#QQ00
Vice Island Zone Description Room~
   Vice Island is an evil-only area. It's rather large for a medium-sized MUD 
and is intended to be used in concurrence with Oceania.
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
It has mainly evil mobs, and almost all of the equipment in it is evil only.
---------------------------------------------------------------------------
I make no legal claim on Vice Island save this: You MUST give me credit for 
its design SOMEPLACE in your mud. You can hide it if you want, but I want
some credit somewhere for it. :) I spent 6 months making Oceania and Vice 
Island, and I feel some need to have it known that my work is appreciated.
---------------------------------------------------------------------------
Builder      : Questor
Zone         : 267 Vice Island
Player Level : 20-25
Rooms        : 98
Mobs         : 20
Objects      : 41
Triggers     : 9
Links        : 
Zone 267 is linked to the following zones:
268 Vice Island II                 at 26797 (west ) ---> 26804
268 Vice Island II                 at 26798 (east ) ---> 26800
~
QQ 267 0 0 0 0 0
S
#QQ01
Port Harem~
   You stand on a blindingly white beach; it stretches to your north and south
as far as you can see.  Hundred of beautifuly garbed women of all shades
languish on the shore; they have stony-dull eyes that stare right past you.  
Something looks not-quite-so-right in this pristine place.    
~
QQ 267 0 0 0 0 0
D1
To your east you can see a huge mound of dirt.
~
~
0 QQ00 QQ02
E
sand beach~
   Close examination of the beach shows that the sand is not only white--each
and every grain is a single crystal; it reflects the light of the sun into a
blinding display of bright white.  While each one exhibits a different color,
they all blend into this pristine color.  
~
E
women woman~
   Each woman is spectacularly beautiful--except for their glazed eyes and
expressions of utter stupor.  What on earth could be wrong with them?  
~
S
#QQ02
Beachside Harem~
   Now THIS is weird.  Frightened women scamper out from a hole in a huge mound
and you can hear screaming from down in the depths.  A large forest lies to
your east, and a trail can be vaguely seen.    
~
QQ 267 1 0 0 0 0
D1
To your east you can see a beach road that leads into the forest.
~
~
0 QQ00 QQ03
D3
You can see the blindingly bright white beach to your east.
~
~
0 QQ00 QQ01
D5
Downwards you can see what looks to be a lush harem.
~
~
0 QQ00 QQ04
S
#QQ03
Beach Road~
   This path is extremely well-kept.  Small stones line the outer path, and the
sand from the beach has been lain to make a path--though the crystal seems to
have been melted down to make the floor harder.  The palm trees here completely
fill every part of the area outside the path.  Strange noises and utterly
blood-chilling screams fill the air.  It is very dark here.  The path leads on
to your west, and a strange mound lies to your east.    
~
QQ 267 1 0 0 0 0
D1
The beach road continues on.
~
~
0 QQ00 QQ05
D3
To your west you can see a huge mound.
~
~
0 QQ00 QQ02
S
#QQ04
Harem~
   This place is full of imported beauty--lavish Persian rugs, assorted
priceless vases, and piles of money and jewelry everywhere.  Beautiful, silent
women dance before you, twirling in silk gowns that barely hide their beauty.
A sound can be heard over all the racket, shouting, "Keep working!  "
~
QQ 267 521 0 0 0 0
D4
You can just see from the hole in the ground that you are right by a path that leads into the woods.
~
~
0 QQ00 QQ02
S
#QQ05
Beach Road~
   This path is extremely well-kept.  Small stones line the outer path, and the
sand from the beach has been lain to make a path--though the crystal seems to
have been melted down to make the floor harder.  The palm trees here completely
fill every part of the area outside the path.  Strange noises and utterly
blood-chilling screams fill the air.  It is very dark here.  A large hill rises
to your east, and the beach road lies to your west.    
~
QQ 267 5 0 0 0 0
D1
A large hill rises to your east.
~
~
0 QQ00 QQ39
D3
You see a well-kept trail.
~
~
0 QQ00 QQ03
S
#QQ06
Creepy Road~
   You're not quite sure why, but this road sends shivers down your very spine.
Perhaps it's the total and complete silence.  Or perhaps it's the skeletons
strown haphazardly about.  You just don't know.    
~
QQ 267 4 0 0 0 0
D1
The creepy road continues east.
~
~
0 QQ00 QQ07
D3
The huge Vice Hill lies to your west.
~
~
0 QQ00 QQ39
E
skeletons~
   They're quite real, and quite frightening.  We weren't lying to you.  
~
S
#QQ07
Creepy Road~
   You're not quite sure why, but this road sends shivers down your very spine.
Perhaps it's the total and complete silence.  Or perhaps it's the skeletons
strown haphazardly about.  You just don't know.    
~
QQ 267 0 0 0 0 0
D1
The creepy road continues east.
~
~
0 QQ00 QQ08
D3
The creepy road continues west.
~
~
0 QQ00 QQ06
E
skeletons~
   They're quite real, and quite frightening.  We weren't lying to you.  
~
S
#QQ08
Creepy Road~
   You're not quite sure why, but this road sends shivers down your very spine.
Perhaps it's the total and complete silence.  Or perhaps it's the skeletons
strown haphazardly about.  You just don't know.  A large building towers above
you to the east.    
~
QQ 267 4 0 0 0 0
D1
You know, like we said, a large building lieing to your east and all.
~
~
0 QQ00 QQ45
D3
The creepy road continues west.
~
~
0 QQ00 QQ39
E
skeletons~
   They're quite real, and quite frightening.  We weren't lying to you.  
~
E
building~
   The building is a dark grey shade, but it seems to have been soiled by grimy
tar.  
~
S
#QQ09
Vice Hill~
   You are on a tall hill overlooking the entire island.  You can see the
zenith to your far north; the hill blocks all the view to the north and on.  
To your south, you can see the beginnings of a rock-strewn-path...  Continuing
further down, you can see the end of the hill.  The forest covers up most of
the view from here.    
~
QQ 267 0 0 0 0 0
D4
Looking up, you can see the zenith of Vice Hill.
~
~
0 QQ00 QQ39
D5
Looking down, you can see the end of the hill.
