#QQ00
A Wide Dirt Path~
   This path is several yards in width and the dirt is packed solid.  Hundreds
of people must have marched along this trail.  It almost looks like an army was
marched through here.  A lake shrouded in fog is to the west and the city wall
is to the east.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ25
D2
~
~
0 QQ00 ZZ75
E
credits info~
   Builder   : Rumble
Zone         : 16 Camelot II
Related Zones: 7 Camelot, 17 Camelot III
Began        : 1997, one of my first zones.
Player Level : 20-30
Rooms        : 100
Mobs         : 36
Objects      : 21
Shops        : 1
Triggers     : 1
Theme        : Medieval
Plot         : The zone is based off the theme of Camelot. Based off the theme 
               of Camelot, king arthur, the knights, the round table merlin, 
               etc. Only reachable by teleport. Originally started with zone 16
               and 17, ran out of room so also used a few rooms in zone 7. zone 
               7 is now used for extra rooms where needed.
Zone 16 is linked to the following zones:
  7 Camelot                        at  1600 (south) --->   775
  7 Camelot                        at  1602 (south) --->   777
  7 Camelot                        at  1603 (south) --->   778
  7 Camelot                        at  1604 (south) --->   779
  7 Camelot                        at  1605 (south) --->   780
  7 Camelot                        at  1609 (south) --->   784
  7 Camelot                        at  1611 (south) --->   786
  7 Camelot                        at  1612 (south) --->   787
  7 Camelot                        at  1614 (south) --->   789
  7 Camelot                        at  1615 (south) --->   790
 17 Camelot III                    at  1623 (south) --->  1727
  7 Camelot                        at  1624 (south) --->   799
  7 Camelot                        at  1644 (south) --->   795
  7 Camelot                        at  1648 (south) --->   785
 17 Camelot III                    at  1671 (west ) --->  1796
~
S
#QQ01
East Lane~
   Another tower rises above the battlements to the south.  This one is
positioned over the main gate.  More guards and lookouts are keeping watch
above you.  They must be awaiting an attack, but who or what could make it
across that lake?    
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ26
D3
~
~
0 QQ00 QQ02
S
#QQ02
Courtyard~
   You hear a loud clashing of metals from the north where an open door leads
into a smoke filled room.  The courtyard extends to the south and west while to
the east a path runs along the castle wall.  
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ27
D1
~
~
0 QQ00 QQ01
D2
~
~
0 QQ00 ZZ77
D3
~
~
0 QQ00 QQ03
S
#QQ03
Courtyard~
   Two guards are escorting a raving lunatic out of the courtyard.  The lunatic
is screaming about the walking undead.  The guards look around nervously then
club him in the head with the hilt of their swords, knocking him out.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ02
D2
~
~
0 QQ00 ZZ78
D3
~
~
0 QQ00 QQ04
S
#QQ04
Courtyard~
   You have reached the northwest corner of the courtyard.  A beggar is sitting
here asking for money.  You ignore him but then you look at his eyes.  He
motions you over and you obey, but not of your own will.  He hands you a note
and tells you to read it which you do without any questions.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ03
D2
~
~
0 QQ00 ZZ79
E
note~
   The note reads: The king hides the truth from his followers.  He fears that
if they knew the truth they would all leave him and Camelot would be
defenseless.  The threat comes from a time portal to the northwest where the
dead have returned and seek to gain possession of Camelot.  Very few know the
truth.....  The note suddenly dissolves in your hands.
~
S
#QQ05
Main Hall~
   The hall continues north and south.  You hear a commotion of whining voices
to the north.  To the south it looks like another hall intersects this one.  A
noblewoman storms by you in a rage.  What is wrong with these people?
