#AREADATA Name The Catacombs~ Author Ileah~ Levels 1 6 Security 1 VNUMs 700 799 Act ~ Builders ~ Recall 700 Reset You hear a shuffling noise and the sound of bone clicking on stone.~ Note ~ End #MOBDB #701 Name gargoyle~ Short the gargoyle~ Long A gargoyle sits perched upon a block of stone. ~ Descr This gray stone caricature of humanity grimaces with a horrible face that could frighten away the most evil creatures. It could just be your imagination, but didn't you just see it move? ~ Act sentinel nokill~ AffectBy detect_invis detect_hidden infrared~ Alignment 0 Level 20 Race Gargoyle~ Sex male~ End #702 Name trainer~ Short the trainer~ Long The trainer stands here, waiting to help you improve. ~ Descr This fiery redhead is dressed in simple but sturdy leather armor, and regards you with scorn, indicating that you should read the sign. ~ Act sentinel train nokill~ AffectBy detect_invis detect_hidden infrared~ Alignment 0 Level 30 Race Human~ Sex female~ End #706 Name skeleton wrapped~ Short a wrapped skeleton~ Long A skeleton, carefully wrapped in bandages, lies in an alcove. ~ Descr This skeleton appears to have been laid to rest many years ago. The bandages are not as well arranged as the skeleton in the other burial chamber, however, and show signs of having been disturbed. ~ Act sentinel aggressive wimpy~ AffectBy detect_invis detect_hidden infrared~ Alignment -250 Level 0 Race Undead~ Sex male~ End #708 Name statue~ Short a statue~ Long A statue of Nythir, the god of Death, stands inside an alcove. ~ Descr This statue is of Nythir, the God of Death. It was carved from a solid piece of black marble, and seems warm to the touch. Wait a second, did it just blink? ~ Act sentinel nokill~ AffectBy detect_invis detect_hidden infrared~ Alignment 0 Level 30 Race Demigod~ Sex male~ Spec spec_cast_adept~ End #709 Name skeleton adventurer~ Short the skeleton~ Long The skeleton of a long dead adventurer waits patiently. ~ Descr Covered in bits of rusted armor and dried, cracked leather, this skeleton moves its head in your direction as you study it. Faint points of light can be seen emanating from within its eye sockets. ~ Act sentinel aggressive wimpy~ AffectBy infrared~ Alignment -300 Level 0 Race Undead~ Sex male~ End #710 Name skeleton ancient~ Short the ancient skeleton~ Long An ancient skeleton stands here, covered in dust and tattered rags. ~ Descr The bones of this skeleton are yellowed and cracked, and based on their coating of dust it has been here a long time. A spark of light can be seen emanating from deep within its eye sockets. ~ Act sentinel aggressive wimpy~ AffectBy infrared~ Alignment -350 Level 1 Race Undead~ Sex female~ End #715 Name ghoul~ Short a ghoul~ Long A hungry ghoul stands here, reeking of rotting flesh. ~ Descr These evil creatures were once human, but now consume the bodies of the dead. This one sniffs the air as soon as you draw near, and then turns toward you, ready to feast. ~ Act sentinel aggressive~ AffectBy detect_hidden infrared~ Alignment -450 Level 1 Race Undead~ Sex male~ End #716 Name skeleton dust~ Short a skeleton~ Long A skeleton stands here, covered in dust. ~ Descr This skeleton must have been standing still for a very long time to allow the fine layer of dust coating it. Faint flickers of light can be seen emanating from within its eye sockets. ~ Act sentinel aggressive wimpy~ AffectBy infrared~ Alignment -150 Level 0 Race Human~ Sex male~ End #718 Name shadow~ Short a shadow~ Long A shadow seems to look at you with twin red points of light. ~ Descr This dark shadow can be barely made out, only a blur of something moving and red glowing eyes mark its position. ~ Act sentinel scavenger aggressive~ AffectBy infrared~ Alignment -450 Level 1 Race Spectre~ Sex neutral~ End #719 Name spider giant~ Short a giant spider~ Long A huge spider, larger than a horse, drops down from the ceiling. ~ Descr This bloated spider's eyes regard its prey with a cold light, and venom drips from its fangs. Bits of remains from previous victims are stuck to its body. Its stench is overwhelming. ~ Act sentinel aggressive~ AffectBy infrared~ Alignment -300 Level 1 Race Arachnid~ Sex female~ End #720 Name merchant sam~ Short Sam the merchant~ Long A merchant has set up an impromptu shop of sorts, ready to buy or sell. ~ Descr Sam is a bit of an adventurer, with a taste for earning extra money from other adventurers who are a bit more seasoned and able to handle danger he is unwilling to risk. He always stocks food and water for those who need it, and he's willing to purchase anything you may not need. ~ Act sentinel nokill~ AffectBy detect_invis detect_hidden infrared~ Alignment 0 Level 30 Race Dwarf~ Sex male~ Shop food~ drink_con~ container~ armor~ treasure~ 150 50 0 24 End #724 Name ghoul lurking~ Short a lurking ghoul~ Long A ghoulish creature lurks in the shadows, gnawing on a leg bone. ~ Descr Covered in rotting flesh, this ghoul's milk-white eyes still seem to allow it to detect intruders. It smiles with a horrible, jagged tooth grin and shambles forward for some fresh meat. ~ Act aggressive stay_area~ AffectBy infrared~ Alignment -500 Level 2 Race Undead~ Sex female~ End #725 Name shadow dark~ Short a dark shadow~ Long Glints of red eyes peer at you from the dark shadow on the wall. ~ Descr It seems like those red glints might be eyes. This is probably not your imagination. You might want to stay awake, just in case. ~ Act aggressive stay_area wimpy~ AffectBy infrared sneak~ Alignment -200 Level 1 Race Spectre~ Sex neutral~ End #726 Name skeleton wandering~ Short a wandering skeleton~ Long A bony skeleton covered in rags shuffles about, looking for victims. ~ Descr The skeleton turns its head and regards each person who looks upon it with cold blue flames burning in the back of its eye sockets. ~ Act aggressive stay_area~ AffectBy infrared~ Alignment -300 Level 1 Race Undead~ Sex neutral~ End #727 Name zombie fresh~ Short a fresh zombie~ Long A fresh looking zombie lurches forward to defend its master. ~ Descr White glazed eyes peer from the slack-jawed face of this recently deceased adventurer. The dark necromancer who animated this form is now using it as a bodyguard, but it won't stop until you destroy it. ~ Act sentinel aggressive~ AffectBy infrared~ Alignment -250 Level 2 Race Undead~ Sex male~ End #729 Name necromancer wizard drow~ Short a necromancer~ Long An evil wizard stands in the center of the room, chanting aloud. ~ Descr This drow necromancer has been unearthing the dead bodies in these catacombs and animating them for some unknown purpose. He must be stopped immediately! ~ Act sentinel aggressive~ AffectBy infrared~ Alignment -750 Level 4 Race Drow~ Sex male~ Spec spec_cast_undead~ End #730 Name zombie wandering~ Short a wandering zombie~ Long A zombie wanders about, looking for prey among the living. ~ Descr This zombie has clearly been dead for quite some time, as large chunks of flesh have either fallen from its body or rotted entirely away. Its white eyes seem to stare unseeing, but it still knows how to find its victims with eerie precision. ~ Act aggressive stay_area~ AffectBy infrared~ Alignment -250 Level 2 Race Undead~ Sex male~ End #731 Name ghoul wandering~ Short a wandering ghoul~ Long A ghoulish figure stands here, searching for corpses upon which to feed. ~ Descr Once quite beautiful in life, this caricature of humanity is gruesome in its undead state. Ever searching for dead bodies on which to feed, it will sometimes kill to create food for its insatiable hunger. ~ Act aggressive stay_area~ AffectBy ~ Alignment -450 Level 