~
~
0 QQ00 QQ23
S
#QQ10
Vice Hill~
   You are on a tall hill overlooking the entire island.  You can see the
zenith to your far south; the hill blocks all the view to south and on.  To
your south, you can see the beginnings of a rock-strewn path...  Continuing
further down, you can see the end of the hill.  The forest covers up most of
the view from here.    
~
QQ 267 0 0 0 0 0
D4
Looking up, you can see the zenith of Vice Hill.
~
~
0 QQ00 QQ39
D5
Looking down, you can see the end of the hill.
~
~
0 QQ00 QQ28
S
#QQ11
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ13
D1
The tarry tunnel ascends onto a hill to your east.
~
~
0 QQ00 QQ23
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ12
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ14
D3
The tarrry ascends onto a hill to your west.
~
~
0 QQ00 QQ23
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ13
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ15
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ11
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ14
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ16
D2
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ12
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ15
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ17
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ13
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ16
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ18
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ14
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ17
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ19
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ15
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ18
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ20
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ16
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ19
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ21
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ17
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ20
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 9 0 0 0 0
D0
The tarry tunnel continues to your north.
~
~
0 QQ00 QQ22
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ18
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ21
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 133 0 0 0 0
D1
The tarry tunnel opens into a strange building to your east.
~
~
0 QQ00 QQ78
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ19
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ22
Tarry Tunnel~
   The walls of this tunnel are covered and dripping with wet, gooey tar.  
Your shoes half-squish, half-sink, half-stick in the disgusting substance as
you slowly slog your way through the gunk.    
~
QQ 267 133 0 0 0 0
D2
The tarry tunnel continues to your south.
~
~
0 QQ00 QQ20
D3
The tarry tunnel opens into a strange building to your west.
~
~
0 QQ00 QQ79
E
goo tar~
   The tar looks disgusting, but not too dangerous.  
~
S
#QQ23
Vice Hill~
   You stand at the bottom of a tall hill.  The forestry around you keeps you
from seeing too much, but you can make out a tarry road to your north, and the
dark openings of two tunnels to your east and west.  Of course, you could
always go south up to the relative safety of the hill.  A huge tree here looks
climbable, and you can vaguely see a net at the top.    
~
QQ 267 4 0 0 0 0
D0
You can see a dangerous-looking tarry road to your north.
~
~
0 QQ00 QQ24
D1
You can see a dark, tarry tunnel opening to your east.
~
~
0 QQ00 QQ12
D2
You see the relative safety of Vice Hill.
~
~
0 QQ00 QQ10
D3
You can see a dark, tarry tunnel opening to your west.
~
~
0 QQ00 QQ11
D4
You can see a path through the huge trees of the forest.
~
~
0 QQ00 QQ84
S
#QQ24
Tarry Road~
   The tarry gunk of the road sticks firmly to your feet here, and it gets
thicker and thicker as you venture north.  If you go south, you'll probably be
able to turn back before it's too late.    
~
QQ 267 517 0 0 0 0
D0
It looks very dangerous and squishy that way, but you could probably survive
it.
~
~
0 QQ00 QQ25
D2
It's much safer to your south. Perhaps you should go back.
~
~
0 QQ00 QQ23
S
#QQ25
Tarry Road~
   The tarry gunk of the road sticks firmly to your feet here, and it gets
thicker and thicker as you venture south.  If you go north, you'll probably be
able to turn back before it's too late.  There is a sign on the side of the
road here.    
~
QQ 267 517 0 0 0 0
D0
The tar looks even more dangerous that way, but survivable.
~
~
0 QQ00 QQ26
D2
The tar thins out a bit in that direction--better go that way.
~
~
0 QQ00 QQ24
E
sign note writings writing inscription inscriptions rune runes~
                            TAR PIT
                       DO NOT ENTER ! ! !
                THIS IS THE POINT OF NO RETURN!
~
S
#QQ26
Tarry Road~
   The tar here is so bad that you can't turn around.  There is no natural way
of escape--either go forward, or don't move at all.  Right ahead of you is a
bubbling, boiling tar pit--it looks quite disgusting.  PANIC!    
~
QQ 267 517 0 0 0 0
D0
Looks like that would be a VERY bad idea. I don't think you could escape
that one.
~
~
0 QQ00 QQ27
E
tar pit tarpit~
   It's big, black, boiling, sticky, and gooey.  What more incintive do you need
to stay away from it?  
~
S
#QQ27
Boiling Tar Pit~
   As you sink one foot into the goo, it sticks.  You try to pull it out, but
lose your balance, and the other foot gets stuck in the pit.  Try and try as
you might, you can't get them out!  Each sinks lower and lower until your
entire legs are encased in the pit.  You scream for help, but no one can hear
you.    
~
QQ 267 548 0 0 0 0
S
#QQ28
Vice Hill~
   You stand at the bottom of a large hill.  It is eerily beautiful here, but
it still looks quite sinister.  You notice a rocky road to your south, and you
can ascend the hill to take a look around you.  A road hangs a bit above you to
your left by no supports!  Hmm...  A beautifuly made road is to your west.    
~
QQ 267 0 0 0 0 0
D0
You can see the beautiful Vice Hill.
~
~
0 QQ00 QQ09
D1
You can see a very strange road to your east. Worth exploring? Probably.
~
~
0 QQ00 QQ30
D2
You see a slippery-looking rocky road to your south.
~
~
0 QQ00 QQ40
D3
A beautifuly made, well-kept path is to your west.
~
~
0 QQ00 QQ29
D4
Of course, you should ascend a hill, right?
~
~
0 QQ00 QQ30
S
#QQ29
High Path~
   This road is amazingly built--some sort of black onyxlike substance, shined
to a mirror-like gleam forms the main of the path.  Bricks of the same
substance line the path--it doesn't look as if a piece of paper could be
inserted between them.  The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.    
~
QQ 267 5 0 0 0 0
D1
To your east you can see the bottom of Vice Hill.
~
~
0 QQ00 QQ28
D2
The high path continues on.
~
~
0 QQ00 QQ31
S
#QQ30
Trail of Terror~
   This trail is covered by the skeletal ribs of a huge creature in some sort
of diabolocal canopy.  You can hear--drums?  --some sort of pulsing beat in the
distance.  A soft chanting can be heard in the far distance, but you can see no
sign of life.  Lonliness sends you into a panicky state.    