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ30
D2
~
~
0 QQ00 ZZ80
D3
~
~
0 QQ00 QQ06
S
#QQ06
Meeting Room~
   This is where the nobles meet to discuss their stately matters and try to
feel important.  The room is empty right now and doesn't look like it has been
used in quite some time.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ05
S
#QQ07
Scullery~
   A miserable looking servant who is scrubbing pots and pans splashes you with
some soapy, brown water.  He smirks as you try to rub out the brown stains on
your clothes, then he continues scrubbing at the dirty pans.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ32
D3
~
~
0 QQ00 QQ08
S
#QQ08
Kitchen~
   A servant suddenly appears out of the wall to the south, a hidden door
closing behind him.  This must be how they carry the food to the different parts
of the castle since servants aren't allowed to pass through the main halls of
the castle.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ33
D1
~
~
0 QQ00 QQ07
D2
~
door~
1 QQ00 QQ21
S
#QQ09
Center Lane~
   Tall stone walls rise above you to the east and west.  Guards are patrolling
the battlements above you.  This area seems to be deserted.  The guards look
down at you distrustfully.  You get the feeling that they don't want you here.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ34
D2
~
~
0 QQ00 ZZ84
S
#QQ10
Noble's Bedroom~
   These chambers seem to have been vacated long ago.  Layers of dust cover
everything and the air has a stale uncirculated stench.  A closet and several
bureaus are overflowing with discarded clothes that went out of style long ago.
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ11
S
#QQ11
Nobles' Quarters~
   You are trespassing in the Nobles' Quarters.  They negligently forgot to lock
all the doors, relying upon the honor of all within Camelot to protect their
possessions.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ36
D1
~
~
0 QQ00 QQ10
D2
~
~
0 QQ00 ZZ86
S
#QQ12
Knights' Quarters~
   You have entered the knights' barracks.  Cots and armor stands fill the room.
Some knights are here sleeping and healing from their war wounds.  A simple wash
stand is at the end of the quarters and the windows are shaded to darken the
room.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ37
D2
~
~
0 QQ00 ZZ87
D3
~
~
0 QQ00 QQ13
S
#QQ13
Meeting Room~
   Several knights sit around a rickety table on unstable chairs that look 
like they will shatter to pieces at any minute from the weight of the 
knights and their armor.  They are quietly discussing the last battle they 
were in.  You catch a few words about the walking dead and some invincible 
foe.    
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ12
S
#QQ14
Squires' Quarters~
   Activity swirls around the long wooden benches and tables where at present
people are eating.  There is a rudimentary camp kitchen, with a roster of the
day.  Bunks line the walls and an ad hoc table has been setup for quick meals
between chores for the ever busy squires.  To the south is a quick exit to the
outside of the city for the squires longer errands.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ39
D2
~
~
0 QQ00 ZZ89
S
#QQ15
Knights Way~
   You stand on Knights Way.  Knights' pennons are stuck in the ground on both
sides of the road, with their coats of arms flapping in the breeze.  There are
available slots for other coats of arms.  A small alley to the west leads into
darkness.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ40
D2
~
~
0 QQ00 ZZ90
D3
~
~
0 QQ00 QQ16
S
#QQ16
Dark Alley~
   You walk in the shadows of the alley, looking around cautiously.  No matter
how honorable the people in this castle must be, you're sure there are thieves
among them.  You stop in surprise as you see a tower appear to the west where a
second before you hadn't seen anything.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ15
D3
~
~
0 QQ00 QQ17
S
#QQ17
Merlin's Tower~
   You have found Merlin's tower.  It is a jumbled mess of books, scrolls, wands
and staves.  There are rickety worn out tables and chairs upon which a variety
of curiosities rest.  You take a glimpse out the open window of Merlin's tower
and see the tournament yard below.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ16
D4
~
~
0 QQ00 QQ18
S
#QQ18
Merlin's Tower~
   Merlin has specimens of this and that in crocks on wooden shelves.  Several
animals are around the room.  A cat purrs softly, a crow cocks its head sideways
while staring up at you and a toad croaks from inside one of the jars.
~
QQ 16 8 0 0 0 0
D4
~
~
0 QQ00 QQ19
D5
~
~
0 QQ00 QQ17
S
#QQ19
Merlin's Tower~
   You sift through the books, scrolls, wands, and staves that line the walls
and clutter the floor.  All are inscribed in a strange runic language which you
can't even begin to fathom.
~
QQ 16 8 0 0 0 0
D4
~
~
0 QQ00 QQ20
D5
~
~
0 QQ00 QQ18
S
#QQ20
Merlin's Tower~
   Crocks line the shelves, giving off strange odors.  You fumble through
Merlins crockery but all you accomplish is getting a black itchy substance all
over your fingers and clothing.
~
QQ 16 8 0 0 0 0
D4
~
~
0 QQ00 QQ45
D5
~
~
0 QQ00 QQ19
S
#QQ21
Hidden Passage~
   This passage is dark and narrow.  Cobwebs hang from the ceiling and dust
covers the floor.  Hopefully you won't meet anybody.  There isn't even enough
room for two people to walk abreast.  Torches are spaced too far apart to really
help.
