Scenario text for Valley of Dying Things

Scenario Text:

   Message 0: Valley of Dying Things
   Message 1: Everyone in the valley is dying. Can you find out why?
   Message 2: By Jeff Vogel, C. 1997, All Rights Reserved
   Message 3: Spiderweb Software, Inc. PO Box 85659, Seattle, WA 98145, (206) 789-4438.
   Message 4: Adventuring! You are on the road at last, vagabonds, travelers, looking for missions to complete, people to help, adventures to have! Soon you will be heroes, if you have anything to say about it.
   Message 5: Even better, the Empire hired you immediately, giving you a special mission. You are to go to Skylark Vale, and investigate a minor plague or disaster or some other sort of affliction.
   Message 6: Sure, the Empire considers it seriously low priority. Otherwise they wouldn't send you. It'll probably be wrapped up in a week. Still, it's your first job, no doubt the first of many!
   Message 7: You have just arrived at Fort Talrus, an Empire outpost on the lip of Skylark Vale. Your orders are to speak with Commander Terrance, descend into the Vale to find out what the problem is, and deal with it.
   Message 8: You've just stayed the night in your room at the fort, and have had a good night's sleep and a good meal. Time to go out and be heroes!
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   Message 60: Runed Stone
   Message 61: This is a black, polished stone sphere, about 4 inches in diameter. It is covered with small, finely etched runes and radiates energy constantly.
   Message 62: Crystal of Power
   Message 63: This six inch long quartz crystal would seem pretty ordinary were it not for one thing - it's searingly hot to the touch. Someone has somehow stored an amazing amount of power in it.
   Message 64: Opening Stone
   Message 65: This is a simple black stone, about three inches long, which has been polished smooth by the rubbing of countless hands.
   Message 66: Stone Tablets
   Message 67: These old stone tablets contain a variety of information on the subject of mining. You can't understand any of it.
   Message 68: Stone Tablets
   Message 69: These old stone tablets contain a variety of information on the subject of woodcarving. You can't understand any of it.
   Message 70: Healing Scepter
   Message 71: This is a bronze scepter with fittings of gold, about two feet long. A large, somewhat flawed opal is set into it at one end.
   Message 72: Instructions Scrolls
   Message 73: This sheaf of scrolls explains in some detail how to operate the control panels at the lowest level of the School of Magery.
   Message 74: Drake Fang
   Message 75: This tooth is bone white and about the length of your arm. Its owner was clearly a beast to be reckoned with.
   Message 76: Gnat Eggs
   Message 77: This is a cluster of white, moist eggs, still dripping swamp water. It's not the most pleasant thing to be carrying around.
   Message 78: Silver Key
   Message 79: You found this silver key in the Provost's office. You would imagine it fits in a door somewhere.
   Message 80: Brass Key
   Message 81: This key was slipped into your pocket by invisible spirits for no particularly clear reason.
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   Message 160: "Yeah, that tablet you brought was a huge help. It's all about acid use in processing certain types of ores." She goes on about the details for a while. Your eyes glaze.
   Message 161: She grabs the stone tablet eagerly. She doesn't stay enthusiastic for long. "What is this? It's on woodcarving. Why would I want this?"
   Message 162: Disgusted, she returns it.
   Message 163: She takes the tablet you found and looks at it. Her eyes light up. "This is perfect! Thank you so much!" Then, after you drop a few hints, she decides to reward you.
   Message 164: She gives you a large pouch of gold coins, a pretty decent reward for a seemingly worthless slab of stone.
   Message 165: You wave the scepter, and a warm light emerges from its tip. As the light washes over you, you feel a pleasant, tingling sensation.
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   Message 167: You rub the stone, and it makes a strong humming sound. The sound lasts for several seconds, and stops.
   Message 168: You wade through the thin trickle of goo. At first, it seems like it's just nasty smelling mud. Then it starts to eat away at your boots, and the vapors begin to burn your skin. You feel violently ill.
   Message 169: Whatever this stuff is, it's incredibly poisonous. Worse, it's pouring directly into the river that feeds the valley. Also, now it's all over you.
   Message 170: Here, the poisonous goo is so concentrated that stepping in it would probably mean a quick, unpleasant death. You decide not to risk it.
   Message 171: You have slain the ferocious, peculiar gremlord. That's another mess left behind by the masters of the School of Magery that you've had to clean up.
   Message 172: The filth diseases you.
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Outdoor Sections Text:

  Section X = 0, Y = 0

   Message 0: Northwestern Vale
   Message 1: Goblin Valley
   Message 2: Near Marralis
   Message 3: Rectangle 3
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   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: At the end of the peaceful forest path, you find that a druid has set herself up a small, pleasant grove. She is kneeling outside, busily planting a small row of comfrey root. Deer graze happily around her.
   Message 11: As you approach, she sees you and waves. For whatever reason, she seems to want to talk to you.
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   Message 16: You back away. She shrugs sadly, and returns to her work, as birds and squirrels play and frolic around her.
   Message 17: The druid stands up and greets you. As she does, bluebirds land on her shoulders and chirp a happy song. Deer walk up and nuzzle against her. It's all a bit much, really.
   Message 18: She says "Welcome, bold saviors. I am Athia, guardian of the Vale. Alas, sadly, my efforts to end the curse afflicting us have been in vain." A chipmunk runs up and sits on her foot.
   Message 19: "Fortunately, you have come. I wish to help you if I can. I know how to create some herbal concoctions that you may be able to use in your travels. Do you wish to learn how to make them?"
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   Message 23: Athia's Concoctions
   Message 24: You survey the carnage around you. For a moment, it's hard to believe you survived. You finish looting the temple. There's not much there, just a few coins and bits of silver. You help yourself.
   Message 25: At the far end of the goblin's valley, you find what looks like a temple. Of course, it's goblin architecture, so it also strongly resembles a huge pile of random rocks, prone to fall over at any moment.
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   Message 31: You work your way in, quite reasonably afraid that the whole structure will collapse in on you. The building is about 30 feet long and 20 feet wide, and, fortunately, currently bereft of goblins.
   Message 32: At the far end, you find the standard evil altar, with the standard disturbing brown stains on it. There is also a gold necklace, probably left as some sort of sacrifice. There's nothing stopping you from helping yourself.
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   Message 37: When you pick up the gold necklace, you hear a loud, shrill keening. At first, you think that some sort of foul demon has been summoned. No such luck.
   Message 38: It was a crude alarm system. You run to the entrance to the temple and see a bunch of shrieking, evil monsters running up to punish you for your theft.
   Message 39: The hills become more jagged, the animals become scarcer, and the air becomes even more acrid. Shards of bone crunch underfoot. You seem to be approaching one of the Vale's less welcoming areas.
   Message 40: You reach the entrance to a smaller, more remote valley. You detect the smells of cooking fires and hear rhythmic grunting echoing in the distance. Goblins. It can only be goblins.
   Message 41: As if to punctuate this realization, a band of goblins comes up from behind you, on the way back from an unsuccessful hunting trip. Unsuccessful, until now ...
   Message 42: The valley ends at a small, highly active hot spring.
   Message 43: As you cross the bridge, mist from the river below settles on your skin. It burns your eyes and gives you rashes. You shudder to think what effect drinking it must have.
   Message 44: The water is also eating away at the bridge supports. Another year or two, and this bridge will be gone.
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   Message 100: Wurning - Goblinz valy STAY WAY OR DIE!!!!!
   Message 101: Marralis - 2 mi. south|Blinlock - 30 mi. east
   Message 102: WARNING! GOBLIN INFESTATION!|Official Empire Notification GoblBISCK129
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  Section X = 0, Y = 1

   Message 0: Southwestern Vale
   Message 1: Healthy Valley
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   Message 9: Comment
   Message 10: Sorry, no Easter Eggs in this game.
   Message 11: The monsters are dead. And, of course, where there are monsters, there is loot as well. It doesn't take long to find the bear's lair. You search inside.
   Message 12: It's pretty disturbing ... there's no shortage of dead travelers and broken weapons. The only thing you find worth saving is an old, rusty breastplate. You take it with you - it might be worth something.
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   Message 17: Oh dear. Now that the curse has decimated the Vale's animal population, the creatures higher up on the food chain seem to have decided to hunt other prey.
   Message 18: You encounter a group of bears. Hunger has made them desperate, and desperation has made them hunt something they normally wouldn't: you.
   Message 19: You reach a smaller, higher valley, only reachable from inside the Vale. You immediately notice a huge difference between this valley and the Vale: the curse seems to have passed this valley over.
   Message 20: You see a small lake, surrounded by happy animals and healthy plants. The air is clean and fresh, with no constant scent of decay. It's a nice change of pace.
   Message 21: Your long march through the marsh has been rewarded. Mixed in among the reeds and cattails, you find several sprigs of fresh comfrey root, ready for picking.
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   Message 27: There is a dramatic increase in the number of burned and gnawed bones on either side of the trail. This is rarely good news.
   Message 28: You were trying to advance up the valley carefully, in order to not give advance warning to any evil creatures residing here. It didn't work. Your scent was detected by hosts of reptilian heads.
   Message 29: You run, but not fast enough. The hydras are almost immediately upon you.
   Message 30: Fortunately, victory is yours. Unfortunately, the hydras were poor in everything but bones. You leave without any loot.
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   Message 100: THIS LAND BELONGS TO PANGLE|KEEP AWAY!!!
   Message 101: Valgrak Marsh
   Message 102: Valgrak Marsh
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  Section X = 0, Y = 2