~
QQ 267 0 0 0 0 0
D2
The strange trail continues on.
~
~
0 QQ00 QQ32
D3
The bottom of Vice Hill starts to your west.
~
~
0 QQ00 QQ28
E
ribs skeleton~
   This must have been a HUGE monster!  Whoever slayed it--no, you'd rather just
not have to find out.  Each rib seems to be razer-sharp at the edges, and the
bones have been cleaned to a perfect white.  
~
S
#QQ31
High Path~
   This road is amazingly built--some sort of blax onyxlike substance, shined
to a mirror-like gleam forms the main of the path.  Bricks of the same
substance line the path--it doesn't look as if a piece of paper could be
inserted between them.  The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.    
~
QQ 267 5 0 0 0 0
D0
The high path continues on.
~
~
0 QQ00 QQ29
D2
The high path continues on.
~
~
0 QQ00 QQ33
S
#QQ32
Trail of Terror~
   This trail is covered by the skeletal ribs of a huge creature in some sort
of diabolocal canopy.  You can hear--drums?  --some sort of pulsing beat in the
distance.  A soft chanting can be heard in the far distance, but you can see no
sign of life.  Lonliness sends you into a panicky state.    
~
QQ 267 0 0 0 0 0
D0
The strange trail continues on..
~
~
0 QQ00 QQ30
D2
The strange trail continues on.
~
~
0 QQ00 QQ34
E
ribs skeleton~
   This must have been a HUGE monster!  Whoever slayed it--no, you'd rather just
not have to find out.  Each rib seems to be razer-sharp at the edges, and the
bones have been cleaned to a perfect white.  
~
S
#QQ33
High Path~
   This road is amazingly built--some sort of blax onyxlike substance, shined
to a mirror-like gleam forms the main of the path.  Bricks of the same
substance line the path--it doesn't look as if a piece of paper could be
inserted between them.  The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.    
~
QQ 267 5 0 0 0 0
D0
The high path continues on.
~
~
0 QQ00 QQ31
D2
The high path continues on.
~
~
0 QQ00 QQ35
S
#QQ34
Trail of Terror~
   This trail is covered by the skeletal ribs of a huge creature in some sort
of diabolocal canopy.  You can hear--drums?  --some sort of pulsing beat in the
distance.  A soft chanting can be heard in the far distance, but you can see no
sign of life.  Lonliness sends you into a panicky state.    
~
QQ 267 0 0 0 0 0
D0
The strange trail continues on..
~
~
0 QQ00 QQ32
D2
The strange trail continues on.
~
~
0 QQ00 QQ36
E
ribs skeleton~
   This must have been a HUGE monster!  Whoever slayed it--no, you'd rather just
not have to find out.  Each rib seems to be razer-sharp at the edges, and the
bones have been cleaned to a perfect white.  
~
S
#QQ35
High Path~
   This road is amazingly built--some sort of blax onyxlike substance, shined
to a mirror-like gleam forms the main of the path.  Bricks of the same
substance line the path--it doesn't look as if a piece of paper could be
inserted between them.  The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.    
~
QQ 267 5 0 0 0 0
D0
The high path continues on.
~
~
0 QQ00 QQ33
D2
The high path continues on.
~
~
0 QQ00 QQ37
S
#QQ36
Trail of Terror~
   This trail is covered by the skeletal ribs of a huge creature in some sort
of diabolocal canopy.  You can hear--drums?  --some sort of pulsing beat in the
distance.  A soft chanting can be heard in the far distance, but you can see no
sign of life.  Lonliness sends you into a panicky state.    
~
QQ 267 0 0 0 0 0
D0
The strange trail continues on.
~
~
0 QQ00 QQ34
D2
The strange trail continues on.
~
~
0 QQ00 QQ38
E
ribs skeleton~
   This must have been a HUGE monster!  Whoever slayed it--no, you'd rather just
not have to find out.  Each rib seems to be razer-sharp at the edges, and the
bones have been cleaned to a perfect white.  
~
S
#QQ37
High Path~
   This road is amazingly built--some sort of blax onyxlike substance, shined
to a mirror-like gleam forms the main of the path.  Bricks of the same
substance line the path--it doesn't look as if a piece of paper could be
inserted between them.  The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.    
~
QQ 267 5 0 0 0 0
D0
The high path continues on.
~
~
0 QQ00 QQ35
D2
A building of exquisite craftsmanship is to your south.
~
~
1 QQ27 QQ91
S
#QQ38
Trail of Terror~
   This trail is covered by the skeletal ribs of a huge creature in some sort
of diabolocal canopy.  You can hear--drums?  --some sort of pulsing beat in the
distance.  A soft chanting can be heard in the far distance, but you can see no
sign of life.  Lonliness sends you into a panicky state.    
~
QQ 267 4 0 0 0 0
D0
The strange trail continues on.
~
~
0 QQ00 QQ36
D2
A building made of a strange, purely black substance is to your south.
~
Temple of terror~
1 QQ28 QQ97
E
ribs skeleton~
   This must have been a HUGE monster!  Whoever slayed it--no, you'd rather just
not have to find out.  Each rib seems to be razer-sharp at the edges, and the
bones have been cleaned to a perfect white.  
~
S
#QQ39
Vice Hill~
   You stand at the zenith of a tall hill overlooking the entire island.  The
view here would be breathtaking, were it not so sinister.  You can see a gooey,
tarry brine to your north, and to all other directions a sinister, black forest
is eerily silent.  If you look very carefully, you can see the harbours to your
north and east.  The exits descend in all directions.    
~
QQ 267 0 0 0 0 0
D0
The hill descends down into a tarry road, filled with the gooey stuff.
~
~
0 QQ00 QQ09
D1
You can see the creepy road.
~
~
0 QQ00 QQ06
D2
The road is much more rocky in this direction.
~
~
0 QQ00 QQ10
D3
You see the strange beach road.
~
~
0 QQ00 QQ05
E
brine tar goo sinister black forest harbour see view~
   Nothing describes this island with more clarity than "horror".  All around
you, you can sense evil, but you can't pinpoint why.  The entire island is quite
silent--not a chirp can be heard.  