2 Race Undead~ Sex female~ Spec spec_fido~ End #732 Name ghost spirit~ Short a ghost~ Long A shimmering spirit walks through solid objects in its path. ~ Descr The faint outline of this human form can be seen, but little else. This spirit was perhaps one of those who once dwelled in these catacombs, but not much more can be told. ~ Act stay_area~ AffectBy sneak~ Alignment 0 Level 2 Race Spectre~ Sex neutral~ Spec spec_cast_ghost~ End #733 Name spider fur~ Short a fur covered spider~ Long A spider covered in long fur sits on its web, regarding everything. ~ Descr The spider is covered with a dense spikey fur, and has eight red glowing eyes that seem to glow with a faint light of their own. It may seem harmless at first, but don't discount its pointed fangs. ~ Act ~ AffectBy infrared sneak~ Alignment 0 Level 1 Race Arachnid~ Sex neutral~ End #744 Name dragon young blue~ Short the young blue dragon~ Long A small blue dragon lies curled on its bed, eyes narrowing in rage. ~ Descr Covered in tight blue scales, and slightly larger than a grizzly bear, this blue dragon does not appreciate intrusions into its lair. The smell of electricity fills the air as it begins to inhale. ~ Act sentinel scavenger aggressive~ AffectBy infrared flying~ Alignment -600 Level 6 Race Dragon~ Sex male~ Spec spec_breath_lightning~ End #0 #OBJDB #700 Name corpse~ Short a dessicated corpse~ Descr A dessicated corpse lies in the center of the room.~ Type container~ Extra ~ Wear ~ Values 100~ 0~ 0~ 0~ 0~ Weight 100 Cost 0 Level 0 ExtraDescr corpse~ The skin has shrivelled up tight to the bone, and the eye sockets are sunken in. The nails extend away from the fingers, as if they had kept growing after death. (type EXAMINE corpse) ~ End #701 Name key~ Short a key~ Descr A key lies on the floor.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr key~ A small piece of paper has been attached to this key. It looks as though something has been written on it. ~ ExtraDescr paper~ Written on the paper is a note: If you are new to this world, it is in your best interest to head north through the archway and find your way through these catacombs. In your journey you will learn many things necessary to your survival. However, if you are not in need of such training, use this key to unlock the secret exit leading south and out of the catacombs directly. Welcome to the Havens, adventurer! ~ End #702 Name vest leather~ Short a leather vest~ Descr A reinforced leather vest has been left here.~ Type armor~ Extra ~ Wear take body~ Values 3~ 0~ 0~ 0~ 0~ Weight 4 Cost 0 Level 0 ExtraDescr vest leather~ This vest has been reinforced with thick leather to help protect the wearer's vital areas from attack. It is still light enough to allow for easy movement by its wearer. ~ End #703 Name torch~ Short a torch~ Descr A torch sits in a metal brazier mounted to the wall.~ Type light~ Extra ~ Wear take hold~ Values 0~ 0~ 24~ 0~ 0~ Weight 1 Cost 0 Level 1 End #704 Name skeleton wrapped~ Short a wrapped skeleton~ Descr A skeleton, carefully wrapped in bandages, lies in an alcove.~ Type container~ Extra ~ Wear take~ Values 50~ 0~ 0~ 0~ 0~ Weight 50 Cost 0 Level 0 ExtraDescr skeleton wrapped~ A wrapped skeleton the Undead: This skeleton appears to have been laid to rest many years ago. The bandages have been carefully arranged so as to protect the bones contained within. A small shimmer of light can be seen peeking out from behind the wrappings. ~ End #705 Name ring gemstone green~ Short a green gemstone ring~ Descr A silver ring with a green gemstone shines on the ground.~ Type treasure~ Extra magic~ Wear take finger~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 1 Affect hp~ 10 ~ ExtraDescr ring gemstone green~ The brilliant green peridot gemstone seems to shimmer with an internal light, suggesting that it may be enchanted. ~ End #706 Name dagger~ Short a dagger~ Descr A simple iron dagger has been left here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 1~ 4~ 11~ 0~ Weight 1 Cost 0 Level 1 ExtraDescr dagger~ Forged from iron, this dagger is both heavy and sharp, perfect for combat in close quarters and easy to conceal. ~ End #707 Name sword~ Short a sword~ Descr An iron sword has been left lying on the ground.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 3~ 0~ Weight 2 Cost 0 Level 1 ExtraDescr sword~ This sword is made from forged iron, sturdy, heavy and sharp. Any who carry such a weapon must be recognized as dangerous. ~ End #708 Name mace~ Short a mace~ Descr A heavy mace has been left here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 7~ 0~ Weight 2 Cost 0 Level 1 ExtraDescr mace~ A heavy carved block of iron attached to a stout wooden handle, this weapon was made for breaking bones and crushing skulls of ones enemies. ~ End #709 Name bracers~ Short a pair of bracers~ Descr A pair of sturdy looking arm bracers have been left here.~ Type armor~ Extra ~ Wear take arms~ Values 2~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Level 0 ExtraDescr bracers pair~ These bracers have been made of reinforced brass, and appear to be a comfortable form of arm protection. ~ End #710 Name bracelet brass~ Short a brass bracelet~ Descr A brass bracelet has been left here.~ Type armor~ Extra ~ Wear take wrist~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr bracelet brass~ This reinforced brass bracelet appears to be a sturdy yet comfortable armor for your wrist. ~ End #712 Name chest wooden~ Short an old wooden chest~ Descr An old wooden chest sits against the wall, covered in dust.~ Type container~ Extra ~ Wear take~ Values 100~ 5~ 0~ 0~ 0~ Weight 50 Cost 0 Level 0 ExtraDescr chest~ This chest looks like it has sat here for quite some time. The lock appears to have been broken off entirely, as though someone was not patient enough to let a locksmith try to open it. ~ End #713 Name belt wide~ Short a wide belt~ Descr A wide strip of leather attached to a metal buckle lies here.~ Type armor~ Extra ~ Wear take waist~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr belt wide~ This is a sturdy leather belt with a wide metal buckle to match it. ~ End #714 Name collar~ Short a collar~ Descr A leather collar with small metal studs lies here.~ Type armor~ Extra ~ Wear take neck~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr collar~ For added neck protection this leather collar is covered in metal studs. ~ End #715 Name cap leather~ Short a leather cap~ Descr A cap made of leather lies here.~ Type armor~ Extra ~ Wear take head~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr cap leather~ This sturdy cap was reinforced with metal studs to keep your head safe. ~ End #716 Name cloak~ Short a cloak~ Descr A bundle of dark fabric has been left here.~ Type armor~ Extra ~ Wear take about~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr cloak~ This dark, sturdy wool cloak is just the thing to afford the wearer warmth and protection from the elements. It also might make it a bit more difficult for an attacker to find their mark. ~ End #717 Name boots~ Short a pair of boots~ Descr A pair of leather boots have been left here.~ Type armor~ Extra ~ Wear take feet~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr boots~ These boots were lovingly crafted from soft leather, with soles that are unlikely to scuff against the ground or make noise. ~ End #718 Name amulet green gemstone~ Short a green gemstone amulet~ Descr A brilliant green gemstone encased in silver on a short chain lies here.