~
QQ 16 8 0 0 0 0
D0
~
door~
1 QQ00 QQ08
D3
~
~
0 QQ00 QQ22
S
#QQ22
Hidden Passage~
   The narrow passage continues.  You've lost all sense of direction since the
walls seem to be slightly curved and you can't see more than a dozen feet ahead.
You hear people talking through the thin walls, but you can't quite understand
what they are saying.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ21
D3
~
~
0 QQ00 QQ23
S
#QQ23
Hidden Passage~
   Another hidden door is barely visible to the west.  You brush the cobwebs out
of your hair and the dust off your armor.  You hear more voices through to the
west.  It sounds like an argument is going on.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ22
D2
~
door~
1 QQ00 ZZ27
S
#QQ24
Open Field~
   More farmers are cultivating the fields for planting.  They are looking
around nervously and don't seem to be enjoying their work very much.  You wonder
whose land this really is.  The castle sits on an island to the east but you
don't see any means to reach it.  The path continues north and south.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ49
D2
~
~
0 QQ00 ZZ99
S
#QQ25
A Wide Dirt Path~
   The path continues.  In some of the softer spots in the road you can see
footprints that sink deep into the mud.  Whoever went through here was either
wearing a lot of armor or carrying a lot of weight.  The lake and the city wall
are still forcing you north or south along the trail.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ50
D2
~
~
0 QQ00 QQ00
S
#QQ26
East Lane~
   A beggar lies on the side of the road in a gutter.  He motions to you to come
over.  You reluctantly kneel down to hear what he has to say.  He immediately
starts rambling on crazily about his dead friends that are coming back to kill
him to get back the money he owes them.  You walk away in disgust.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ51
D2
~
~
0 QQ00 QQ01
S
#QQ27
Blacksmith~
   The blacksmith looks up hoping to make another sale but when he sees your
clothes he immediately dismisses you.  You continue into the room but he ignores
you.  He negligently points to a sign on the wall and tells you to get out.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ02
E
sign~
   Blacksmith closed, by order of the King.  
~
S
#QQ28
Armory~
   You stand in the Armory of Camelot.  The master blacksmith and his three
apprentices are busy constructing a suit of armor for a knight.  Various pieces
of armor are here in varying states of repair.  There is a large weapons rack on
the eastern wall.  To the west is Knight's Way.  The smith looks at you and
says, 'Can't you read?  I'm closed.  All my work is done for the king's army
now.'  
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ53
S
#QQ29
Waiting Room~
   More nobles are here pacing back and forth or shuffling their feet in
irritation.  One of them paces by muttering about having to pay the king more of
his hard earned taxes.  This room has only a couple chairs and looks to be more
like a servants quarters than a waiting room for nobles.  Something big must be
happening to bring in all these nobles at once.
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ30
S
#QQ30
Main Hall~
   Doors to the east and west are open and you see people waiting patiently
inside.  The hall continues north and south.  A noble walks from one room to
the other muttering about not being told the truth and being treated like a
commoner.    
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ55
D1
~
~
0 QQ00 QQ29
D2
~
~
0 QQ00 QQ05
D3
~
~
0 QQ00 QQ31
S
#QQ31
The Temple of Camelot~
   The walls of the room are a bright white and polished to a shine.  A
magnificent altar fills the far side of the room with short pews on each side of
the main aisle.  Candles line both walls and a peaceful quiet fills the room.
~
QQ 16 24 0 0 0 0
D1
~
~
0 QQ00 QQ30
S
#QQ32
Kitchen~
   Rows of pots, pans and utensils line the walls.  The cooks and servants push
you out of their way and look at you as if you were last week's meatloaf.  This
kitchen is humongous and continues to the south and west.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ07
D3
~
~
0 QQ00 QQ33
S
#QQ33
Kitchen~
   The pleasant aromas hit you with a blast of heat as you walk by the ovens and
a large pot over a fire.  Cooks and servants run around preparing meals and
adding spices.  One extremely fat cook is walking around with a large spoon,
sampling the various soups with it, then hitting anyone who isn't moving fast
enough for her liking.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ32
D2
~
~
0 QQ00 QQ08
D3
~
~
0 QQ00 QQ34
S
#QQ34
Center Lane~
   A tall stone wall rises above you to the west.  Guards patrolling the
battlements above you stare down distrustfully.  An open doorway to the east
carries the delicious smell of baking bread and roasted meat.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ59
D1
~
~
0 QQ00 QQ33
D2
~
~
0 QQ00 QQ09
S
#QQ35
Noble's Quarters~
   You are standing in vacated chambers.  Perhaps you will stay a while since
the bed looks extremely comfortable.  It looks like a down mattress with a
fleece blanket spread over it.  A closet and several bureaus are overflowing
with colorful clothes that you wouldn't be caught dead in.