~
S
#QQ40
Cliff Road~
   The road is quite slippery here, and you can see to your far south what
looks like a dropoff into absolute nothingness.  Rocks skitter as you slide
around the road.  It really looks quite dangerous--the hill would be a much
safer way to look at the view.    
~
QQ 267 0 0 0 0 0
D0
You can see the bottom of Vice Hill to your north. It looks comparatively safe.
~
~
0 QQ00 QQ28
D2
The cliff road continues on, though I suggest you don't take it.
~
~
0 QQ00 QQ41
E
cliff~
   You can't quite see it yet--all you can see is a line that extends across the
horizon.  
~
S
#QQ41
Cliff Road~
   The road is even more slippery here, and you can see to your south what
looks like a dropoff into absolute nothingness.  Rocks skitter as you slide
around the road.  It really looks quite dangerous--you'd be much better going
back--now.    
~
QQ 267 0 0 0 0 0
D0
You can still go back--it's a better idea to anyways.
~
~
0 QQ00 QQ40
D2
You ARE one for taking risks, aren't you?
~
~
0 QQ00 QQ42
E
cliff~
   You can now see a little of it.  It looks quite unstable.  
~
S
#QQ42
Cliff Road~
   The road is quite slippery here, and you can see to your south what looks
like a dropoff into absolute nothingness.  Rocks skitter as you slide around
the road.  It really looks quite dangerous--you'd be much better going
back--now.    
~
QQ 267 0 0 0 0 0
D0
You can still go back--it's a better idea to anyways.
~
~
0 QQ00 QQ41
D2
Don't say we didn't warn you. It's a cliff allright. A big and unsteady one.
~
~
0 QQ00 QQ43
E
cliff~
   You can see it.  It looks quite close.  It looks very dangerous.  
~
S
#QQ43
Cliff Road~
   What a view!  If you weren't having such trouble staying up, you could see
it much better.  Each step brings you closer to the edge--it looks very danger-
ous, and the cliff's edge is quite close now.  The ground is beginning to shake
under your weight.    
~
QQ 267 0 0 0 0 0
D0
You can still go back--it's a better idea to anyways.
~
~
0 QQ00 QQ42
D2
It's the cliff's edge. The ground looks quite unsteady there.
~
~
0 QQ00 QQ44
E
cliff~
   Umm...  We've warned you quite enough.  Either go back, or face the
consequences.  
~
S
#QQ44
Cliff's Edge~
   The view is never better when you're seeing it from mid-air.  But you've
only got a few seconds to see it, as you're squashed down below.  Too bad
shrieks don't make you fly.    
~
QQ 267 516 0 0 0 0
S
T QQ10
#QQ45
Entrance to the Building of Fear~
   Low moans seem to come from the walls as you stand before the fallen
entrance to a huge building.  The walls appear to be made of some kind of grey
stone-- that, or they have turned grey with age.  A passageway opens to your
east, but you can't see anything in the room, because of the darkness.  
Shadows cast weird angles everywhere.  A faded plaque has hangs from a nail in
a far corner of the room.    
~
QQ 267 0 0 0 0 0
D1
You can vaguly see some kind of picture or something on one of the walls...
~
~
0 QQ00 QQ46
D3
The creepy road continues in that direction.
~
~
0 QQ00 QQ08
E
sign note plaque~
                           Building of Fear
             HIGH PRIESTS OF TERROR ALLOWED SAFE PASSAGE ONLY
                      You have been forewarned.
~
S
#QQ46
The Tapestry Room~
   Strange tapestries fill all the walls here.  Each one seems to depict a
horrendous torture at the hands of some foul monster.  If you look closely
enough, the pictures are so realistic, so clear, so true-to-life, that they
look real.  Even closer examaniation reveals that they`re moving!  You probably
don't want to stay here long.    
~
QQ 267 9 0 0 0 0
D1
You see a room filled with trophies.
~
~
0 QQ00 QQ48
D3
You can see the entrance to the Building of Fear. 
~
~
0 QQ00 QQ45
S
#QQ47
Gargoyle Room~
   The gargoyle looks quite stony--that is, until you reach out to touch it.  
Suddenly, it seems to come to life and move slightly or was that just a shadow.
  
~
QQ 267 516 0 0 0 0
E
gargoyle statue~
   It's a gargoyle, with a large gaping mouth.  Since you shouldn't be able to
wee it, we're not going to tell you anything else.  
~
S
#QQ48
Trophy Room~
   There are literally hundereds of pedestals here, each with the skulls of a
different animal.  Some are large, some quite small--some look like nothing you
have ever seen before.  You can see a large ritual altar on one side of the
room, and a strange room encased in seamless glass on the other half.  Behind
the altar, a little uneavenness in the wall can be seen, as if someone cut
perforations through the wall.
~
QQ 267 520 0 0 0 0
D0
There's something very strange up ahead. It looks like a huge statue--but you
can clearly see a gaping maw...no human would ever make something so grotesque.
It's quite frightening...it's probably not good that you go in there.
~
glass glassdoor door~
2 QQ29 QQ47
D1
You see what looks to be a comfortable(?) waiting room.
~
~
0 QQ00 QQ50
D2
You see nothing but a slight unevenness in the wall.
~
door secret~
1 QQ30 QQ49
D3
You can see a room filled with strange and horrifying tapestries.
~
~
0 QQ00 QQ46
E
pedestal skull~
   Each pedestal is about the size of your waist; each skull--well, it just
depends.  None look benevolent...  Whoever caught them must have been a very
skilled hunter.  
~
S
#QQ49
Dressing Room~
   This room looks to be more the kind of room where a person dresses than a
butcher shop--meat racks, knives of all various and sundry sizes, and other
assorted meat-preparing items lie strewn around the room.  There is, of course,
the paltry coatrack, with what look to be strange robes in it.    
~
QQ 267 9 0 0 0 0
D0
You see the strange trophy room(which now begins to seem more a sacrificial
chamber, as you look at it from this point of view...).