~ Type treasure~ Extra magic~ Wear take neck~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 Affect wisdom~ 1 ~ ExtraDescr amulet green gemstone~ This small peridot gemstone has been cunningly captured in silver so it can be attached to the chain and worn. A small light seems to emanate from within the heart of the gem. ~ End #719 Name gauntlets~ Short a pair of gauntlets~ Descr A pair of leather gauntlets have been left here.~ Type armor~ Extra ~ Wear take hands~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr gauntlets~ These supple leather gauntlets are sturdy, yet soft and comfortable to wear. ~ End #720 Name legplates~ Short a pair of legplates~ Descr A pair of brass legplates have been left here.~ Type armor~ Extra ~ Wear take legs~ Values 2~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Level 0 ExtraDescr legplates~ These solid brass legplates were designed to give the wearer added protection from various attacks. ~ End #721 Name sack~ Short a small sack~ Descr A small sack has been left here.~ Type container~ Extra ~ Wear take hold~ Values 60~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr sack~ This small leather sack is sturdy enough to hold sharp and somewhat heavy objects with ease. When you run out of inventory room, don't get mad - buy a sack! ~ End #722 Name flask water~ Short a flask of water~ Descr A metal water flask has been left here to gather dust.~ Type drink_con~ Extra ~ Wear take~ Values 50~ 50~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr flask water~ This small metal flask has a nice screw cap on it designed to keep it from leaking. ~ End #723 Name waybread~ Short a waybread~ Descr A specially prepared waybread has been left here.~ Type food~ Extra ~ Wear take~ Values 24~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr waybread~ This specially prepared bread has been designed to stay edible over extended periods of time, without growing mold or deteriorating when exposed to small amounts of moisture. ~ End #724 Name shield wooden~ Short a wooden shield~ Descr A simple wooden shield has been left here.~ Type armor~ Extra ~ Wear take shield~ Values 3~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr shield wooden~ This simple square wooden shield has sturdy leather straps to help keep it from leaving your arm when deflecting blows. ~ End #725 Name key~ Short a key~ Descr A small shiny key has been left on the ground.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr key~ This key looks like it may fit the lock to one of the doors in the catacombs. ~ End #726 Name skull~ Short a skull~ Descr A skull has been left in on the ground.~ Type container~ Extra evil~ Wear take~ Values 5~ 5~ 0~ 0~ 0~ Weight 2 Cost 0 Level 0 ExtraDescr skull~ The skull appears to be human, but there is something a little odd about it. There is a line around the top portion of the skull. ~ ExtraDescr line~ Looking closer it appears the top part of the skull is actually a lid, and can be opened. Maybe there is something inside? ~ End #727 Name key black~ Short a black key~ Descr A key made from some sort of black metal has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr key~ There is nothing special about this key other than the metal must be some sort of strange alloy due to its black color. ~ End #728 Name chest ebony~ Short a dark ebony chest~ Descr A chest made of carved dark ebony sits in the corner.~ Type container~ Extra ~ Wear take~ Values 250~ 13~ 727~ 0~ 0~ Weight 250 Cost 0 Level 0 ExtraDescr chest ebony~ Made of dark ebony and carved with various shapes and sigils, this heavy chest has a black metal lock that looks too sturdy to break. ~ End #729 Name coins gold~ Short a pile of gold coins~ Descr A pile of gold coins is here.~ Type money~ Extra ~ Wear take~ Values 500~ 0~ 0~ 0~ 0~ Weight 0 Cost 0 Level 5 End #730 Name key bone~ Short a key made of bone~ Descr A piece of bone in the shape of a key lies on the ground.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 0 ExtraDescr key bone~ This odd shaped key was made from a small piece of yellowed bone. ~ End #731 Name box stone offering~ Short a stone offering box~ Descr A stone box for offerings still sits in front of the pedastle.~ Type container~ Extra ~ Wear ~ Values 500~ 13~ 730~ 0~ 0~ Weight 0 Cost 0 Level 0 ExtraDescr box stone offering~ This stone box was designed for those who wished to make offerings of gold or small valuables. A slot on the wooden lid allows objects to be deposited into the box, and a white lock allows the lid to be opened. ~ End #732 Name gemstone blue gargoyle~ Short the blue gemstone of the gargoyle~ Descr A shimmering blue gemstone encased in finely carved granite lies here.~ Type treasure~ Extra magic~ Wear take hold~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 1000 Level 3 Affect none~ 0 detect_magic~ End #744 Name scale dragon blue~ Short a blue dragon scale~ Descr A thin shiny blue scale lies on the ground.~ Type key~ Extra magic~ Wear take hold~ Values 0~ 0~ 0~ 0~ 0~ Weight 0 Cost 0 Level 0 Affect constitution~ 1 ~ Affect strength~ 1 ~ End #745 Name chest treasure~ Short a large treasure chest~ Descr A large chest, brimming with treasure, sits in the center of the room.~ Type container~ Extra ~ Wear take~ Values 500~ 1~ 0~ 0~ 0~ Weight 500 Cost 0 Level 0 ExtraDescr chest treasure~ The chest is overflowing with the ill-gotten loot acquired by the blue dragon from within and outside these catacombs. ~ End #746 Name coins pile large~ Short a large pile of coins~ Descr A large pile of coins have been left here.~ Type money~ Extra ~ Wear take~ Values 999~ 0~ 0~ 0~ 0~ Weight 0 Cost 0 Level 6 End #747 Name sword enchanted~ Short an enchanted sword~ Descr A sword covered in strange runes and sigils has been left here.~ Type weapon~ Extra magic~ Wear take wield~ Values 0~ 0~ 0~ 3~ 0~ Weight 5 Cost 0 Level 5 Affect damroll~ 1 ~ Affect hitroll~ 1 ~ ExtraDescr sword enchanted~ Sigils and runes have been carved into the blade, which is made from a blue-ish metal that is as strong as steel yet much lighter. The sigils and runes almost seem to glow. ~ End #748 Name hat wizard~ Short a wizard's hat~ Descr A floppy, dusty hat with a wide brim has been left here.~ Type clothing~ Extra magic~ Wear take head~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Level 5 Affect intelligence~ 1 ~ Affect mana~ 25 ~ ExtraDescr hat wizard~ This hat was once a deep blue, but over time has faded to grey. A bit dusty and warm, it still createds a feeling of electricity in any who pick it up. ~ End #749 Name shield healing~ Short a shield of healing~ Descr A shield decorated with two entwined serpents has been left here.~ Type staff~ Extra ~ Wear take shield hold~ Values 5~ 9~ 9~ cure serious~ 0~ Weight 5 Cost 0 Level 5 Affect wisdom~ 1 ~ Affect ac~ -5 ~ ExtraDescr shield healing~ The shield is decorated with the healer's symbol, a staff with two entwined serpents facing either other. It emanates a feeling of peace. ~ End #750 Name portal~ Short a glowing portal~ Descr A glowing portal crackles with energy as it floats in the air.