   Message 0: Huge River Cavern
   Message 1: By Filth Streams
   Message 2: Near School Entrance
   Message 3: Subterranean Bridge
   Message 4: By Small Cavern
   Message 5: Passage to School Entrance
   Message 6: Dying Forest
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You walk into an enormous cavern, and immediately run back out. The air inside is so bad, so viciously polluted, that it's a struggle merely to breathe. Your skin itches. Your eyes water and burn. You stagger out and spend a while gagging and choking.
   Message 11: After preparing yourselves, you walk back in and look around. Spots of light on the ceiling, created, no doubt, by the School's wizards, illuminate the cavern. It's about two miles by two miles, and dominated by the huge river winding through it.
   Message 12: You examine the cave carefully, trying to figure out what's befouling the air. You soon figure it out. To the southeast, there is a thin stream of gray green fluid, slowly trickling into the river.
   Message 13: Upriver from the stream, the river is lined with pallid mushrooms and sickly trees. Downriver from the stream, there is diseased swamp and rubble. It's pretty compelling evidence.
   Message 14: On the good side, you may be close to discovering the cause of the curse. On the bad side, it seems to be a problem of a far greater scale than anyone had imagined.
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   Message 16: Just to the north, you see a massive structure built into the cavern wall. You can't make out much detail with your bloodshot, burning eyes, but it looks like the stream of filth is trickling out of there.
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   Message 22: From this vantage point, you can see a bit more of what is going on. The stream of poison (or filth, or demonic ichor, or whatever it is) moves very slowly and is only a few inches deep. The material is very viscous, and doesn't flow so much as ooze.
   Message 23: Although the stream is shallow, it's cut quite a trench out of the rock to flow down. So far, it's burned 5 feet down into the solid rock, and will probably eat its way much farther down. In addition to being smelly, it's very acidic.
   Message 24: The stream flows from the southeast. To find out where it comes from, that would be the place to go.
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   Message 28: As you cross the bridge, spray from the river below coats you with a thin layer of burning water. The poisonous atmosphere of the cavern finally catches up with you.
   Message 29: From here, you think you can see movement in the mushroom grove to the west. You'll have to get closer to find out more.
   Message 30: Now you know where the occasional undead creature wandering this cavern comes from. From a hiding place on the outside of this glade, you can see a macabre dance of death going on inside.
   Message 31: Dozens of skeletons and zombies dance tirelessly around a bonfire, as a lone pale figure watches and joylessly claps his hands. There is a pile of bodies of all sorts nearby, probably waiting for reanimation.
   Message 32: None of the undead have noticed you. They seem to be following some sort of programmed motions. Maybe they'll have treasure. Or maybe they would speak with you. Or maybe they should just be left alone ...
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   Message 36: Unfortunately, your leisurely approach gives the undead (who turn out, in fact, to be evil) plenty of time to prepare. Their vampire leader manages to cast a well placed slow spell before you reach them.
   Message 37: Fortunately, you manage to take them by something resembling surprise. As you rush into the circle, weapons in the air, the pale leader of the dance jumps up gleefully. You must be doing a lot to relieve the tedium.
   Message 38: Empire Wizards long ago figured out how to make forms of plants that could survive in caverns (many of which ended up being raised in Exile). These trees must be specimens of that sort of magic.
   Message 39: This subterranean forest has managed to survive the poisonous gases, but only barely. The forest is sickly and twisted, and you see many little lizard skeletons.
   Message 40: As if this cavern isn't unsettling enough, someone left several dead mages back here. There are four bodies. All of them were stabbed to death, and all wear the robes of apprentices (now rotted away).
   Message 41: The poisonous air of the cavern has eaten away at most of their possessions. One thing remains - one of them still wears a silver ring.
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   Message 46: You feel kind of bad robbing the dead, but oh well. It's not like he was getting any use out of it.
   Message 47: Your victory was a miracle, and the spoils are glorious. You won't have to worry about meeting too many undead in this cavern anymore. In addition, you find some loot.
   Message 48: Under the vampire's chair, you find a bunch of old meat (which you leave) and gold (which you take). In addition, you get a long, slender ivory wand.
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   Message 100: Upper School - 1 mi. n.|Side Entrance - 1 mi. sw.
   Message 101: Lower school - 1/4 mi. sw|Primary Waste - 1 mi. e.
   Message 102: PRIMARY WASTE STORAGE|PROTECTIVE GEAR MUST BE WORN!
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  Section X = 1, Y = 0