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ36
S
#QQ36
Common Room~
   This room is where the nobles gather to discuss all of their "important
matters".  Servants stand around waiting to fetch some wine or carry a message
for their masters.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ61
D1
~
~
0 QQ00 QQ35
D2
~
~
0 QQ00 QQ11
S
#QQ37
Knights' Quarters~
   The knights' barracks continues to the north and south.  More cots and suits
of armor fill the room.  Several knights are healing from their war wounds.  
The only conversation is in hushed tones.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ62
D2
~
~
0 QQ00 QQ12
D3
~
~
0 QQ00 QQ38
S
#QQ38
Barracks~
   Uncomfortable looking cots line the walls.  These knights have given up all
creature comforts to serve the kingdom and its king.  The room smells of
leather, sweat and metal.  Many knights are lying wounded in the cots.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ37
S
#QQ39
Squires' Barracks~
   You stand in the squires' barracks.  It is here that all of the lackeys of
the knights of the round table reside while their lords are in court.  The place
is a jumble of beds, lockers and tables.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ64
D2
~
~
0 QQ00 QQ14
S
#QQ40
Knights Way~
   More pennons are stuck in the ground on the sides of the road, flapping in
the breeze.  You look at the coats of arms.  You recognize a few of the devices
as belonging Gawaine, Tristram and, of course, Lancelot.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ65
D2
~
~
0 QQ00 QQ15
D3
~
~
0 QQ00 QQ41
S
#QQ41
Feast Hall~
   You have arrived in the feast hall of Camelot.  You are in luck.  A feast is
in progress.  There are many open bench-type tables with servants scurrying to
and fro.  The smell is intoxicating and you are drawn towards the huge table
running through the center of the room, laden with food.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ40
D3
~
~
0 QQ00 QQ42
S
#QQ42
Feast Hall~
   Some tables hold knights while others have ladies.  A bard's song adds to the
festive air of celebration.  A huge fire rages in a great stone hearth, over
which a whole boar is being slowly cooked to perfection.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ41
D3
~
~
0 QQ00 QQ43
S
#QQ43
Feast Hall~
   At the head of the table is another throne which stands empty.  Everyone is
trying to celebrate but they all look severely depressed.  The assorted foods
and drinks make your mouth water but a servant shoos you away as soon as you
approach the table.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ42
S
#QQ44
West Lane~
   This lane travels north and south along the western wall of Camelot.  Two
towers rise above you to the east.  You see no entrance on this side.  A few
knights are out on the streets but otherwise it seems deserted.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ95
D2
~
~
0 QQ00 ZZ95
S
#QQ45
Merlin's Tower~
   You notice a large pulsating pentagram in the northern part of the room which
throbs and hums in time to your heartbeat.  There is also a SIGN here with
unearthly glowing red lettering which blink over and over as if to say LOOK AT
ME!  Your inner voice, which has always served you well so far, screams at you
to LEAVE IT ALONE!
~
QQ 16 12 0 0 0 0
D0
~
~
0 QQ00 QQ70
D5
~
~
0 QQ00 QQ20
E
sign~
   At first the sign is indecipherable, but then the lettering adjusts to a
language you understand.  It says: BEWARE OF DEMON!  I have imprisoned a FOUL,
NASTY, EXTREMELY POWERFUL demon in this pentagram.  THERE IS NOTHING OF WORTH IN
THE PENTAGRAM.  - Merlin
~
S
#QQ46
Northeast Tower~
   Across the lake you see the city of Bellau Woods.  It looks so peaceful 
from here and you wonder how these guards can stand up here for hours on 
end without falling asleep.  A guard whispers something to one of the 
lookouts, you catch a couple words, something about putting you to work in 
the army.    
~
QQ 16 0 0 0 0 1
D5
~
~
0 QQ00 QQ51
S
#QQ47
North Tower~
   Guards stare across the lake, ignoring you.  You try to figure out what 
they are staring at, but all you see are open fields and a decrepit stone 
tower.  Nothing threatening.  You try to strike up a conversation with the 
guards, but they ignore you.    