~ Type portal~ Extra magic~ Wear ~ Values -1~ 0~ 0~ 0~ 3001~ Weight 0 Cost 0 Level 0 ExtraDescr portal~ The portal shines brightly, and sizzles with arcane energies that keep it alive. It hovers over the floor, held aloft by nothing that human eyes can see. Where it leads is a mystery known only to those who have passed through to the other side. ~ End #0 #ROOMDB #700 Name The pile~ Descr Dessicated corpses litter the ground of the darkened, cavelike room. A presence of evil permeates everything, and the distant sound of dripping water echoes faintly. The smell of decay is overwhelming. The only way out of this room is an archway to the north. (type NORTH to continue) ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Reset O 700 0 100 Reset P 701 700 100 Door north~ ~ 0 701 An archway leads north out of this darkened room. ~ ~ Door south~ door closed locked~ 701 749 The faint outline of what looks like a door can be seen carved into the rocky wall. There appears to be a small hole that looks like it might accept some sort of key. ~ secret door~ End #701 Name The west tunnel~ Descr Moisture gathers along the stone walls of this tunnel. The sound of dripping water echoes from a ways off. A strong smell of decay is emanating from an archway to the south. The tunnel continues east. A sign has been posted to the wall. (type LOOK SIGN to read it) ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ If you are a new player, please progress through each room in these catacombs and be sure to LOOK SIGN in each one for instructions and helpful hints on how to play the game. Type WEST so you can TRAIN, then type EAST twice to continue. Keep your wits about you, the undead have been reported to roam these catacombs. ~ Reset M 701 1 100 Door east~ ~ 0 703 The darkened tunnel continues in this direction. ~ ~ Door south~ ~ 0 700 An archway leads to another chamber. A strong odor of rot emanates from within this room. ~ ~ Door west~ ~ 0 702 An archway leads west to an impromptu training room. ~ ~ End #702 Name A training room~ Descr What was once a burial chamber with alcoves for the dead has been cleaned and filled with various tools, books and other implements to aid in the training of new adventurers. An archway leads to the east. A sign has been posted to the wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr sign~ Welcome to the training room. Here you can TRAIN your attributes. To train an attribute, you need enough practices. To find out how many practices you have, type TRAIN while you are in this room. To train for a specific attribute, type TRAIN where is the first three letters of the specific attribute you want increased (ie: to train your strength, type TRAIN STR). Type HELP TRAIN for more information. ~ Reset M 702 1 100 Door east~ ~ 0 701 An archway leads to a tunnel heading east. ~ ~ End #703 Name The tunnel~ Descr The tunnel appears to be in worse decay the further east it goes. A faint odor of mold permeates the air, and the faint dripping sound can be heard echoing all around. The tunnel continues east and west. A sign has been posted to the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Type EQUIPMENT to see the items you are currently wearing and holding. As a new player, you should be wearing some basic armor and wielding a weapon of some kind. As you progress through the catacombs you will have the opportunity to acquire additional equipment, which will prove necessary for your survival. To pick up items in your vicinity, type GET or GET ALL. To wear a piece of armor or clothing, type WEAR . To hold a light source, type HOLD . To wield a weapon, type WIELD . To wear, hold and wield everything you carry, type WEAR ALL. To stop using a piece of equipment, type REMOVE . To stop using all equipment, type REMOVE ALL. Finally, to see what you are carrying, type INVENTORY. Another small sign has been attached to the bottom of this one. It reads: BEWARE The dead walk in these catacombs! ~ Reset O 703 0 100 Door east~ ~ 0 704 The tunnel grows even darker in this direction. ~ ~ Door west~ ~ 0 701 The tunnel seems to grow lighter in this direction. A strong odor of rot can be detected this way. ~ ~ End #704 Name The east tunnel~ Descr The light has grown even dimmer in this tunnel, and a surge in mold and lichen growth has been the result. There are archways to the north and east, and the tunnel bends south and west. A sign has been posted to the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Movement is accomplished by typing in the direction in which you wish to move. Available directions are: NORTH, EAST, WEST, SOUTH, UP and DOWN Not every room has exits available. To see obvious exits in a room, type EXITS. You can also type AUTOEXITS to automatically display the available exits as soon as you enter a new room. If a door is closed it will prevent you from seeing the available exit. To detect if a door is present, it is necessary to either look or move in each direction. Try going into each of the adjacent rooms. When you are done, type SOUTH to continue. ~ Door north~ ~ 0 705 An archway leads north to a burial chamber. ~ ~ Door east~ ~ 0 706 An archway leads to a burial chamber. ~ ~ Door south~ ~ 0 707 The tunnel continues in this direction. ~ ~ Door west~ ~ 0 703 The tunnel seems to brighten somewhat in this direction. ~ ~ End #705 Name A burial chamber~ Descr Dark and smelling of damp earth, this chamber does not appear to have been used in many ages. An archway leads south to the tunnel. A sign has been posted on the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Type SOUTH to return to the tunnel. ~ Reset O 704 0 100 Reset P 705 704 100 Door south~ ~ 0 704 An archway leads back to the tunnel. ~ ~ End #706 Name A burial chamber~ Descr The earth seems to have been recently disturbed in this burial chamber, and there seem to be footprints leading both in and out. An archway leads west back to the tunnel. A sign is posted on the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Type WEST to return to the tunnel. ~ Reset M 706 1 100 Door west~ ~ 0 704 An archway leads back to the tunnel. ~ ~ End #707 Name A tunnel~ Descr The smell of mold is fainter here, and the walls seem to be drier than in other sections of the tunnel. The faint light makes it difficult to see anything clearly, although there do appear to be cobwebs hanging from the ceiling and connecting to the walls. A sign has been posted to the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ As you progress through the game you may wish to check your characters progress and various personal bits of information. The easiest way to do this is to type SCORE, in order to view your character's scoresheet. As your character improves, you will begin to see additional detailed information on your score sheet. You will also see what spells may be affecting you, or whether you are hungry or thirsty. ~ Door north~ ~ 0 704 The tunnel seems to bend up ahead. ~ ~ Door south~ ~ 0 708 The tunnel continues in this direction, and appears to bend up ahead. ~ ~ End #708 Name The south tunnel~ Descr The tunnel is coated with cobwebs and dust, enough to provoke a fit of sneezing and coughing. The tunnel bends sharply west and continues to the north. There are two archways leading east and south. A sign has been posted to the wall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ How to engage in and survive combat: Before initiating combat it is a good idea to see what you are up against. The best way to tell whether you might survive a fight is to use the CONSIDER command (type CONSIDER ). Avoid fighting monsters that could kill you easily (see HELP DEATH for details). It is also important to know when to run away. If you are bleeding heavily it is a good idea to type FLEE to escape. You can also type WIMPY to turn on the automatic flee mechanism. You will need to do this every time you gain a level for WIMPY to remain effective. Explore the rooms to the EAST and SOUTH. In them you will find monsters to fight. First CONSIDER them, then type KILL to fight them. If you run into trouble, type FLEE to escape. When you are ready, proceed WEST to continue through the catacombs. ~ Door north~ ~ 0 707 The tunnel is covered in