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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
412 lines
8.3 KiB
Text
412 lines
8.3 KiB
Text
#29000
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The Entrance To The Lizard Lair Safari~
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This is the opulent entrance to the exciting Lizard Lair Safari Park.
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Around you stand many other adventurers awaiting their chance to try their luck
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in the quest set before them. And you. This quest consists of the recovery of
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the Golden treasure in the depths of the lair of the lizardmen. If you wish to
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test your luck, you can push your way through the exit to the south... If not,
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you can leave the Safari Park to the east. There is a large sign here.
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~
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290 12 0 0 0 4
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D1
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The Real World is to the east.
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~
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~
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0 -1 29017
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D2
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The quest begins to the south.
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~
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~
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0 -1 29001
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E
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sign large~
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The sign reads as follows:
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This area is not suggested if your character is less than 15th level
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since there are several tough aggressive monsters. There are one or
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two essential skills to have... either a knock spell or item, or the
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ability to pick locks. If you are LUCKY you might find
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an item to open locks....
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Matrix
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~
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E
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credits info~
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The Lizard Lair Safari
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by Matrix and The Wandering Bard
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*
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Copyright 1994 by Curious Areas Workshop
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*
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The Lizard Lair Safari was originally merely the example area
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included with the Builders' Handbook, but since so many people
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use it, it was decided to release the area in its own right.
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*
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The lair consists of 18 rooms. Edit the following room:
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#17 (exit north to the rest of the world)
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*
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The mobs in this area were built on a -100 (good) to 100 (bad) armor
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class range. Remove the extra '0' if you don't need/want it.
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*
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Credits
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THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
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Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
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chance, and another, and...
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Links: 17
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~
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S
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#29001
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The Quest Preparation Room~
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In this room are various items of preparation for the upkeep of the quest.
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A guide explains to you what the object is: To get the gold. Looking around,
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you see that the exit to the north has disappeared and you are left with only
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the one exit down... Into the water. As you ready yourself to begin the
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quest, the guide gives you a potion and tells you to quaff it. You do so and
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feel like your movements are easier, and much more free. The guide suddenly
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vanishes and you begin the quest.
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~
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290 12 0 0 0 0
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D5
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The water below you looks rather ominous.
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~
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~
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0 -1 29002
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S
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#29002
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A Tunnel~
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This tunnel is filled with water and your light sheds all of the light that
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gives you visibility here. There are two exits. One is to the east and one
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above you.
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~
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290 9 0 0 0 6
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D0
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A LUCKY blocks your view of whatever is north.
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~
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lucky~
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1 -1 29016
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D1
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The tunnel stretches off to the east.
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~
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~
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0 -1 29003
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D4
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The quest preparation room is above you.
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~
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~
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0 -1 29015
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S
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#29003
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A Tunnel~
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This tunnel is filled with water. There are exits to the east and west.
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The tunnel stretches off in both directions.
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~
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290 9 0 0 0 6
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D1
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The tunnel stretches off to the east.
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~
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~
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0 -1 29004
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D3
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The tunnel stretches off to the west.
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~
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~
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0 -1 29002
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S
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#29004
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A Tunnel~
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The tunnel comes to an abrupt end as there is a rock wall right in front of
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you. Fortunately, there are two exits, one to the west and one through a hole
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in the floor.
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~
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290 9 0 0 0 6
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D3
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The tunnel stretches off to the west.
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~
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~
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0 -1 29003
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D5
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There is a hole in the floor leading down.
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~
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~
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0 -1 29005
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E
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hole~
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The hole leads down.
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~
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S
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#29005
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Tunnel End~
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The tunnel ends here. There is a hole in the ceiling and a large door to
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the west.
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~
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290 9 0 0 0 6
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D3
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There is a door here.
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~
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door~
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1 29008 29006
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D4
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There is a hole in the ceiling leading up.
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~
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~
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0 -1 29004
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E
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hole~
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The hole leads up. Big surprise since you've already seen it.
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~
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E
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door~
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You have to be able to Pick or Knock this door open, unless you got LUCKY.
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~
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S
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#29006
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The Conjuring Chamber~
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This large room is dominated by a whirlpool. There are two exits. To the
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east you can see a door and to the west you can see a waterfilled hallway
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stretching off. The whirlpool is threatening to pull you down, but you are
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certain that you would drown in it.
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~
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290 9 0 0 0 6
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D0
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There is a strange store that seems suspiciously out of place just to
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the north.
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~
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~
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0 -1 29018
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D1
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A door blocks your way, unless it is open in which case it doesn't block
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your way.
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~
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door~
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1 29008 29005
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D3
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A hallway begins to move to the east.
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~
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~
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0 -1 29008
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D5
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The whirlpool is threatening to pull you down to your death.
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~
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~
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0 -1 29007
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E
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door~
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This is a big door, but not as big as it looked from the other side.