~
QQ 16 0 0 0 0 1
D5
~
~
0 QQ00 QQ59
S
#QQ48
Hidden Room~
   Dust covers the floor, except for a few footprints that lead to the center of
the room and disappear.  The rest of the room is empty, the walls are bare.  
~
QQ 16 8 0 0 0 0
D2
~
door~
1 QQ00 ZZ85
D5
~
door~
1 QQ00 QQ91
S
#QQ49
Open Field~
   Only a few peasants and farmers are working the fields here.  They all 
stop occasionally and look to the north in fear as if they expect the devil
himself to suddenly appear.  The fields are neglected and it seems they are 
just now starting to prepare it for planting.    
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ74
D2
~
~
0 QQ00 QQ24
S
#QQ50
A Wide Dirt Path~
   You start to see bits and pieces of discarded equipment.  A couple of empty
supply wagons sit by the side of the trail.  This army must have been moving
fast to leave all this stuff behind.  The tracks look to be only a couple of
hours old.  The city wall and the lake still force you north or south.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ75
D2
~
~
0 QQ00 QQ25
S
#QQ51
North Lane~
   You've reached the northeast corner of the castle, another tower with
lookouts.  They are standing a vigilant watch looking outwards, as if expecting
an army to try to swim across the lake to attack the castle.  Everyone in this
castle seems crazy.
~
QQ 16 0 0 0 0 1
D2
~
~
0 QQ00 QQ26
D3
~
~
0 QQ00 QQ52
D4
~
~
0 QQ00 QQ46
S
#QQ52
North Lane~
   The lane continues between the walls to the north and south.  Two guards
walk by, one telling the other some outrageous story about the undead.  Then
you realize he didn't seem to be joking.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ51
D3
~
~
0 QQ00 QQ53
S
#QQ53
North Lane~
   Two guards are whispering softly.  You try to sneak up on them to hear what
they are saying.  You just catch a couple of words.  "We cannot keep this up.  
We will all be dead soon."  Then they see you and order you to move on.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ52
D3
~
~
0 QQ00 QQ54
S
#QQ54
North Lane~
   More people walk by with hopeless looks on their faces.  What is wrong with
this castle and these people?  You try to ask someone but they look at you as if
you're the stupidest person alive.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ53
D3
~
~
0 QQ00 QQ55
S
#QQ55
North Lane~
   Everyone looks at you in disgust.  Now that you think about it, you haven't
seen anyone smiling or any children running around playing.  This castle seems
to be under a siege of some sort, but not physically.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ54
D2
~
~
0 QQ00 QQ30
D3
~
~
0 QQ00 QQ56
S
#QQ56
North Lane~
   The stone walls to the north and south are expertly crafted and are 
almost seamless.  It would almost seem that this castle was built with the 
help of some very powerful magic.    
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ55
D3
~
~
0 QQ00 QQ57
S
#QQ57
North Lane~
   The wall north towers above you while a smaller wall to the south just looks
like a small stone building.  Very few people are out traveling this road.  You
only see a few patrolman and peasants.
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ56
D3
~
~
0 QQ00 QQ58
S
#QQ58
North Lane~
   The dirt lane is once again blocked on both sides by stone walls.  A 
chimney juts out of the southern wall and heat waves make the rocks around 
it shimmer as if alive.    
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ57
D3
~
~
0 QQ00 QQ59
S
#QQ59
North Lane~
   The wall turns to the east, forcing you to follow.  At the intersection 
of the north and west walls a small tower sits above you on the 
battlements. Several figures are keeping a sharp look out.  You wonder for 
what?    
~
QQ 16 0 0 0 0 1
D1
~
~
0 QQ00 QQ58
D2
~
~
0 QQ00 QQ34
D4
~
~
0 QQ00 QQ47
S
#QQ60
Noble's Quarters~
   You are trespassing in a Noble's chamber.  This noble shut his door,
anticipating intrusion from scum like you.  The chambers consist of a large bed,
several shelves and a closet stuffed with clothes.  These nobles live a life of
luxury.