~
door secret~
1 QQ30 QQ48
S
#QQ50
Wailing Tower~
   The howls you heard at the entrance are much louder here.  It appears to be
coming from above you--indeed, you can see a spiral staircase ascending into
the building.  Should you go up?  You decide.    
~
QQ 267 525 0 0 0 0
D3
You can see the trophy room.
~
~
0 -1 QQ48
D4
The spiral staircase ascends up farther than the eye can see.
~
~
0 -1 QQ51
E
stair spiral staircase~
   This staircase appears to go up to infinity.  You can't see where it ends.  
~
S
#QQ51
On the staircase~
   The wailing surrounds you entirely here.  You feel you might go mad if you
don't leave this stairwell.  Over and over and over the sounds shriek over you.
Perhaps you should go up--and quickly.    
~
QQ 267 525 0 0 0 0
D4
You see a very weirdly shaped hallway.
~
~
0 -1 QQ53
D5
You see the bottom of the staircase.
~
~
0 -1 QQ50
S
#QQ52
Cell~
   The stench of refuse is particularly strong here.  The cell can't be more
than 3-by-2 meters.  A small cot is bolted to the floor, and a small drainage
hole with no covering is in the mi268le of the room.  The floors slant down to
the hole, and you can see streaks of rust where the iron bolts have oxidized.
Manacles hang from the wall in the back of the cell, and you can see two
skeletal hands, all that is left of what once must have been a human being.  
~
QQ 267 525 0 0 0 0
D0
You can see the strangely shaped hallway.
~
bars cell door~
1 QQ13 QQ53
E
cot bed~
   The cot is made of black.  A mattress made of straw lies on top of it--very
thin, and certainly not comfortable.  Rats scuttle underneath the bed as you
walk near it.  
~
E
hole drainage~
   The hole is about the size of your fist, and from the smell, it doesn't take
a whole lot of imagination to figure out what is supposed to go down in that
one.  
~
E
manacles legirons irons hands skeletal~
   Two small hands are all that remain of what must have once been a small
child, or a very small human.  You can see teeth marks where it looks like
someone was trying to bite their way out.  
~
S
#QQ53
Strangely shaped hallway.~
   This hallway appears to be nothing more than an extension around the stairs.
Made from the same grey material as the rest of the building, this room seems
to have something strange about it.  Perhaps it's the strange black tiling at
certain points around the room.  There are doors leading in almost all
directions, and the stairs continue on upward.    
~
QQ 267 8 0 0 0 0
D0
You see what looks to be the smoldered remains of a bonfire.
~
door~
1 -1 QQ54
D1
You see what look to be crates and crates of supplies.
~
door~
2 QQ31 QQ55
D2
You see the bars of what is obviously a prison cell. 
~
door~
1 QQ13 QQ52
D4
The stairs ascend upwards.
~
~
0 -1 QQ57
D5
The stairs ascend downwards.
~
~
0 -1 QQ51
S
#QQ54
Open Hearth~
   The damp remains of what was probably once a huge bonfire are strewn about
the room.  The coals are mushy here, and they're everywhere.  They creep
through the soles of your boots and get caught between your toes.  What a
disgusting place.  You can exit this gross room to your south.    
~
QQ 267 9 0 0 0 0
D2
You can see the strangely-shaped hallway.
~
door~
1 -1 QQ53
E
coals fire coal~
   They're wet, and mushy.  As you pick one up, it crumbles into a disgusting
mass of mud in your hand.  
~
S
#QQ55
Supply Room~
   Old, rotten crates are piled up everywhere here.  They appear to have been
looted a long time ago.  Some have been shattered to pieces.  You have an exit
to your west.    
~
QQ 267 525 0 0 0 0
D3
You can see the strangely-shaped hallway.
~
door~
2 QQ31 QQ53
E
crates~
   The crates are old, rotting, and totally empty--except for one, snuck in the
corner.  It looks to have an o268 device of some kind in it.  
~
S
#QQ56
Deserted Bedroom~
   This lush chamber looks as if it hasn't been used for centuries.  A bed,
once beautiful, has cobwebs hanging from its huge canopy.  The room is so dark
that you can only view certain things even WITH a light.  A dresser is at the
very back of the room.  You can exit to your north.    
~
QQ 267 9 0 0 0 0
D0
You see the creepy hallway.
~
door~
1 -1 QQ57
E
bed~
   The bed has a pink/tapia canopy hanging over it, with cobwebs covering its
entire surface.  The spiders seemed to have a heyday over this one.  
~
S
#QQ57
Creepy Hallway~
   You can hear strange music floating throughout the corridor.  The hallway is
lit by some unknown source in an eerie green light.  The walls are painted a
bright scarlet red.  Whoever painted this hallway didn't have kindness or
bunnies and light in mind.  Exits lead in every direction but up.    
~
QQ 267 8 0 0 0 0
D0
You can see the creepy hallway.
~
~
0 QQ00 QQ59
D1
You can see a door.
~
door~
1 QQ32 QQ58
D2
You can see a door.
~
door~
1 -1 QQ56
D3
You can see the creepy hallway.
~
~
0 QQ00 QQ61
D5
The stairs descend downwards into nothingness.
~
~
0 QQ00 QQ53
S
#QQ58
Office of the High Priest of Fear~
   This office is hardly the regular office.  The High Priest of Fear is
obviously into the torture thing, as manacles, iron maidens, and racks line the
walls.  A boiling cauldron of oil is in the very centre of the room.  A door is
to your west.    
~
QQ 267 8 0 0 0 0
D3
You can see the creepy hallway.
~
door~
1 QQ32 QQ57
E
manacles manacle chain~
   The manacles are small, and have spikes on the insides of them.  They look
very painful.  
~
E
iron maidens maiden~
   This coffin-like object is lined with huge spikes.  If closed, it looks like
it would be an unpleasant experience.  
~
E
cauldron boiling oil~
   The thing bubbles.  It curdles the brain and sends chills down your spine.  
~
S
#QQ59
Creepy Hallway~
   You can hear strange music floating throughout the corridor.  The hallway is
lit by some unknown source in an eerie green light.  The walls are painted a
bright scarlet red.  Whoever painted this hallway didn't have kindness or
bunnies and light in mind.  You can go to your north or south.    
~
QQ 267 8 0 0 0 0
D0
You can't see much in that direction.
