creatures the Acolytes have cages up in them. However, you are aware that these pathetic creatures are real dangers to travellers across the Plains of Blood, and vow to do your best to slay them. ~ 0 8 0 D0 ~ ~ 0 -1 3715 S #3719 A Small Dirty Cage~ These cages are cramped and filthy and you pity the poor creatures the Acolytes have cages up in them. However, you are aware that these pathetic creatures are real dangers to travellers across the Plains of Blood, and vow to do your best to slay them. ~ 0 8 0 D1 ~ ~ 0 -1 3715 S #3720 The Fifth Tier~ This Tier, like the Third Tier, is one large chamber, though unlike the Third Tier it is not filled with books and artifacts. Instead, it is filled with broken swords and shields, as well as the skeletons of slain animals and adventurers. Blood stains cover much of the floor, and a good deal is smeared on the walls as well. There is no sign here, but there is an Acolyte, who glares sternly at you. Stairs lead up to the second half of this Tier. ~ 0 8 0 D0 ~ ~ 0 -1 3722 D1 ~ ~ 0 -1 3725 D2 ~ ~ 0 -1 3727 D3 ~ ~ 0 -1 3724 D4 ~ ~ 0 -1 3729 D5 ~ ~ 0 -1 3715 S #3721 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D1 ~ ~ 0 -1 3722 D2 ~ ~ 0 -1 3724 S #3722 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D1 ~ ~ 0 -1 3723 D2 ~ ~ 0 -1 3720 D3 ~ ~ 0 -1 3721 S #3723 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D2 ~ ~ 0 -1 3725 D3 ~ ~ 0 -1 3722 S #3724 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3721 D1 ~ ~ 0 -1 3720 D2 ~ ~ 0 -1 3726 S #3725 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3723 D2 ~ ~ 0 -1 3728 D3 ~ ~ 0 -1 3720 S #3726 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3724 D1 ~ ~ 0 -1 3727 S #3727 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3720 D1 ~ ~ 0 -1 3728 D3 ~ ~ 0 -1 3726 S #3728 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3725 D3 ~ ~ 0 -1 3727 S #3729 Second Half of the Fifth Tier~ This Tier, like the Third Tier, is one large chamber, though unlike the Third Tier it is not filled with books and artifacts. Instead, it is filled with broken swords and shields, as well as the skeletons of slain animals and adventurers. Blood stains cover much of the floor, and a good deal is smeared on the walls as well. A translucent forcefield prevents adventurers leaving before attaining third level. ~ 0 8 0 D0 ~ ~ 0 -1 3731 D1 ~ ~ 0 -1 3734 D2 ~ ~ 0 -1 3736 D3 ~ ~ 0 -1 3733 D4 ~ ~ 0 -1 3738 D5 ~ ~ 0 -1 3720 S #3730 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D1 ~ ~ 0 -1 3731 D2 ~ ~ 0 -1 3733 S #3731 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D1 ~ ~ 0 -1 3732 D2 ~ ~ 0 -1 3729 D3 ~ ~ 0 -1 3730 S #3732 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D2 ~ ~ 0 -1 3734 D3 ~ ~ 0 -1 3731 S #3733 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3730 D1 ~ ~ 0 -1 3729 D2 ~ ~ 0 -1 3735 S #3734 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3732 D2 ~ ~ 0 -1 3737 D3 ~ ~ 0 -1 3729 S #3735 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3733 D1 ~ ~ 0 -1 3736 S #3736 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3729 D1 ~ ~ 0 -1 3737 D3 ~ ~ 0 -1 3735 S #3737 The Fifth Tier~ Small, shadowy beasts slink away as you advance into the depths of this eerie level. Shouts and screams can be heard, quite close by, as well as the occasional gurgle or moan. You grip your weapon tightly and advance. ~ 0 8 1 D0 ~ ~ 0 -1 3734 D3 ~ ~ 0 -1 3736 