cobwebs in this direction. ~ ~ Door east~ ~ 0 709 An archway leads to a darkened chamber. ~ ~ Door south~ ~ 0 710 An archway leads into a darkened chamber. ~ ~ Door west~ ~ 0 711 The tunnel brightens somewhat and seems wider in this direction. ~ ~ End #709 Name The embalming room~ Descr Broken pottery and bits of shelving cover the floor around a long stone table in the center of the room. Cobwebs cover everything, and particles of dust float through the air. A sign is posted to the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ This is your chance to defeat a monster in combat. To start the battle type KILL SKELETON. If you feel as though you may be in danger of dying, type FLEE to escape. When the skeleton has been defeated, type GET ALL CORPSE to obtain its gold and equipment. Equipment from defeated monsters can often prove useful. You can also type AUTOLOOT to automatically take everything from a defeated monster's corpse, or AUTOGOLD to only take the monster's coin. For a little extra gold, you may also SACRIFICE CORPSE. ~ Reset M 709 1 100 Reset E 709 10 100 Door west~ ~ 0 708 An archway leads back to the tunnel. ~ ~ End #710 Name A burial chamber~ Descr A number of different stone sarcophagi have been placed throughout this dark chamber. Most appear untouched, although a few seem to have had their lid removed. This chamber seems much colder than the tunnel. A sign has been posted on the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ KILL SKELETON to initiate combat. FLEE or use WIMPY if the battle is not in your favor. GET ALL CORPSE once the skeleton has been defeated if you have not already used the AUTOLOOT command. If you wish to see your opponents status during combat, you can type BATTLEMETER to display your opponent's life meter in your prompt. Type BATTLEMETER again to disable it. When you are ready, type NORTH and continue WEST through the catacombs. ~ Reset M 710 1 100 Reset E 710 14 100 Reset E 710 15 100 Door north~ ~ 0 708 An archway leads back to the tunnel. ~ ~ End #711 Name A wide tunnel~ Descr The tunnel has grown wider here. Someone has painted an elaborate symbol or design on the ground at the widest point. It is brigher here, and the air doesn't smell as stale. The tunnel leads east and west. A sign has been posted on the wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 150 150 ExtraDescr symbol design~ Upon closer inspection the symbol appears to be an elaborate form of a pentagram, probably used as a focus for a spell of protection. Based on how this section of the tunnel feels compared to the rest of the catacombs, this spell of protection must still be in effect. This is probably an excellent place to rest. ~ ExtraDescr sign~ REST and SLEEP are two commands you can use to accellerate your recovery after battle. REST will enable you to recover almost twice as fast, but SLEEP will help you recover even faster. The tradeoff is safety. If you are in an area full of wandering monsters you cannot detect them while you SLEEP. However, when you REST you are more alert and therefore more difficult to surprise. This is a safe section of the catacombs for you to sleep - the warding spell cast here will prevent evil creatures from entering the vicinity. ~ Door east~ ~ 0 708 The tunnel appears to bend towards the north up ahead. ~ ~ Door west~ ~ 0 712 The tunnel leads on in this direction. ~ ~ End #712 Name At the base of the stairs~ Descr The tunnel has ended at the base of a stone staircase that leads up through the solid rock. The staircase appears narrow and will only accomodate a single line of adventurers. A chill wafts down from above. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 712 0 100 Door east~ ~ 0 711 The tunnel widens and brightens in this direction. ~ ~ Door up~ ~ 0 713 The stone steps of this narrow staircase appear to have been hewn from the very rock itself. A blast of cold air wafts down from the top of the steps. ~ ~ End #713 Name At the top of the stairs~ Descr The staircase opens at the end of a large hall, supported by tall stone pillars on either side. Lit torches dot the walls, but the flames do not seem to move. The stairs lead down, and the hall continues north. A sign is posted on the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Congratulations for getting this far throught the catacombs. Now that you have learned some basics, be prepared for the dangers that lie ahead. This hall has entrances to multiple rooms, and you will find monsters that must be defeated in each room. Remember to GET ALL CORPSE and WEAR ALL as you defeat each monster in order to supplement your worn equipment. When you are ready, you may proceed NORTH. ~ Door north~ ~ 0 714 The hallway continues in this direction. ~ ~ Door down~ ~ 0 712 The steps of this narrow staircase have been hewn from the very rock that surrounds them. ~ ~ End #714 Name The southern hall~ Descr Ensconced torches line the hall, illuminating the tall stone pillars. The air is cold, and there is a strong feeling of being watched. The hall continues north and south, and archways lead east and west. A sign is posted on the wall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ Head WEST or EAST to defeat the monsters in each side room before you continue NORTH down the hall. If you wish to get an idea of what might be waiting for you before you proceed, you can type SCAN. SCAN will only show you monsters that are in your line of sight, it will not work around corners or through closed doors. ~ Door north~ ~ 0 717 The great hall continues in this direction. ~ ~ Door east~ ~ 0 715 An archway leads into a darkened chamber. ~ ~ Door south~ ~ 0 713 The hall leads to a staircase in this direction. ~ ~ Door west~ ~ 0 716 An archway leads into a darkened chamber. ~ ~ End #715 Name A prayer chamber~ Descr A cracked basin in the center of this room was once filled with water from a natural spring. Broken stone benches surround the basin, covered in a fine layer of dust. The room is extremely cold. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 715 1 100 Reset E 713 13 100 Reset E 714 3 100 Door west~ ~ 0 714 An archway leads back to the great hall. ~ ~ End #716 Name A darkened chamber~ Descr Bits of broken stone and wood are scattered across the floor, all covered in a fine layer of dust. Tattered remnants of tapestries still hang from the walls. It is difficult to determine what this room was. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 716 1 100 Reset E 715 6 100 Reset E 716 12 100 Door east~ ~ 0 714 An archway leads back to the great hall. ~ ~ End #717 Name The great hall~ Descr The stone pillars have cracked and some sections of the ceiling look as though they are getting ready to collapse. The hallway continues north and south, and pitch dark archways lead east and west. A sign is posted on the wall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ So far your journey through the catacombs has been lit by torches that have been placed strategically for your benefit. Not every room has such lighting, however, and sometimes evil prefers to dwell in the dark. If you have not already found a torch to hold, there is one you can take here from the brazier on the wall. HOLD TORCH to light and hold it, and you will be able to see in the dark rooms to the EAST and WEST. When you are ready, proceed through the door to the north. (Type OPEN DOOR or OPEN NORTH). ~ Reset O 703 0 100 Door north~ door closed~ 0 720 A large wooden door leads out of the great hall. ~ door wooden~ Door east~ ~ 0 718 An archway leads into a pitch dark chamber. ~ ~ Door south~ ~ 0 714 The great hall continues in this direction. ~ ~ Door west~ ~ 0 719 An archway leads into a pitch dark chamber. ~ ~ End #718 Name The dark chamber~ Descr The dark is oppressive in this chamber, and even with a light very little can be seen beyond its range. There seems to be something dancing against the wall. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 718 1 100 Reset E 718 3 100 Reset E 717 8 100 Door west~ ~ 0 717 An archway leads back to the great hall. ~ ~ End #719 Name A dark chamber~ Descr This wide chamber extends further back than can be lit with a single source of light. Small statues line the walls, seeming to peer in at anyone foolish enough to explore here. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 719 1 100 Reset E 719 -1 100 Reset E 720 -1 100 Reset E 724 -1 100 Door east~ ~ 0 717 An archway leads back to the great hall. ~ ~ End #720 Name The mural chamber~ Descr Fabulous murals have been painted on the walls, depicting knights on the backs of fabulous creatures such as dragons, gryphons and pegasi, racing to attack what appear to be the gathering forces of evil. A wooden door leads south to the great hall and an archway leads north. A sign is posted to the wall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ To see what is for sale, type LIST To purchase an item, type BUY To purchase multiple items, type BUY # (ie: buy 5 waybreads) To see the value of an item you might sell, type VALUE To sell an item, type SELL ~ ExtraDescr murals knights dragons gryphons pegasi~ It appears that these murals are documenting an important event that relates to those who have been laid to rest in these catacombs. If so, perhaps these defeated forces of evil are the ones who have defiled these crypts and allowed dark things to hold sway. ~ Reset M 720 1 100 Reset E 703 -1 100 Reset E 721 -1 100 Reset E 722 -1 100 Reset E 723 -1 100 Door north~ ~ 0 721 An archway leads to a winding staircase. ~ ~ Door south~ door closed~ 0 717 A large wooden door leads to the great hall. ~ door wooden~ End #721 Name The spiral staircase~ Descr Large stone slabs have been cut and laid to form a spiraling staircase leading upstairs to another section of the catacombs. A series of strange symbols decorate each step...some sort of magic spell? A sign is posted to the wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr symbols~ These arcane symbols have been carefully carved into each step of this winding staircase, and seem to emit a faint glow. They must be part of some elaborate magical spell. ~ ExtraDescr sign~ Congratulations on completing the introduction to this MUD. You have learned the basic skills necessary in order to progress through the game. However, like any good game, it is easy to learn yet difficult to master. For more information about this game be sure to type HELP which will present you with a list of available topics. You may then type HELP to learn more about any given item of interest. Also, be sure to speak to other players in the game; you will find they may have nuggets of wisdom that are not necessarily found in any documentation. If you run into trouble, speak to one of the MUD administrators (or send them an email message if they are not available in the game). You can type WIZLIST to display the names and contact information for the administrators of this game. As you continue through the remainder of the catacombs, be alert and aware. You will come across wandering monsters, and some that may be difficult to defeat. Whenever necessary, find a safe room to REST - using SLEEP may be too dangerous until you find the way out of these catacombs. If you would prefer to skip past this next section, you may type RECALL to be transported directly to the temple just outside. Of course, you wouldn't want to miss out on the challenges that are waiting for you just ahead, now would you? ~ Door south~ ~ 0 720 An archway leads to a chamber filled with wall murals. ~ ~ Door up~ ~ 0 722 Stone slabs in a spiral pattern form a staircase leading up to the next level of the catacombs. Strange symbols have been carved into each step. ~ ~ End #722 Name Top of the spiral staircase~ Descr Stone slabs carved with strange symbols form steps leading down in a spiral to the lower catacombs. An archway opens up to the east, with another large symbol carved into the keystone. A sign is posted to the wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr sign~ Welcome to the second stage of training, where the difficulty has now become significantly greater. Monsters roam this area freely, looking for new victims. Be sure to use SCAN frequently so you have an idea of what might be up ahead. If you have not yet typed WIMPY, you may want to consider enabling this survival feature. ~ Reset M 708 1 100 Door east~ ~ 0 723 An archway leads to another hall. A strange symbol has been carved into the keystone at the top of the arch. Looking closer, it seems to be glowing. ~ ~ Door down~ ~ 0 721 ~ ~ End #723 Name The dark hall~ Descr A darkened hall extends east and west, littered with broken rubble and other things which are harder to identify. Dark stains mark the walls, looking suspiciously like dried blood. Small skittering sounds can be heard all around. Arches lead west and north, and a door leads east. A sign is posted to the wall. ~ Flags dark indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ You will notice the door to the east is locked. There are several locked doors throughout the world, some leading to vast treasure. One way to get past them is to acquire a key. Another option is to bash them open, while a more subtle approach requires the dexterous ability of a thief skilled in picking locks open. The mage has been known to find a way through his or her mystic arts. Use your preferred method of passing through this door in order to continue through the catacombs. ~ Door north~ ~ 0 724 An archway leads to a darkened chamber. ~ ~ Door east~ door closed locked~ 725 725 This wooden door is quite solid with a black iron handle and a large keyhole. It will be necessary to unlock this door to proceed. ~ door wooden~ Door west~ ~ 0 722 An archway leads to the stone spiral staircase. ~ ~ End #724 Name A storage room~ Descr Based on the remnants of broken crates and barrels it is apparent this room was used for storage. Dust covers everything but footprints across the floor leading in all directions disrupt it. An archway leads south. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 724 1 100 Reset E 725 -1 100 Door south~ ~ 0 723 An archway leads back to the hall. ~ ~ End #725 Name An underground shrine~ Descr Dust coats broken benches and chunks of stone scattered throughout this large dark room. In the north wall a giant alcove holds a relatively intact statue of an unrecognizable deity with feathered wings. There are archways leading east and south, and a door leading west. A sign is posted to the wall. ~ Flags dark indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ As you progress through any area, it is important to pay attention to the surroundings. This is especially true if you are participating in some sort of quest, because you will find important clues by looking at everything. You can LOOK toward an exit to see information about the exit that could be useful, for example a locked door may have a hint about what sort of key might be necessary to open it. Another example may be a warning that you are approaching a dangerous chasm and you might fall in if you proceed. You can also LOOK to learn more about it, or EXAMINE to see additional