   Message 0: Northern Vale
   Message 1: Near Blinlock
   Message 2: Lizard Valley
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   Message 9: Comment
   Message 10: This small bridge spans a river flowing from the large hill to the northeast. Interestingly, you notice that the water from this river lacks the bitter reek of the water to the southwest.
   Message 11: Soon, you walk back out of the shrine. After a few minutes, you look back, and see that it's disappeared! You feel relaxed, knowing you've once again avoided serious danger.
   Message 12: Exploring the small island, you notice a small stone circle on a promontory on the west end. It looks very old and harmless, so you go to investigate.
   Message 13: Stepping inside, you find a small, polished altar. Although the stone pillars are clearly ancient and crumbled, the altar looks brand new. There is a kneeling stone in front of it - one of you can pray if you wish.
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   Message 18: As you kneel, a serene feeling sweeps over you. As you stare into the polished stone of the altar, your mind is filled with an incredible sense of clarity. Distractions are lost, and your thoughts float freely.
   Message 19: The feeling soon fades, but that brief moment of pure mental clarity made you realize many useful things. You feel more experienced.
   Message 20: You meet a pack of giant lizards on the hunt. The mindless, rapacious creatures lumber towards you. Better be careful - odds are there's a lair of them around here somewhere.
   Message 21: This foul, stagnant fen has attracted several horrid beasts, who have set up a cozy lair here. They regard you as a fortunate source of tasty meat and rush you, tendrils wiggling.
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   Message 27: Searching their lair, you find that these creatures have had some success waylaying travelers. Most of the victim's goods have rotted or rusted away. However, one ring managed to survive.
   Message 28: This lair was more heavily populated than you suspected. A large extended family of giant lizards comes out to greet you.
   Message 29: You've done quite a good deed for the Vale. Now that these lizards are gone, traveling nearby will hopefully be much safer. You search the lizards' lair, hoping for a reward for your good deeds.
   Message 30: Alas, your pickings are meager. You find some coins, some tasty lizard meat, and a small flask. Little else is still useful.
   Message 31: The long valley ends at a wide, dark cave entrance. Between the many claw marks on the ground and the thousands of shedded scales, you have no trouble figuring out what creatures lurk here.
   Message 32: One of the lizards inside walks to the entrance, sees you, and runs back inside, startled. Maybe there aren't too many of them here, and you can wipe the nest out with little trouble.
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   Message 37: You reach an isolated clearing, far up the jagged northern wall of Skylark Vale. It's more interesting than you suspected. As you enter, you are startled by the massive skeleton which dominates the open area.
   Message 38: It was a Drake Lord, one of the massive and powerful lords of lizardkind. Fortunately, it is no longer a threat to you. It has been dead for many years, as the dry and bleached bones mutely testify.
   Message 39: As you look over the skeleton, you notice one interesting detail. One of the creature's massive fangs remains in its skull. Drake fangs are reputed to have interesting magical uses. Do you take this one with you?
   Message 40: 
   Message 41: 
   Message 42: 
   Message 43: With difficulty, you rip the tooth out of the creature's skull. Hopefully no curse will befall you because of the callous act.
   Message 44: As you enter this valley, several large lizards emerge from the rocks to trap you inside. You're in danger of becoming something's meal.
   Message 45: *
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   Message 99: *End of special strs
   Message 100: Blinlock - 5 mi. n.|SweetGrove - 30 mi. se.|Marralis - 25 mi. w.
   Message 101: 
   Message 102: 
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   Message 106: 
   Message 107: 

  Section X = 1, Y = 1

   Message 0: Southern Vale
   Message 1: Village Ruins
   Message 2: Remote Valley
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You return to the spot where you met the drake. He still hasn't returned. Nothing is left to mark his presence but a few tracks and some carelessly shedded scales.
   Message 11: The drake is still here, and still dead. There is still nothing of value for you.
   Message 12: When you approach, Zorvas sniffs the air eagerly. Whatever he smells, it pleases him. He runs up to you. "You are having the fang? Yes?" You pull it out and show it to him.
   Message 13: "Wondrous!" he responds. "I knew I was smelling it! Be giving it? Yes?" You hand it over. "Excellent. Now for your reward. Be listening!"
   Message 14: He begins to say a series of magical instructions in his thick, reptilian accent. You listen carefully, picking up as much of it as you can. You now know the spells Ice Bolt and Slow Group.
   Message 15: Then, his debt discharged, Zorvas bends down and eats the Drake fang. It takes a while, and involves a bit of gnawing. Then, this done, he flies off without a word. You are alone.
   Message 16: 
   Message 17: 
   Message 18: Zorvas is still here, waiting patiently for the fang. When you arrive, he somehow seems to know you don't have it. He turns away from you without a single word.
   Message 19: You are getting close to the end of this long, winding valley. When you look ahead, however, you see what could be trouble. It's a drake, a full forty feet from head to tail, and it's looking right at you!
   Message 20: Drakes are vicious, blood-thirsty creatures. However, oddly, this one doesn't seem to want to attack you. It's just watching you. You can't help but wonder why.
   Message 21: 
   Message 22: 
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   Message 24: 
   Message 25: You back away. Best to play it safe.
   Message 26: You decide that it's best to play it safe and charge to attack. The drake was peaceful at first, but there's no way it's going to ignore this affront.
   Message 27: You walk up to the drake. When you do, it surprises you by bowing its head in greeting. "I am Zorvas," it says in a peculiar accent. "I am here in the hopes of finding help, and my luck is here in you." It's hard to understand him.
   Message 28: "I am here to be striving for completing the tests to be a great Drake Lord, but there is one thing I am never finding in 30 years of looking. I need the tooth of a Drake Lord. I cannot this find."
   Message 29: "If you can be bringing this, I will reward you well and give you no harm. This a Drake's Oath I swear." He then spreads his wings and flies off. As he goes, he shouts "Return here when it you are having. Luck to you!" Then he is gone.
   Message 30: 
   Message 31: 
   Message 32: 
   Message 33: Now that the Drake is dead, you search eagerly for treasure. Unfortunately, you find nothing but gnawed bones and shedded scales. You're out of luck.
   Message 34: This town can't have been ruins for long. You doubt it's been abandoned for more than five years or so. The giant lizards did fast work, however - they moved through, ate some things, tore everything else up, and left.
   Message 35: Bandits picked apart the rest.
   Message 36: There's nothing left here now, except for a grim warning of what the Vale will look like if the curse is left unchecked.
   Message 37: 
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   Message 99: *End of special strs
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  Section X = 1, Y = 2