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~
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E
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whirlpool~
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This just looks scary and EXTREMELY dangerous.
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~
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S
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#29007
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The Whirlpool~
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It was not a good idea to come here.
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~
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290 8 0 0 0 0
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D4
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~
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~
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0 -1 29006
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S
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#29008
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A Hallway~
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The hallway naturally twists so that is seems to head east and down, but the
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hallway doesn't seem to be curved or bent in any way.
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~
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290 9 0 0 0 6
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D1
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There is a large room to the east.
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~
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~
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0 -1 29006
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D5
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The hallway continues to the south... er... below.
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~
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~
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0 -1 29009
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E
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hallway hall~
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It is dead straight but it goes down and east... M. C. Escher has struck
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again!
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~
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S
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#29009
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A Hallway~
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The hallway here is bent in a big way. It goes up and east.
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~
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290 9 0 0 0 6
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D1
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There is a large chamber to the east.
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~
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~
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0 -1 29011
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D4
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The hall continues up.
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~
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~
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0 -1 29008
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E
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hallway hall~
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This hall is BENT!
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~
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S
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#29010
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A Completely Useless Room~
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This is a room to keep the continuity going of the numbering system. Other
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than that it serves no purpose. This area was conceived and built by Matrix of
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The Curious Area Workshop If you have questions or complaints please contact
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<fletcher@@cspo.queensu.ca>
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~
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290 0 0 0 0 0
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S
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#29011
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The Throne Room Annex~
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This is the entrance to the Throne room which lies to the east. A hall
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leads off to the west. The room is lavishly decorated but there is not much to
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see.
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~
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290 9 0 0 0 6
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D1
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The Throne Room looms to the east.
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~
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~
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0 -1 29012
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D3
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A hall looms to the west.
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~
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~
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0 -1 29009
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E
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loom~
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What a descriptive word that is. Loom.
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~
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S
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#29012
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Throne Room~
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This large room is rather large. A throne sits on the east wall below a
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hole in the ceiling. The throne almost dominates the room. No one is sitting
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in it. The wall is decorated to look like pillars surround the room. The
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annex is to the west whilst you are not sure what is above.
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~
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290 9 0 0 0 6
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D3
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The Throne Room Annex is to the west.
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~
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~
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0 -1 29011
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D4
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You can't see what is above this room.
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~
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~
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0 -1 29013
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E
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throne~
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This is a large ugly thing that you are repulsed by. You can think of no
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conceivable reason why the lizardmen keep it here.
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~
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E
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pillars wall~
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What a useless concept. Why didn't the designer just put actual pillars in?
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~
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S
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#29013
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Temple Of Morgash~
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This is the temple to the Lizardmen's evil deity, Morgash. It is quite
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ugly. At least in your opinion it is... You are certain that the lizardmen
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like it though. There are two exits. Down and through the large door to the
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east.
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~
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290 9 0 0 0 6
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D1
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A large door blocks your way.
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~
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door~
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2 29005 29014
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D5
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There is a hole leading down. Obvious eh?
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~
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~
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0 -1 29012
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E
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door~
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It is quite large with a small keyhole.
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~
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S
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#29014
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Quest End~
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You have completed the quest! CONGRATULATIONS!! There are two exits back
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into the quest through the door and back to the outer world which lies to the
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east.
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~
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290 4 0 0 0 0
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D1
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The way back to te real world is to the east.
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~
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~
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0 -1 29017
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D3
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The quest is back to the west.
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~
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door~
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2 29001 29013
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S
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#29015
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Quest Preparation Room~
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This room is exactly as you left it. One exit... Down...
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~
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290 12 0 0 0 0
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D5
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The water below still looks ominous.
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~
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~
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0 -1 29002
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S
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#29016
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LUCKY~
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This room is empty. There is a LUCKY blocking your way to the south.
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There is a sign on the wall.
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~
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290 8 0 0 0 0
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D2
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The is a LUCKY blocking your view.
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~
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lucky~
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1 -1 29002
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sign~
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The sign says: Boy are you ever LUCKY!!!!
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~
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S
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#29017
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The Real World Ends Here~
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This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
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The entrance to the Lizard Lair Safari is to the west.
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~
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290 0 0 0 0 0
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D3
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This is the entrance way to the Safari.
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~
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~
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0 -1 29000
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E
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door metal huge~
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It's one of those huge studio-like doors. It seems pretty strong.
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~
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S
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#29018
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Mr. Hooper's store~
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This is your friendly neighbourhood convenience store and restaurant.
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There are many interesting things that you can buy here.
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~
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290 12 0 0 0 1
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D2
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The conjuring chamber is still to the south.
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~
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~
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0 -1 29006
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E
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counter~
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The counter is nice and clean. Mr. Hooper looks at you expectantly.
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~
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S
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$~
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