~
closet~
1 -1 QQ60
D2
You see the creepy hallway.
~
~
0 -1 QQ57
S
#QQ60
Closet~
   This closet has strange clothes strewn everywhere.  It probably wouldn't be
a good idea to try them on.  A stale musty smell has infested everything in
this small space.    
~
QQ 267 9 0 0 0 0
D2
You see the creepy hallway.
~
Creepy Hallway~
1 -1 QQ59
S
#QQ61
Creepy Hallway~
   You can hear strange music floating throughout the corridor.  The hallway is
lit by some unknown source in an eerie green light.  The walls are painted a
bright scarlet red.  Whoever painted this hallway didn't have kindness or
bunnies and light in mind.  You can go to your north or east.    
~
QQ 267 8 0 0 0 0
D0
You see the creepy hallway.
~
~
0 QQ00 QQ62
D1
You see the creepy hallway.
~
~
0 QQ00 QQ57
S
#QQ62
Creepy Hallway~
   You can hear strange music floating throughout the corridor.  The hallway is
lit by some unknown source in an eerie green light.  The walls are painted a
bright scarlet red.  Whoever painted this hallway didn't have kindness or
bunnies and light in mind.  You can go to your north or south.    
~
QQ 267 8 0 0 0 0
D0
You see the creepy hallway.
~
~
0 QQ00 QQ63
D2
You see the creepy hallway.
~
~
0 QQ00 QQ61
S
#QQ63
Creepy Hallway~
   You can hear strange music floating throughout the corridor.  The hallway is
lit by some unknown source in an eerie green light.  The walls are painted a
bright scarlet red.  Whoever painted this hallway didn't have kindness or
bunnies and light in mind.  You can go to your south or west.    
~
QQ 267 8 0 0 0 0
D2
You see the creepy hallway.
~
~
0 QQ00 QQ62
D3
The end of the hallways opens up into the outside. It looks to be a balcony.
~
~
0 QQ00 QQ64
S
#QQ64
Balcony~
   From here, you can see the entire island.  The vantange is breathtaking, and
still looks to be sinister.  To your far south, you can see what looks like the
ribs of a huge animal.  To your far east, you can see a pristine white beach.
Most of the island is covered in forest, and extends around a huge hill.  The
far, far north shows some absolutely huge trees, and a rather large, black pool
of what can only be tar.  You can go back into the building by going east.    
~
QQ 267 0 0 0 0 0
D1
You see the creepy hallway.
~
~
0 QQ00 QQ63
S
#QQ65
Torture Chambre~
   This room is stacked high with torture instruments of all kinds, ranging
from the mild shackle to spiked manacles, to several different whips, to some
rather sinister-looking magical instruments, to a yoke that is obviously fitted
to the human body.  This isn't a pleasant place.  An interrogation room lies to
your east, and a teleporting zone is to your north.    
~
QQ 267 521 0 0 0 0
D0
You can see a teleportation square.
~
~
0 QQ00 QQ78
D2
You see the screening room.
~
door~
1 -1 QQ66
S
#QQ66
Screening Room~
   This is the room where all prisoners are interrogated.  Should they be found
lacking in the information the interrogators need, they are taken to the
torture chamber to your west.    
~
QQ 267 8 0 0 0 0
D2
You see the outlay.
~
door~
1 QQ33 QQ67
D3
You see the torture chambre.
~
~
1 -1 QQ65
S
#QQ67
Outlay~
   This room is an outlying area of the square hallway in the House of Despair.
Strange pictures line the walls, and shrieks can be heard all around you.  You
see no visible exits.    
~
QQ 267 8 0 0 0 0
D0
~
door secret~
1 QQ33 QQ66
S
#QQ68
Outlay~
   This room is an outlying area of the square hallway in the House of Despair.
Strange pictures line the walls, and shrieks can be heard all around you.  You
see no visible exits.    
~
QQ 267 8 0 0 0 0
D2
~
door secret~
1 QQ33 QQ69
S
#QQ69
Waiting Room~
   This room has nothing but two chair in it, lined with straps.  The walls are
painted a sterile white, and the air has a hint of fog in it.  There is an
interrogation centre to your west.    
~
QQ 267 8 0 0 0 0
D3
You can see the interrogation room.
~
~
0 QQ00 QQ70
S
#QQ70
Interrogation Centre~
   A long, circular desk forms the central piece of furniture in this room.  A
huge, stark chair is at the head, while smaller chairs line the rest.  An
opening in the desk allows a person to be placed in the iron chair with straps
in the centre.  For what purpose, you shu268er to guess.  You can go back into
the waiting room, or can go south through a teleportation device to the square
room.    
~
QQ 267 8 0 0 0 0
D1
You see the waiting room.
~
~
0 QQ00 QQ69
D2
You see a teleportation square.
~
~
0 QQ00 QQ78
S
#QQ71
Office of the Priest of Despair~
   This plush office is full of every item that could ever please any child.  
From cute little cu268ly kittens to darling, stuffed dolls, they line the
walls--just out of your reach.  A beautiful chair sits in the mi268le of the
room, but it's bolted to the ground, and there's a huge spike in the centre.  
What sicko would make a room up like this?  You can leave this place through a
transporter to your east or go back to the waiting room to your west.    
~
QQ 267 8 0 0 0 0
D1
You see a transportation platform.
~
~
0 QQ00 QQ78
D3
You see a waiting room.
~
~
0 QQ00 QQ72
S
#QQ72
Waiting Room~
   This room has nothing but two chair in it, lined with straps.  The walls are
painted a sterile white, and the air has a hint of fog in it.  There is an
office to your east.    
~
QQ 267 8 0 0 0 0
D3
You can see the office of the Priest of Despair.
~
~
0 QQ00 QQ70
S
#QQ73
Outlay~
   This room is an outlying area of the square hallway in the House of Despair.
Strange pictures line the walls, and shrieks can be heard all around you.  You
see no visible exits.    
~
QQ 267 8 0 0 0 0
D0
~
door secret~
1 QQ33 QQ72
S
#QQ75
Alcove~
   This small alcove has no real interesting quality, save the fact that it has
a large opening to a tar pit of boggling dimensions.  You can(and should) go
back to your west.    