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ61
S
#QQ61
Garden~
   This must be where the nobles come to seek release from their "stressful"
jobs, from their never ending battle of fighting for the rights of the common
folk.  The various flowers and plants are very well tended and the scent of
spring flowers is refreshing.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ86
D1
~
~
0 QQ00 QQ60
D2
~
~
0 QQ00 QQ36
S
#QQ62
Knights' Quarters~
   You walk deeper into the knights' barracks.  Cots and armor stands fill the
room.  Some knights are here sleeping and healing from their war wounds.  A
simple wash stand is at the end of the quarters.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ87
D2
~
~
0 QQ00 QQ37
D3
~
~
0 QQ00 QQ63
S
#QQ63
Barracks~
   More cots line the walls, filled with the wounded.  A major battle must have
recently taken place and it looks like they lost miserably.  Servants are
running back and forth with bandages and fresh water, trying to tend to the
knights, some of whom are dying.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ62
S
#QQ64
Squires' Barracks~
   A couple of squires are here testing their skills on each other by wrestling.
They throw each other across the room with little regard to life or limb.  You
back out of the way.  If the squires are this tough, you'd hate to fight one of
the knights.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ89
D2
~
~
0 QQ00 QQ39
S
#QQ65
Knights Way~
   Squires bustle up and down the road on various errands for their lords.  A
large building to the north has its ornate double doors open wide, inviting you
to enter.  A tower rises above you to the west.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ90
D2
~
~
0 QQ00 QQ40
D3
~
~
0 QQ00 QQ66
S
#QQ66
Tower of Valor~
   A tower rises up from here by a winding staircase.  Knights Way is to the
east.  There is an inscription above the archway to the tower.  You look at the
inscription.  It reads: HONOR SEPARATES THE KNIGHT FROM THE CRIMINAL.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ65
D4
~
~
0 QQ00 QQ67
S
#QQ67
Tower of Valor~
   You stand in the Tower of Valor.  The walls bear murals of battle scenes, of
knights fighting knights and various unearthly beasts.  There is a hollow in one
of the walls in which a fire takes the edge off the cold of the room.  The smoke
puts you in a strange daze in which the MURALS seem to come to life.  Stairs
lead down to the street below.
~
QQ 16 8 0 0 0 0
D4
~
~
0 QQ00 QQ68
D5
~
~
0 QQ00 QQ66
E
murals~
   You look at a mural of Saint George and the Dragon.  George's armor 
gleams in the sun, and from his lance flies his standard.  George signals 
the dragon and charges across the verdant green.  The dragon raises its 
serpentine head and inhales a mighty breath.  George and mount thunder 
though the tall grass.  The dragon- You snap out of your vision
~
S
#QQ68
Tower of Valor~
   You stand in the Tower of Honor.  MURALS cover the walls and domed ceiling.
Smoke rolls out in an eerie caress from the fire hollow in the walls.  A strange
tingling sensation rushes through your body.  Stairs lead to the street below.
~
QQ 16 8 0 0 0 0
D5
~
~
0 QQ00 QQ67
E
murals~
   You look at the mural of Lancelot, Guinevere and Arthur on a picnic.  A page
arrives and hands Arthur a scroll.  Arthur reads the scroll and mounts his
charger, racing back along the road.  Lancelot turns to mount his charger, but a
feminine hand restrains him, beckoning to the cool shade under the oaks.  
Lancelot turns to face Guinevere- You snap out of your vision.
~
S
#QQ69
West Lane~
   The inner western wall of Camelot rises above you with a tower at its peak.
Few people are walking the streets and even fewer are even acknowledging you.  
Why is everyone so reclusive?
~
QQ 16 0 0 0 0 1
D2
~
~
0 QQ00 QQ95
D4
~
~
0 QQ00 QQ94
S
#QQ70
Inside the Pentagram~
   As you step into the pentagram a blast of hellish heat and cackling assails
you from all sides.  Your entire body is wracked in pain, and you hear yourself
screaming in an endless cry of horror.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ45
S
T QQ00
T QQ01
#QQ71
Beautiful Hall~
   The hall turns sharply to the north.  The room is lit by windows on the
eastern wall which look down onto the courtyard of the castle towards the main
gate.  A servant walks by you, the padding of his feet being muffled by the
expensive woven rugs.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ72
D3
~
~
0 QQ00 ZZ96
S
#QQ72
Neglected Hallway~
   More of nothing lines this barren hall.  Someone has taken the time to keep
the place free from dust, but that's about it.  The hall continues north and
south, without any sign of changing.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ96
D2
~
~
0 QQ00 QQ71
S
#QQ73
Bedroom~
   You have to turn sideways to enter this bedroom.  Bookshelves cover every
spare inch of the room, except where a small cot sits against the wall beside a
desk.  Several scrolls are rolled up and placed neatly on the desk.  You look
around; no one would see you if you just took a quick peek.
