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414 lines
8.4 KiB
Text
414 lines
8.4 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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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 0
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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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E
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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 0
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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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