   Message 0: Below School of Magery
   Message 1: Near Control Chamber
   Message 2: By School Entry
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: The alien beasts are dead, but you're afraid there's plenty more waiting for you. You have a long, hard march ahead of you.
   Message 11: You step out of the School of Magery into a long, subterranean, natural gallery. A wide stone path leads to the south, stretching far beyond sight.
   Message 12: The bits of bone, claw marks, and blood stains that dot the path at regular intervals clearly tell you that all is not calm and peaceful down here. The creatures that escaped the School had to go somewhere.
   Message 13: As you walk out, you see several of the creatures that made this area their home. They look similar to wolves, but have six legs, shaggy fur, and vicious, jagged teeth, and seem far, far fiercer.
   Message 14: The small pack that has sighted you leaps to its feet and charges toward you with long, even strides. Sadly, you have little doubt that these caves are inhabited by many more creatures just like these ...
   Message 15: 
   Message 16: 
   Message 17: As you continue south, you hear the distant, raspy howls of the alien beasts. Somehow, they have sensed the presence of new, tasty morsels, and are preparing for your advance.
   Message 18: You find a small natural spring. That sort of thing isn't unusual underground. What's odd about this fountain is that the water is glowing slightly. Whether that's because of rare mineral deposits, or some strange magical effect, you aren't sure.
   Message 19: Being adventurers, of course, you're strongly tempted to drink the stuff. It doesn't smell polluted, at any rate.
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   Message 24: The water is amazingly fresh and invigorating. Drinking it makes you feel ready to take on a thousand alien beasts! You bend down to drink more, but are saddened to find that the glow is faded.
   Message 25: You've drained the magic for now. You'll have to find future healing elsewhere.
   Message 26: You find a small natural spring. That sort of thing isn't unusual underground. What's odd about this fountain is that the water is glowing slightly. Whether that's because of unusual mineral deposits, or some strange magical effect, you aren't sure.
   Message 27: The light has an odd, sickly green tinge to it. It isn't very reassuring or appetizing, but, being adventurers, you're still tempted to drink some of it.
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   Message 32: Out of curiosity, you toss a pebble over the edge of this natural bridge to see how long it takes to hit the ground. You wait, and wait, and wait. Then you back away from the edge. It's obviously quite a drop.
   Message 33: You stumble upon a pack of the strange beasts, drinking deep from this icy cavern pool. It doesn't take them long to decide that they'd like some meat to go with their drink.
   Message 34: *
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   Message 99: *End of special strs
   Message 100: MAIN CONTROL - 3 mi. south
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  Section X = 2, Y = 0

   Message 0: Northeastern Vale
   Message 1: River Headwaters
   Message 2: Near Round Hill
   Message 3: Ghoulish Valley
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: As you walk along the river, you find a small, comfortable beach. The river flows to the south, and the water flowing by looks very tempting. Do you drink some?
   Message 11: 
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   Message 16: You kneel down and drink the water. It tastes incredibly unpleasant and acrid, and your tongue and lips burn as you sip it. At first, it seems like the stuff isn't having any other effect. Than you start to feel ill ...
   Message 17: As you walk along the river, you find a small, comfortable beach. The river flows by to the southwest, and the water flowing by looks very tempting. Do you drink some?
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   Message 23: The water is very pleasant. It's cool and refreshing, so much so that it's hard to believe that the Vale has been having any troubles at all.
   Message 24: You walk up a remote pathway, leading up and away from the river headwaters. As you climb, you notice a chill forming in the air. You pass stones covered with strange markings, worn and unreadable.
   Message 25: You pull the crypt open and hear a thin, hideous moaning coming from inside. You try to push the stone back into place, but you aren't fast enough. Undead creatures come shambling out ...
   Message 26: At the end of the path you find, worn away by recent rains, a crypt door. It's a stone slab, rolled over a tunnel into the hillside. With a little effort, you could easily work your way inside.
   Message 27: 
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   Message 32: At the end of the path you find, worn away by recent rains, a crypt door. It's a stone slab, rolled over a tunnel into the hillside. With a little effort, you could easily work your way inside.
   Message 33: 
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   Message 37: 
   Message 38: At the end of the path you find, worn away by recent rains, a crypt door. It's a stone slab, rolled over a tunnel into the hillside. With a little effort, you could easily work your way inside.
   Message 39: 
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   Message 44: The undead finally put to rest, you are free to search their crypt. Fortunately, the creatures were buried with a variety of trinkets. You leave mildly richer.
   Message 45: You wouldn't have noticed it if you weren't right on top of it. For reasons unknown, someone left a small buckler here, barely concealed behind a large rock.
   Message 46: Finders keepers, losers weepers ...
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   Message 51: Interesting. Someone left a skull balanced on a rock here, for no reason you can determine.
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   Message 57: As you walk along this path, you notice that a bit of the river splits off into a smaller channel, which then flows under the hill to the south, You wonder where the water goes.
   Message 58: *
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   Message 99: *End of special strs
   Message 100: Ford River Here|Watch your step!
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  Section X = 2, Y = 1