~
QQ 267 8 0 0 0 0
D2
DON'T GO THAT WAY! It's a tar pit, STUPID! DORK!
~
~
0 QQ00 QQ27
D3
You can see the sitting room.
~
~
0 QQ00 QQ76
S
#QQ76
Sitting Room~
   Here the Priest of Despair could sit and watch as his prisoners (and hapless
adventurers were thrown(or stupidly walked into) the tar pit.  Looks as though
they were thrown in not far from here, as you can see telltale signs of
scuffling around you.    
~
QQ 267 8 0 0 0 0
D1
That's probably as close as you'd want to get to the tar pit.
~
~
0 QQ00 QQ75
S
#QQ77
Outlay~
   This room is an outlying area of the square hallway in the House of Despair.
Strange pictures line the walls, and shrieks can be heard all around you.  You
see no visible exits.    
~
QQ 267 8 0 0 0 0
D2
~
door secret~
1 QQ33 QQ76
S
#QQ78
Square~
   Here, there are exits in all directions.  These, however, are no ordinary
exits.  They're transporter platforms, each designed to be a room to step in to
go to the designated areas.  A small sign is on a wall at the corner of the
room.    
~
QQ 267 8 0 0 0 0
D0
You see a transporter platform.
~
~
0 QQ00 QQ67
D1
You see a transporter platform.
~
~
0 QQ00 QQ79
D2
You see a transporter platform.
~
~
0 QQ00 QQ68
D4
You can see a transporter platform.
~
~
0 QQ00 QQ73
D5
You see a transporter platform.
~
~
0 QQ00 QQ77
E
sign note plaque~
                  YOU HAVE ENTERED THE HALL OF DESPAIR
               AUTHORIZED PERSONNEL AND PRISONERS ONLY!!!
~
S
#QQ79
Entrance to the Hall of Hopelessness~
   You stand on a dusty floor in a fallen-down hut.  Just to the east, you can
see the remains of a deserted corridor.  The entire chamber is empty and devoid
of anything of any real interest.  You can see an transporter platform to your
north.  All around you are depictions of people in inescapable situations.    
~
QQ 267 8 0 0 0 0
D0
You can see a transporter platform.
~
~
0 QQ00 QQ78
D1
You can see the deserted corridor.
~
~
0 QQ00 QQ81
D2
You can see a tarry tunnel.
~
~
0 QQ00 QQ22
S
#QQ80
Deserted Corridor~
   A damp, musty hall leads north.  You detect no sounds--in fact, all sounds
seem to be muted in this strange place.  The air seem thicker and heavier than
usual.    
~
QQ 267 8 0 0 0 0
D0
You see a deserted corridor.
~
~
0 QQ00 QQ81
D1
You see nothing.
~
door secret~
1 QQ00 QQ83
D3
You can see the entrance to the Hall of Hopelessness.
~
~
0 QQ00 QQ79
S
#QQ81
Deserted Corridor~
   A damp, musty hall leads north and south.  You detect no sounds--in fact,
all sounds seem to me muted in this strange place.  The air seem thicker and
heavier than usual.    
~
QQ 267 8 0 0 0 0
D0
You see a deserted corridor.
~
~
0 QQ00 QQ82
D1
You see nothing.
~
door secret~
1 QQ00 QQ83
D2
You see a deserted corridor.
~
~
0 QQ00 QQ80
D3
You can see the entrance to the Hall of Hopelessness.
~
~
0 QQ00 QQ79
S
#QQ82
Deserted Corridor~
   A damp, musty hall leads south.  You detect no sounds--in fact, all sounds
seem to be muted in this strange place.  The air seem thicker and heavier than
usual.    
~
QQ 267 8 0 0 0 0
D1
You see nothing.
~
door secret~
1 QQ00 QQ83
D2
You see a deserted corridor.
~
~
1 QQ00 QQ81
D3
You can see the entrance to the Hall of Hopelessness.
~
~
0 QQ00 QQ79
S
#QQ83
Dark Room~
   The walls are totally painted black in this strange room.  You can detect
nothing short of your hand in front of your face.  The air seem thicker and
heavier than usual.    
~
QQ 267 9 0 0 0 0
D3
You can see the deserted corridor.
~
door secret~
1 QQ00 QQ81
S
#QQ84
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north or down.    
~
QQ 267 0 0 0 0 0
D0
The netting continues through the trees here.
~
~
0 QQ00 QQ85
D5
You can see the bottom of Vice Hill from here.
~
~
0 QQ00 QQ23
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ85
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north or south on through the trees.    
~
QQ 267 0 0 0 0 0
D0
The netting continues through the trees here.
~
~
0 QQ00 QQ86
D2
The netting continues through the trees here.
~
~
0 QQ00 QQ84
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ86
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north or south on through the trees.    
~
QQ 267 0 0 0 0 0
D0
The netting continues through the trees here.
~
~
0 QQ00 QQ87
D2
The netting continues through the trees here.
~
~
0 QQ00 QQ85
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ87
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north or south on through the trees.  You can see a very dangerous tar pit
right below you.    
~
QQ 267 0 0 0 0 0
D0
The netting continues through the trees here.
~
~
0 QQ00 QQ88
D2
The netting continues through the trees here.
~
~
0 QQ00 QQ86
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ88
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north or south on through the trees.    
~
QQ 267 0 0 0 0 0
D0
The netting continues through the trees here.
~
~
0 QQ00 QQ89
D2
The netting continues through the trees here.
~
~
0 QQ00 QQ87
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ89
Through the Trees~
   Someone has most convieniently placed netting through the trees here, so you
may walk along it without fear of falling.  This is probably best, as you are
extremely high up from the ground.  You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees.  You may go
north to a dock, or south on through the trees.    
~
QQ 267 0 0 0 0 0
D0
The netting ends at a dock.
~
~
0 QQ00 QQ90
D2
The netting continues through the trees here.
~
~
0 QQ00 QQ88
E
netting~
   The netting is firm, and made from some extremely tough substance--it looks
quite strong, and supportable.  You don't need to fear being on it at all.  