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ97
S
#QQ74
Open Field~
   The fields are deserted in this area.  A wind from the north carries an awful
stench with it and you see vultures circling.  The lake is to the east and the
path continues north and south.  Further to the north you see a tower and in the
middle of the lake to the east sits a massive castle on an island.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ99
D2
~
~
0 QQ00 QQ49
S
#QQ75
A Wide Dirt Path~
   The path makes a sharp turn along the lake shore towards the west.  The
tracks follow the trail.  To the north you see some foothills with mountains in
the distance.  The city wall is to the east.
~
QQ 16 4 0 0 0 2
D2
~
~
0 QQ00 QQ50
D3
~
~
0 QQ00 QQ76
S
#QQ76
A Wide Dirt Path~
   The path continues east and west.  You suddenly realize all these tracks only
go in one direction.  This army has never come back through here.  The foothills
to the north look treacherous.  To the south, small waves lap against the shore
of the lake.  Through the fog blanketing the lake you think you see an island.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ75
D3
~
~
0 QQ00 QQ77
S
#QQ77
A Wide Dirt Path~
   The trail still follows the lake shore, the trees are starting to thin out
and opens into a field to the west.  The foothills to the north still look
impassable.  You hear something to the west but you can't identify it from this
far away.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ76
D3
~
~
0 QQ00 QQ78
S
#QQ78
A Wide Dirt Path~
   The path branches to the north and you hear some loud growling.  More noises
are coming from the west.  It almost sounds like a battle is being fought.  
Through the fog to the south you finally can see the island and what appears to
be a castle built on it.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ77
D3
~
~
0 QQ00 QQ79
S
#QQ79
Battle Field~
   You stare in horror at the carnage lying before you.  Hundreds of dead
soldiers lie across the path and you see even more to the west.  These soldiers
were routed.  You start to notice that some of the corpses, about one of every
ten, are in an advanced state of decomposition, while most of them are just now
beginning to bloat from the sun.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ78
D3
~
~
0 QQ00 QQ80
S
#QQ80
Battle Field~
   More mutilated bodies are scattered across the field and vultures are
starting to gather.  Strange, the decayed corpses seem to be untouched by the
vultures, rats and other scavengers that feast on the fresher fare on this
battlefield.  
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ79
D3
~
~
0 QQ00 QQ81
S
#QQ81
Battle Field~
   You notice that all of the bloated bodies seem to have the same crest on
their uniforms while the decayed corpses wear clothes and armor that looks
ancient and is practically falling off them.  Also the decayed corpses seem to
be mutilated, most of them with their heads actually lopped off.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ80
D3
~
~
0 QQ00 QQ82
S
#QQ82
Battle Field~
   More bodies clutter the path and you carefully pick your way around 
them.  Blood mixed with the dirt from the path covers your boots and the 
stench is beginning to overwhelm you.  The path continues east and west.  
The lake to the south has a slight tinge of red too it.    
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ81
D3
~
~
0 QQ00 QQ83
S
#QQ83
Battle Field~
   More bodies.  These look to be from an earlier fight.  The stench of decay is
overpowering you and you think about turning back.  You hear the clash of steel
and screams of pain to the west.  A new battle must have just started.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ82
D3
~
~
0 QQ00 QQ84
S
#QQ84
Battle Field~
   The battle before you has almost reached its conclusion.  Walking corpses are
slaughtering what's left of the army.  The zombies decimate the last of the
infantry, turn around, and leave to the west.  Silence once again claims the
battle field.
~
QQ 16 0 0 0 0 2
D1
~
~
0 QQ00 QQ83
D3
~
~
0 QQ00 QQ99
S
#QQ85
Foothills~
   You work your way through the foothills towards the tower to the 
north. Bodies are everywhere, most of them from the army.  Hard to 
believe the number of casualties those zombies inflicted.    
~
QQ 16 4 0 0 0 4
D0
~
~
0 QQ00 ZZ00
D2
~
~
0 QQ00 QQ99
S
#QQ86
Sitting Room~
   Another room for the nobles to hang out and relax.  It would seem 
that's all they do.  Several plump chairs line the walls and a few tables 
are loaded with papers.  Some of those papers have elaborate writing on 
them.    