   Message 0: Near Sweetgrove
   Message 1: By Sweetgrove
   Message 2: Pitted Stone Bridge
   Message 3: Farmland
   Message 4: Farmland
   Message 5: Narrow Valley
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: It looks like someone was camped here recently. Whoever they were, they cleaned up well when they left.
   Message 11: You find an empty farmhouse, surrounded by twisted and dying crops. The untended rows of corn around the house look like they've been rotting from the bottom up.
   Message 12: Some plots of corn have moldered entirely away, decomposing into a thick layer of odorous, diseased goo. The smell is hideous.
   Message 13: On the door of the farmhouse, you find a simple note: "Help yourself to the farm. And may the Gods help you if you take it."
   Message 14: Finding nothing of value, you leave.
   Message 15: 
   Message 16: 
   Message 17: This is quite an anomaly for Skylark Vale: a functioning farm. Smoke spirals up from the chimney, and the farmhouse is defiantly cheery in the face of the sickly crops all around it.
   Message 18: Go knock on the door?
   Message 19: 
   Message 20: 
   Message 21: 
   Message 22: 
   Message 23: You walk away, reassured that at least a few things in this valley haven't been given up for dead.
   Message 24: You knock on the door, and, after a long pause, it is answered by a huge, deeply tanned man. He looks you over, and lowers the heavy crossbow he held pointed at you.
   Message 25: He introduces himself as Cole and invites you in for bowls of stew and conversation. You talk for a while. He tells you horror stories of happenings in the valley, and you share news of the rest of the world.
   Message 26: After a time, he says "By the way, this farm is rather sick. The way I make a little extra is by selling supplies on the side. Interested?"
   Message 27: 
   Message 28: 
   Message 29: 
   Message 30: Cole's Supplies
   Message 31: Ever since you entered the Vale, you've detected this strange, bitter smell. Now, walking over this bridge, it becomes stronger, so strong you feel nauseous and faint.
   Message 32: Looking down, you realize where it must be coming from: the water! The smell coming up from the river burns your nose and makes your eyes water.
   Message 33: You hike through the stone circle, and find you're surrounded by bushes of wild strawberries. They look sickly, but still edible. Pick some?
   Message 34: 
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   Message 38: 
   Message 39: You see cooking fires at the head of the valley, and approach cautiously. A quick scout ahead confirms your suspicions. A band of bandits are camped up here, counting up loot stolen from the beleaguered people of Skylark Vale.
   Message 40: Of course, you could always attack and teach them a good lesson. They look tough, but you would have the advantage of surprise. And, of course, you would be on the side of goodness, which always helps.
   Message 41: 
   Message 42: 
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   Message 44: 
   Message 45: You're in luck! You charge the bandits, and they draw their weapons and attack you! You will be able to fight a glorious battle for the forces of goodness after all.
   Message 46: You back away nervously. Evil will just have to be vanquished another day.
   Message 47: You search the brigand camp, and find gold and food, and some nice arrows to boot! This is your lucky day!
   Message 48: A patrol of soldiers approaches, and, deciding you don't look too much like bandits, wander off.
   Message 49: You can't help but notice that it's pretty hot.
   Message 50: *
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   Message 99: *End of special strs
   Message 100: Fort Talrus - 30 miles south|Blinlock - 45 miles northwest
   Message 101: 
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   Message 107: 

  Section X = 2, Y = 2

   Message 0: Valley Entry
   Message 1: Rectangle 1
   Message 2: Rectangle 2
   Message 3: Rectangle 3
   Message 4: Rectangle 4
   Message 5: Rectangle 5
   Message 6: Rectangle 6
   Message 7: Rectangle 7
   Message 8: Rectangle 8
   Message 9: Comment
   Message 10: You are approached by a patrol of guards, out hunting for wolves (and worse). They look underfed and bedraggled - they fit in well with the rest of the valley. After talking with you briefly, they depart.
   Message 11: At the end of the valley, you find a small cave. Investigating, you discover the body of a soldier hidden in the back. Your best guess: he was trying to hide from wolves, but didn't quite hide well enough.
   Message 12: Off to one side of the cave, away from the grisly remains, you find a broadsword. It's pretty morbid, but, heck, he isn't using it anymore.
   Message 13: 
   Message 14: 
   Message 15: 
   Message 16: 
   Message 17: Traveling down this isolated valley may have been a mistake. You hear the harsh howls of wolves and the alien battle cries of goblins. A hunting pack has spotted you, and is closing in for the kill.
   Message 18: The battle won, you search the corpses of your victims. On the body of the goblin leader, you find a modest reward: a small sack of silver coins.
   Message 19: For the first time, you look out over Skylark Vale. It's hard not to be shocked by what you see.
   Message 20: It looks like the life itself has been slowly, painstakingly, inexorably drained out of the land. The trees are withered, the grass is shot through with streaks of gray, and the smell of decay rises from the earth.
   Message 21: To the north, you see a slow flowing river wind through patches of fen and stands of stunted trees. No birds circle overhead, and no squirrels climb the trees.
   Message 22: Something is wrong here. Terribly, terribly wrong.
   Message 23: 
   Message 24: 
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   Message 99: *End of special strs
   Message 100: Welcome to Skylark Vale|  Sweetgrove - 25 mi. north
   Message 101: WARNING - Skylark Vale is designated an Unhealthy Zone|  Take precautions|  Empire Order D-UZ-DL34420
   Message 102: 
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Town Text:


  Town = 0: Fort Talrus

  Town Messages:
  Message 0: Fort Talrus
  Message 1: Abandoned Barracks
  Message 2: Commander's Office
  Message 3: Guest Quarters
  Message 4: Storeroom
  Message 5: Dining Hall
  Message 6: Somewhat Used Barracks
  Message 7: Rat lair
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This is your room, a haven thoughtfully provided by the commander of Fort Talrus. It's dusty, but reasonable.
  Message 21: If you wish, you can take a quick rest before journeying onward.
  Message 22: 
  Message 23: 
  Message 24: 
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  Message 26: You squeeze into the narrow bunks and sleep (somewhat) comfortably. Soon, you're rested, healed, and ready to resume your lives of adventure, danger, and romance.
  Message 27: You leave your quarters, keeping an eye open for the office of Commander Terrance. As you leave, you notice a note which someone has rolled up and tucked between the doorknob and door jamb.
  Message 28: It reads: "Feel free to leave your excess items in your chambers. We'll keep them safe. - T."
  Message 29: You smell decay and hear squeaking. Your keen adventurer's senses are telling you that perhaps something unpleasant has taken up residence back here, away from the soldiers.
  Message 30: Empire forts are legendary for their cleanliness, efficiency, and ritual attention to order. Why, then, is this room clearly disused? For that matter, why hasn't anyone even bothered to clean up the cobwebs?
  Message 31: The commander clearly doesn't want anyone going through his things. The trap is easy to find. Disarming it may be another matter.
  Message 32: You stare out through the gate at the land beyond. The plants beyond the Vale are healthy, the animals content. You can't help but be tempted by the chance to escape, to leave this place of death and never return.
  Message 33: Do you wish to leave the scenario?
  Message 34: 
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  Message 38: You step through the gate and away from the fortress. You feel disappointed that you weren't able to reap the rewards and fame saving the valley would provide.
  Message 39: On the other hand, you're safe, and you're alive as well. It's not the happiest possible ending, but it's an ending you can walk away from.|  The End
  Message 40: *
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  Message 120: Commander's Office|Cmd. Terrance, Acting Officer
  Message 121: Empire Liaison |(On a note pinned underneath)|Currently Vacant
  Message 122: Emergency Water Supply|Keep Clean!
  Message 123: Storeroom
  Message 124: Auxiliary Storage|No entry!
  Message 125: Dining Hall
  Message 126: 
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  TownDialogue:
  Personality 0 name: Cmd. Terrance
  Personality 0 confused: He looks confused.
  Personality 0 look    : You meet the commander for Fort Talrus. He looks like he was once a dashing, razor sharp soldier of the sort the Empire prides itself on. What ground him down into the weary bureaucrat you see before you you can only guess at.
  Personality 0 ask name: He doesn't get up to introduce himself. He simply says, in a weary voice, "I am Terrance, commander of Fort Talrus."
  Personality 0 ask job : "I run Fort Talrus. Or I do so as well as I am allowed."
  Personality 1 name: Maria
  Personality 1 confused: 
  Personality 1 look    : This woman looks like she's enjoyed a life of good health and ceaseless vigor. However, something is clearly chipping away at the edges of her vitality, and she isn't at all happy about it.
  Personality 1 ask name: "I'm Maria. Welcome to my kitchen, honey. What can I do for you?"
  Personality 1 ask job : "I cook for the troops, and do what I can for the unfortunates who need help."
  Personality 2 name: Penelope
  Personality 2 confused: 
  Personality 2 look    : This woman has clearly spent a lot of time out in the sun, and a lot of time working with dirt. A trowel hangs from her belt.
  Personality 2 ask name: "I am Penelope. Greetings."
  Personality 2 ask job : "Well, I grow crops at the fort. It's sort of an unusual arrangement."
  Personality 3 name: Avizo
  Personality 3 confused: He coughs.
  Personality 3 look    : You meet a young magician, dressed in traveling clothes. However, you doubt he'll be doing any traveling any time soon. He is clearly quite ill. He doesn't look like he wants to talk with you.
  Personality 3 ask name: He coughs, and gasps slightly. "I'm Avizo."
  Personality 3 ask job : "I am trying to flee the Vale. What is it to you?"
  Personality 4 name: Unused
  Personality 4 confused: 
  Personality 4 look    : 
  Personality 4 ask name: 
  Personality 4 ask job : 
  Personality 5 name: Unused
  Personality 5 confused: 
  Personality 5 look    : 
  Personality 5 ask name: 
  Personality 5 ask job : 
  Personality 6 name: Unused
  Personality 6 confused: 
  Personality 6 look    : 
  Personality 6 ask name: 
  Personality 6 ask job : 
  Personality 7 name: Unused
  Personality 7 confused: 
  Personality 7 look    : 
  Personality 7 ask name: 
  Personality 7 ask job : 
  Personality 8 name: Unused
  Personality 8 confused: 
  Personality 8 look    : 
  Personality 8 ask name: 
  Personality 8 ask job : 