S #3738 The Sixth Tier~ You have almost finished the Tower of Training. You have come to the second highest Tier of the tower, where a stern Acolyte stands silently. Floating in the center of this plain circular room is a shimmering portal. You may wish to examine it. There is also a metal plaque affixed to one wall. ~ 0 8 0 D5 ~ ~ 0 -1 3729 E plaque~ You have passed through most of the difficult sections of the Tower. Up ahead lies the final beast, the Monster of the Tower, whom you must defeat to exit the Tower. He also has the Heart Key, which you will need to unlock the gates above. ~ E .trigr_bounce_below~ 2~ S #3739 The Monster of the Tower~ You pass through the portal into the Seventh Tier, where your final challenge awaits you. Make sure you are fully rested before attempting to slay this last foe. There is a plaque hanging on a door to the north. ~ 0 8 0 D0 ~ ~ 1 3724 3740 E plaque~ (From the Book of the Beasts Ch.9 v.17) "And finally, there is the dire Tower beast, a horrid fiend with huge claws and fangs that constantly slaver in anticipation of an imminent feast on humanoid flesh. And while these beasts are relatively easy to kill, many an adventurer has met his end at its claws, after underestimating its strength and size." ~ S #3740 The Final Chamber~ Here, in this spacious, well-lit chamber the Curate of the Tower awaits, ready to give you your Tome of the Tower, as proof that you completed the trials within this place. Bona Fortuna! A portal here will take you to the center of the City of Anon, north of which lies the village green, where you should proceed next to new adventures! ~ 0 8 0 D2 ~ ~ 1 0 3739 S #0 #RESETS D 1 3704 0 1 D 1 3704 1 1 D 1 3704 2 1 D 1 3704 3 1 D 1 3705 2 1 D 1 3706 1 1 D 1 3707 0 1 D 1 3708 3 1 D 1 3710 4 1 D 1 3715 5 1 D 1 3739 0 2 D 1 3740 2 2 * O 1 3723 1 3738 loads portal O 1 3725 1 3740 * O 1 3726 1 3710 loads chain * M 1 3700 1 3700 loads first acolyte * M 1 3701 1 3704 loads second acolyte * M 1 3702 1 3709 loads first adept * M 1 3703 1 3712 loads shopkeeper G 1 3705 0 0 stock G 1 3706 0 0 G 1 3707 0 0 G 1 3708 0 0 G 1 3709 0 0 G 1 3716 0 0 G 1 23402 0 0 * M 1 3704 1 3715 loads third acolyte * M 1 3705 1 3716 loads goblin E 1 3711 1 14 wears bracelets E 1 3711 1 15 E 1 3714 1 8 wears boots * M 1 3706 1 3717 loads kobold E 1 3712 1 3 wears necklace E 1 3715 1 9 wears gauntlets * M 1 3707 1 3718 loads gnome E 1 3710 1 12 wears cloak E 1 3713 1 7 wears breeches E 1 3719 1 13 wears belt * M 1 3708 1 3719 loads skeleton E 1 23401 1 16 wields sword E 1 3717 1 6 wears helm * M 1 3709 6 3721 loads zombies E 1 3718 1 10 wears armbands * M 1 3710 6 3724 loads wolves * M 1 3711 6 3727 loads spiders * M 1 3712 6 3730 loads rats * M 1 3713 6 3733 loads cockroaches * M 1 3714 1 3720 loads fourth acolyte * M 1 3715 1 3739 loads monster E 1 23400 1 1 loads ring G 1 3724 0 0 gives key * M 1 3716 1 3740 loads curate G 1 3723 0 0 gives book * S #SHOPS 3703 17 19 13 0 0 180 20 0 23 0 #SPECIALS M 3704 spec_cast_adept M 3714 spec_cast_adept S #TRIGGERS M 3700 trigm_alive M 3701 trigm_alive M 3702 trigm_alive M 3703 trigm_alive M 3704 trigm_alive M 3705 trigm_alive M 3706 trigm_alive M 3707 trigm_alive M 3708 trigm_alive M 3709 trigm_alive M 3710 trigm_alive M 3711 trigm_alive M 3712 trigm_alive M 3713 trigm_alive M 3714 trigm_alive M 3715 trigm_alive M 3716 trigm_alive O 3726 trigo_dooropen R 3738 trigr_bounce S #$