details, or whether it is some form of container holding something, such as a fountain holding water (you may also LOOK IN which will skip the item's description). Some doors may be hidden or secret, and will not be mentioned in the room's description - the best way to find these is to look in all directions. ~ ExtraDescr statue~ The statue's face seems to be missing, almost as if it was worn away somehow. The wings are gathered behind its back, and its appears ready to leap into flight. A small breeze seems to be emanating from behind the statue. ~ Reset O 703 0 100 Door north~ door closed~ 0 726 The statue appears to be covering an opening of some kind. ~ statue~ Door east~ ~ 0 733 A stone archway leads to a darkened hall. ~ ~ Door south~ ~ 0 743 A stone archway leads to a narrow hall. ~ ~ Door west~ door closed locked~ 725 723 This solid wooden door leads back to the hall. A large black handle and keyhole are visible on this side of the door as well. ~ door wooden~ End #726 Name A narrow tunnel~ Descr This narrow tunnel smells strongly of mold and decay. Bits of broken stone litter the ground, and cracks run all across the walls. Dust floats through the air. The shrine is to the south and the tunnel continues north from this point. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 725 1 100 Door north~ ~ 0 727 The narrow tunnel continues in this direction. ~ ~ Door south~ door closed~ 0 725 The back of the statue can be seen from this vantage point. ~ statue~ End #727 Name A fork in the tunnel~ Descr The smell of something that has been decaying for a long time fills the air, floating along with the dust reflected in the light. Tendrils of plant roots poke through the ceiling, dry and brittle. The tunnel forks in three directions, south, east and west. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door east~ ~ 0 728 The tunnel grows darker in this direction. ~ ~ Door south~ ~ 0 726 The narrow tunnel continues in this direction. ~ ~ Door west~ ~ 0 731 The tunnel veers off this way. ~ ~ End #728 Name The east fork of the tunnel~ Descr The smell of decay is ancient and overpowering, and seems to be coming from an archway at the east end of this tunnel. The sounds of chanting carry through the air. Fear chills you to the bone. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 726 1 100 Door east~ ~ 0 729 An archway leads into an open chamber. The smell of death seems to emanate from this direction. ~ ~ Door west~ ~ 0 727 The tunnel seems to fork up ahead. ~ ~ End #729 Name The magic circle~ Descr Burning incense fills the air with a heady aroma of death and decay. A large magical symbol has been chalked on the floor in the shape of a star within a circle. Skulls holding candles sit on stands positioned at each point of the star. Stone faces carved in grimaces dot the walls looking upon the room with blind stone eyes. An archway leads west. ~ Flags dark indoors~ Sector inside~ Regen 100 100 ExtraDescr symbol star circle~ The magical symbol looks very similar to what you might call a pentagram. It was drawn with a bright red chalk-like substance. ~ ExtraDescr skulls candles stands~ The skulls rest upon cast iron stands. Each skull has a wide red candle mounted on top, with large red blobs of wax dripping down the sides. ~ Reset M 729 1 100 Reset E 726 -1 100 Reset E 727 -1 100 Reset M 727 1 100 Door north~ door closed locked~ 727 730 A large bookshelf is set into the wall, covered in dusty tomes. ~ bookcase~ Door west~ ~ 0 728 An archway leads back to the narrow tunnel. ~ ~ End #730 Name A hidden storage room~ Descr Dust covers empty crates and wooden barrels. Cobwebs cover the ceiling and walls, and small insects skitter away from the light. The only way out is the opening covered by the bookcase to the south. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset O 728 0 100 Reset P 729 728 100 Reset P 730 728 100 Door south~ door closed locked~ 727 729 The back of the bookcase can be seen, covering the opening leading to the room with the magic circle on the floor. ~ bookcase~ End #731 Name The west branch of the tunnel~ Descr This section of the tunnel continues for several feet and comes to an abrupt stop at a wall of stone blocks. The wall is coated with black mold and drops of moisture, and has an evil smell. The tunnel leads back to the east. ~ Flags dark indoors~ Sector inside~ Regen 100 100 ExtraDescr wall stone blocks~ This wall was built a long time ago with heavy blocks of stone that look as though each would have required two or more strong men to lift. Oddly, there seems to be a seam running in a straight line up and down along several of these blocks. There also seems to be something white embedded in one of the blocks. ~ ExtraDescr white something embedded one~ This appears to be a chunk of bone that has been fashioned to resemble some strange sort of lock. ~ Door east~ ~ 0 727 The tunnel leads to a branch up ahead. ~ ~ Door west~ door closed locked~ 730 732 The stone wall is covered in black mold and drops of moisture. ~ wall~ End #732 Name A hidden alcove~ Descr This alcove was formerly a spot of worship but the pedastle that must have once held a statue is empty, with only two small chunks of stone jutting out of it to show that one ever stood here. Dust covers the surface of everything, indicating this alcove must have remained empty for quite some time. The only way out is east through the wall. ~ Flags dark no_mob indoors~ Sector inside~ Regen 100 100 Reset O 731 0 100 Reset P 732 731 100 Door east~ door closed locked~ 730 731 The stone slabs of the wall form the only doorway out of this room. ~ wall~ End #733 Name ~ Descr This narrow hallway seems to be designed only to connect the old shrine to the west with a wide open chamber directly to the south. Dust floats in the air, making it difficult to breath. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 730 5 100 Door south~ ~ 0 734 A stone archway leads to a large chamber in this direction. ~ ~ Door west~ ~ 0 725 An archway leads to an old shrine. ~ ~ End #734 Name The chamber of souls~ Descr This wide chamber is very open, filled with tall stone pillars that support a ceiling so high above it is difficult to see. Light filters in from above, but it is difficult to determine the source. An arch leads north, and the chamber continues east, south and west. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 732 2 100 Door north~ ~ 0 733 An archway leads to a narrow hallway in this direction. ~ ~ Door east~ ~ 0 735 The open chamber continues this way. ~ ~ Door south~ ~ 0 739 The open chamber continues this way. ~ ~ Door west~ ~ 0 740 The open chamber continues this way. ~ ~ End #735 Name The chamber of souls~ Descr This is the northeast corner of the chamber. Black metal braziers long unused have been left standing by the walls. Light filters down from above, although it is unclear as to its source. The chamber continues to the west and the south. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 730 5 100 Reset O 703 0 100 Door south~ ~ 0 736 The open chamber continues this way. ~ ~ Door west~ ~ 0 734 The open chamber continues this way. ~ ~ End #736 Name The chamber of souls~ Descr Columns of stone rise far above, supporting a ceiling that can barely be seen in this dim light that filters down from above. Bits of broken stone and rubble dot the floor. The chamber continues to the north, south and west from this point. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 731 2 100 Door north~ ~ 0 735 The open chamber continues this way. ~ ~ Door south~ ~ 0 737 The open chamber continues this way. ~ ~ Door west~ ~ 0 739 The open chamber continues this way. ~ ~ End #737 Name The chamber of souls~ Descr The southeast corner of the chamber is littered in broken chunks of stone, and the light seems a bit brighter here than compared to the rest of the chamber. A spiral staircase of black metal leads up, and the chamber continues to the north and west. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 730 5 100 Door north~ ~ 0 736 The open chamber continues this way. ~ ~ Door west~ ~ 0 738 The open chamber continues this way. ~ ~ Door up~ ~ 0 747 A metal winding staircase leads up to the next level. ~ ~ End #738 Name The chamber of souls~ Descr The giant stone pillars rise up to support a ceiling that is difficult to see in the dim light filtering down from above. Bits of what appear to be bone litter the ground. The chamber continues to the north, east and west from this point. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 732 2 100 Reset O 703 0 100 Door north~ ~ 0 739 The open chamber continues this way. ~ ~ Door east~ ~ 0 737 The open chamber continues this way. ~ ~ Door west~ ~ 0 742 The open chamber continues this way. ~ ~ End #739 Name The well of souls~ Descr In the center of the chamber is an enormous opening, with a stone spiral staircase leading down into darkness. A wide opening in the ceiling high above is wide enough to allow access to the sun, moon and all of the elements. The chamber continues north, east, south and west. ~ Flags ~ Sector inside~ Regen 100 100 Door north~ ~ 0 734 The open chamber continues in this direction. ~ ~ Door east~ ~ 0 736 The open chamber continues in this direction. ~ ~ Door south~ ~ 0 738 The open chamber continues in this direction. ~ ~ Door west~ ~ 0 741 The open chamber continues in this direction. ~ ~ Door down~ ~ 0 744 The spiral stone staircase leads around the edge of the opening to the well of souls. It is too dark to see what is at the bottom. For just a moment, a faint rumbling sound can be heard. ~ ~ End #740 Name The chamber of souls~ Descr Light filters down from above in the north-west section of this large chamber. Sturdy looking pillars of stone support the ceiling high above, but seams and cracks can be seen running their length. The chamber continues to the east and south. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 731 2 100 Door east~ ~ 0 734 The open chamber continues this way. ~ ~ Door south~ ~ 0 741 The open chamber continues this way. ~ ~ End #741 Name The chamber of souls~ Descr Massive stone pillars reach high above, supporting the ceiling that is barely able to be discerned. Dim light filters down, and motes of dust trapped in the air can be seen floating about. The open chamber continues to the north, east and south. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ ~ 0 740 The open chamber continues this way. ~ ~ Door east~ ~ 0 739 The open chamber continues this way. ~ ~ Door south~ ~ 0 742 The open chamber continues this way. ~ ~ Door west~ ~ 0 743 An archway leads to a narrow hall. ~ ~ End #742 Name The chamber of souls~ Descr The southeast corner of this open chamber is littered with broken chunks of stone and covered in a fine layer of dust. Large ancient cobwebs hang from the walls, seemingly created by spiders of enormous size. The open chamber continues to the north and east. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 730 5 100 Reset M 733 1 100 Door north~ ~ 0 741 The open chamber continues this way. ~ ~ Door east~ ~ 0 738 The open chamber continues this way. ~ ~ End #743 Name A narrow hall~ Descr Cracks run along the walls, and bits of stone litter the ground among old cobwebs and a fine layer of dust. An archway to the north leads to the old shrine, and a large open chamber can be reached to the east. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 730 5 100 Reset E 725 -1 100 Door north~ ~ 0 725 An archway leads back to the old shrine. ~ ~ Door east~ ~ 0 741 A stone archway leads to an open chamber in this direction. ~ ~ End #744 Name The bottom of the well~ Descr At one time this well might have held a supply of water, but there is no indication that this was ever the case. Chunks of stone litter the ground, fallen from the opening in the ceiling high above. A pile of debris against the wall furthest from the staircase indicates some type of beast is making the bottom of the well its lair. ~ Flags dark no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr pile~ Glints of yellow metal and what could be gemstones seem to poke out here and there among what might otherwise be considered trash. ~ Reset M 744 1 100 Reset E 744 -1 100 Door south~ door closed locked bashproof pickproof passproof eat_key~ 744 745 A carved statue of a dragon skull resides within the alcove of this wall. ~ skull~ Door up~ ~ 0 739 A stone spiral staircase hugs the inner wall of the well, leading back up to the open chamber above. ~ ~ End #745 Name The secret chamber~ Descr Bright torches flicker slowly along the walls of this room, keeping it well-lit. There are many grooves in the floor indicating the repeat passage of clawed feet. The only way out is to the north. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 745 0 100 Reset P 744 745 100 Reset P 746 745 100 Reset P 747 745 100 Reset P 748 745 100 Reset P 749 745 100 Reset O 746 0 100 Door north~ door closed locked bashproof pickproof passproof eat_key~ 744 744 The rear portion of the dragon's skull is visible from this side. ~ skull~ End #747 Name The winding staircase~ Descr The metal steps of this winding staircase seem to glow faintly, and make a gentle ringing sound with every step that is not unpleasant. Fresh air seems to breeze in from above, clearing away the staleness from below. The staircase continues up and down from here. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr metal steps staircase~ The individual steps appear to have had runes etched into the stone, and it is these runes that are the source of the faint blue glowing light that emanates from the staircase. The runes appear to be part of an elaborate spell to maintain the staircase and prevent unauthorized access, from whom one can only guess. ~ Door up~ ~ 0 748 The metal winding staircase leads up to the chamber above. ~ ~ Door down~ ~ 0 737 The metal winding staircase leads down to the next level. ~ ~ End #748 Name The portal chamber~ Descr An archway appears to have once been an exit leading from this chamber, but it has since been blocked with large chunks of rubble. Lit candles in iron sconces surround a glowing portal, hovering inches from the floor in the center of this chamber. It appears to be the only exit. A sign has been posted to the wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr sign~ Congratulations on finding your way through the catacombs. That you have come this far shows determination and resourcefulness on your part that is sure to aid you in the coming days as new challenges are thrust upon you. To leave the catacombs, simply step through the portal by typing: enter portal ~ Reset O 750 0 100 Door down~ ~ 0 747 A metal winding staircase leads down to the catacombs below. ~ ~ End #749 Name A portal room~ Descr Lit torches dot the walls, illuminating an elaborate magical symbol that was carved into the rocky floor in the center of the room. The secret door that led here is directly to the north. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset O 750 0 100 Door north~ door closed locked~ 701 700 The secret door leading back to the catacombs is this way. ~ secret door~ End #0 #MOBPROGS #0 #$