~
S
#QQ90
Port by the Forest~
   You are at an extremely weird dock.  It's raised high on stilts on one
side-- apparently keeping you from falling off of a cliff.  Netting starts out
to your south, keeping you from falling through the trees.  You can see a large
tar pit to your south--good thing there's that netting to keep you from falling
into it.    
~
QQ 267 0 0 0 0 0
D2
The netting begins to your south.
~
~
0 QQ00 QQ89
S
#QQ91
Hall of Wax~
   Gory statues line this hall--statues of all kinds of torture, from the most
mundane iron-maiden experience to the more imaginative things one can do with a
cat-of-nine tails and razors.  The thing that makes these statues most
uncomfortable to look at is the fact that they are made from wax--and look so
lifelike you can almost see them screaming in terror.  Do you see one move?  
No, it must be your mind playing tricks on you.    
~
QQ 267 9 0 0 0 0
D0
You can see a horrid hall to your north.
~
~
0 QQ00 QQ93
S
#QQ92
Entrance to the Office of the High Priest of Terror~
   This is certainly not your average office--certain telltale signs lead you
to this fact.  Perhaps it's the skulls lined up on spikes around the room.  
Or, perhaps the fact that it looks to be several rooms.  You really don't want
to be here.  You can go south or north...  Neither way looks too comforting.  
~
QQ 267 8 0 0 0 0
D0
You see the strange trail.
~
Trail of terror~
1 QQ27 QQ38
D2
You can see a hall of wax statues.
~
~
0 -1 QQ91
S
#QQ93
Hall of Torture~
   This certainly isn't the entrance to the office...  How does one get back?
You feel somewhat turned around.  As you look around you, you are overcome with
nausea as you realize immediately that you shouldn't have.  Many items of
torture lie around here, some that you'd never imagined could have been invent-
ed.  Certainly not by a sane person.  You can go to your east(oh, so that's how
you get back to the entrance), or to the south, into another chambre.    
~
QQ 267 8 0 0 0 0
D1
You see the entrance to the Office of the High Priest of Terror, of course.
~
~
0 -1 QQ92
D2
You see a hall with lots of dead bodies around.
~
~
0 -1 QQ94
S
#QQ94
Hall of Death~
   Dead bodies lie strewn about here.  They appear to have been killed from the
devices in the Hall of Torture.  You certainly don't want to think too long
about it, as they are so mangled you can't tell what they were--whether they
were human or other.  You can get out of here by going back to the Hall of
Torture, to the Temple of Terror to your east, or to the Office of the High
Priest to your south.    
~
QQ 267 8 0 0 0 0
D0
You can see the hall of torture.
~
~
0 -1 QQ93
D1
You can see the entrance to the Temple of Terror.
~
~
0 -1 QQ97
D2
You can see the entrance to the office of the High Priest of Terror.
~
door~
1 QQ34 QQ95
S
#QQ95
Office of the High Priest of Terror~
   This is probably the most beautiful part of the entire island you have seen.
Amazingly enough, there are no signs of the carnage and disgusting methods of
torture that can be seen throughout the rest of the buildings you've viewed.  
In fact, this place looks downright natural.  A nice desk made of redwood is
the frontpiece of the room, and a high-backed chair is behind it.  A plush sofa
is in front of it, and plaques and other credentials line the walls.  An
insignia--the cat o' nine tails--is frosted into the only window in the room.
~
QQ 267 8 0 0 0 0
D0
You, amazingly enough, end right back up at the entrance.
~
~
0 QQ00 QQ92
E
chair~
   The chair is made of redwood, and looks very comfortable.  It also looks VERY
heavy.  
~
E
sofa~
   This sofa looks so comfortable, you want to just sink right into it.  
~
E
plaques~
   These aren't awards--they're decrees and petitions outlining the law of Vice
Island.  Each one is more severe than the last.  What you basically glean from
the rules of the land is that while this once was a prosperous island, several
people began to experiment with dark magic, and began to mu268le in affairs they
had no business in.  Eventually, the island became nothing more than a place for
several delvers to take up shop--and build a religion based mostly on the most
horrible feelings in life--Despair, Hopelessness, Fear, and the crowning
emotion, in which all these culminate--Terror.  Not a pretty picture.  
~
E
insignia window~
   The cat o' nine tails, a whip with multiple straps, apparently is the
ultimate symbol for the Reign of Terror.  It's the most painful--sometimes even
fatal--whip known.  
~
S
#QQ97
Entrance to the Temple of Terror~
   The entrance to this temple is blinding--that's probably the most noteworthy
point of note.  Flashes of light emenate from a globe in the center of the
room, causing strange effects in the room.  The room is made from a metal that
reflects the light like a mirror--but brighter.  You can go to the strange
trail to your north, or on into the temple to your east.    
~
QQ 267 8 0 0 0 0
D0
You can see the strange trail.
~
trail~
1 QQ28 QQ38
D1
You see a blindingly lit hallway.
~
~
0 QQ00 QQ98
D3
~
~
0 QQ00 ZZ04
E
globe ball light~
   All the light seems to emenate from this globe.  It's made from material that
looks to come from the sun itself--yet it's cold--very cold.  
~
S
#QQ98
Blindingly lit hallway~
   This east-west hallway is so brightly lit that you can barely see anything.
You have to shield your eyes just to see in front of you.  It appears to be
made from the same metal as the entrance to the building does.  A small room
opens to your north.    
~
QQ 267 8 0 0 0 0
D0
You see a small shrine to your north.
~
~
0 QQ00 QQ99
D1
The hallway continues on.
~
~
0 QQ00 ZZ00
D3
The entrance to the temple is to your direct west.
~
~
0 QQ00 QQ97
S
#QQ99
Shrine to Vice~
   This small shrine contains nothing other than an alter and a small book with
the inscription, "You cannot take that which is not yours--but you can have as
much of it as you want.  "...  You think you hear maniacal cackling somewhere
around you, but when you turn, you see nothing.    
~
QQ 267 8 0 0 0 0
D2
You see the blindingly lit hallway.
~
~
0 QQ00 QQ98
E
alter altar~
   This small alter looks as if you could bow and pray with relative comfort.  
But you somehow get the feeling you shouldn't bend over.  
~
S
$~