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ61
S
#QQ87
Knights' Quarters~
   The knights' barracks continues to the south and west.  Weapons and suits of
armor fill the room.  Several knights are having a conversation in hushed tones.
They look at you reprovingly as you try to listen in.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ62
D3
~
~
0 QQ00 QQ88
S
#QQ88
Barracks~
   Uncomfortable looking cots line the walls.  These knights have given up all
creature comforts to serve the kingdom and its king.  The room smells of
leather, sweat and metal.  A lot of the knights are lying wounded in the cots.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ87
S
#QQ89
Squires' Study~
   This room is supposed to be a place of learning for the knights in training
and a few books are laid out on the table.  But most of the desks and
bookshelves have been pushed aside so the squires could have room for some
swordplay.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ64
S
#QQ90
The Round Table~
   You have entered the chamber of the Round Table, where war council is held
between Arthur and his companions.  The Round Table is 30 feet in diameter, and
made of polished cherry.  Around it are 50 chairs.  The room which houses the
table is also round and, far above, you see the domed ceiling.  Light streams
down in long rays to hit the gold and crystal candelabra where it is broken into
a brilliant prismatic spray.
~
QQ 16 8 0 0 0 0
D2
~
~
0 QQ00 QQ65
S
#QQ91
Study~
   This room is secluded from the rest of the castle and the thick walls 
keep all sound from reaching this part of the castle.  Shelves line both 
walls and a desk, lamp and chair are to the west.    
~
QQ 16 8 0 0 0 0
D3
~
~
0 QQ00 QQ92
D4
~
door~
1 QQ00 QQ48
S
#QQ92
Study~
   The room is dark except for the lamp, starting to flicker out, that is
sitting on the desk.  You are deep into the heart of the castle and the tons of
stone above you make you nervous.  The desk and chair are made of solid oak.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ91
D5
~
door~
1 QQ00 QQ93
S
#QQ93
Torture Room~
   This secluded room has shackles and chains hanging from the walls.  You stare
at some tools that must be used in torturing the helpless prisoners.  Who could
be so cruel?  Certainly not King Arthur.
~
QQ 16 8 0 0 0 0
D4
~
door~
1 QQ00 QQ92
S
#QQ94
Northwest Tower~
   Guards are keeping a sharp lookout to the northwest, towards a decrepit
looking tower.  Fields stretch towards the south where the farmers, 
peasants and serfs cultivate the fertile fields.    
~
QQ 16 0 0 0 0 1
D5
~
~
0 QQ00 QQ69
S
#QQ95
West Lane~
   The lane continues north towards some towers or south to the western gate.  
You sense strange powers radiating from the towers to the northeast, as if they
were alive.  The dirt lane turns into cobblestone to the south.
~
QQ 16 0 0 0 0 1
D0
~
~
0 QQ00 QQ69
D2
~
~
0 QQ00 QQ44
S
#QQ96
Neglected Hallway~
   All of the embellishments from the hall to the south are gone.  Bare stone
line the walls and no pleasantries of any kind clutter this hall.  It doesn't
seem like many people use this area.
~
QQ 16 8 0 0 0 0
D0
~
~
0 QQ00 QQ97
D2
~
~
0 QQ00 QQ72
S
#QQ97
Neglected Hallway~
   The hall ends to the north and small doorways are open to the east and west.
You suddenly get the feeling of no longer being alone, of being watched.  It
almost feels like someone is waiting for you.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ73
D2
~
~
0 QQ00 QQ96
D3
~
~
0 QQ00 QQ98
S
#QQ98
Bedroom~
   This small room is overcrowded with a small decrepit looking bed, a small
desk and various bookshelves that teeter from the weight of countless books.  
The room looks more like a study than a bedroom.  The desk is covered with
papers and notes that someone hastily scribbled down.
~
QQ 16 8 0 0 0 0
D1
~
~
0 QQ00 QQ97
S
#QQ99
Battle Field~
   You see the zombies leave to the north towards a massive tower that rises
above the foothills.  Bodies lie everywhere right up to the base of the tower.
There must be over a thousand dead.
~
QQ 16 0 0 0 0 2
D0
~
~
0 QQ00 QQ85
D1
~
~
0 QQ00 QQ84
D2
~
~
0 QQ00 QQ74
S
$~