  Personality 9 name: Unused
  Personality 9 confused: 
  Personality 9 look    : 
  Personality 9 ask name: 
  Personality 9 ask job : 
  Node 0 person  : 0- Cmd. Terrance
  Node 0 keywords: fort terr
  Node 0 type    : 0
  Node 0 text0   : For a moment, you see the flickers of fury in his eyes. His loss of composure only lasts a moment. "Fort Talrus, proud defender of Skylark Vale." His voice drips with irony.
  Node 0 text1   : 
  Node 1 person  : 0- Cmd. Terrance
  Node 1 keywords: skyl vale
  Node 1 type    : 0
  Node 1 text0   : "Just look outside. Look at the valley. See how well we protected it. The disaster started years ago. Yet, despite my pleas, you're the first help we've received."
  Node 1 text1   : 
  Node 2 person  : 0- Cmd. Terrance
  Node 2 keywords: help allo
  Node 2 type    : 0
  Node 2 text0   : "You are the first, the only help the Empire has deigned to send us since the disaster began. And forgive me, but I strongly doubt you're sufficient for the task."
  Node 2 text1   : 
  Node 3 person  : 0- Cmd. Terrance
  Node 3 keywords: doub suff
  Node 3 type    : 0
  Node 3 text0   : "The disaster is of such a magnitude, I doubt a few scrubs such as yourself can handle it. However, you are help, and I won't waste you. I will assist you as best I can."
  Node 3 text1   : 
  Node 4 person  : 0- Cmd. Terrance
  Node 4 keywords: wast assi
  Node 4 type    : 0
  Node 4 text0   : "Needless to say, we are granted few supplies. The Empire sends little to a 'Peaceful Area' such as this one." He clearly only keeps from shouting with great difficulty. "However, anything in the main storeroom you'd like you're welcome to."
  Node 4 text1   : "Also, rest in your room whenever you want. Finally, I know where you can get more information."
  Node 5 person  : 0- Cmd. Terrance
  Node 5 keywords: scru xxxx
  Node 5 type    : 0
  Node 5 text0   : It means amateur, or inexperienced soldier. Not a strong insult, but not terribly friendly either.
  Node 5 text1   : 
  Node 6 person  : 0- Cmd. Terrance
  Node 6 keywords: disa xxxx
  Node 6 type    : 0
  Node 6 text0   : "It started six years ago. Slowly at first, barely noticeable. A bitter taste in the water. Then the taste got worse, like poison. Then the illness began."
  Node 6 text1   : 
  Node 7 person  : 0- Cmd. Terrance
  Node 7 keywords: illn xxxx
  Node 7 type    : 0
  Node 7 text0   : "Actually, we've been spared it up here, unlike the valley below. The animals have sickened. The adults felt constantly ill. The worst fate, however, fell on the children."
  Node 7 text1   : 
  Node 8 person  : 0- Cmd. Terrance
  Node 8 keywords: fate chil
  Node 8 type    : 0
  Node 8 text0   : He shakes his head, sadly. "They got sick. They died. Most of them, anyway. Everyone started moving away. Those who didn't, well, they're fools. And that's the story. Not much more assistance I can give you."
  Node 8 text1   : 
  Node 9 person  : 0- Cmd. Terrance
  Node 9 keywords: stor info
  Node 9 type    : 0
  Node 9 text0   : "Mayor Crouch, in Sweetgrove, to the north. She knows pretty much everyone in the Vale. Someone might have a clue to what caused the disaster. I can only hope so."
  Node 9 text1   : 
  Node 10 person  : 3- Avizo
  Node 10 keywords: coug gasp
  Node 10 type    : 0
  Node 10 text0   : His wheezes have a distinctly tubercular sound to them.
  Node 10 text1   : 
  Node 11 person  : 3- Avizo
  Node 11 keywords: flee vale
  Node 11 type    : 0
  Node 11 text0   : "Leaving Skylark Vale. How could anyone stay?"
  Node 11 text1   : 
  Node 12 person  : 3- Avizo
  Node 12 keywords: grea valu
  Node 12 type    : 25
  Node 12 text0   : He doesn't care to talk about it. His eyes start to tear up, and he bows his head and turns away.
  Node 12 text1   : 
  Node 13 person  : 3- Avizo
  Node 13 keywords: rune ston
  Node 13 type    : 0
  Node 13 text0   : His eyes widen. "Why do you wish to know of that? I had thought all thought my quest was futile."
  Node 13 text1   : 
  Node 14 person  : 3- Avizo
  Node 14 keywords: ques futi
  Node 14 type    : 0
  Node 14 text0   : He is wracked by a coughing spasm. When he straightens up again, his lips are flecked with red. "I'm not doing well. Someone should know. There are caves north of Sweetgrove. I was trying to explore them."
  Node 14 text1   : 
  Node 15 person  : 3- Avizo
  Node 15 keywords: swee xxxx
  Node 15 type    : 0
  Node 15 text0   : "Town. North of here. Living hell."
  Node 15 text1   : 
  Node 16 person  : 3- Avizo
  Node 16 keywords: cave expl
  Node 16 type    : 0
  Node 16 text0   : "A lot of people know about them, but nobody really knows why they're there. There are locked doors there. Some people think mages lived there, or something. Anyway, I started to think they might have something to do with the curse."
  Node 16 text1   : "So, I tried to open one of the doors."
  Node 17 person  : 3- Avizo
  Node 17 keywords: curs xxxx
  Node 17 type    : 0
  Node 17 text0   : "The valley's affliction. Why wouldn't the caves have something to do with it? After all, the illnesses came out of nowhere. Might not the cause be similarly bizarre?"
  Node 17 text1   : 
  Node 18 person  : 3- Avizo
  Node 18 keywords: open door
  Node 18 type    : 0
  Node 18 text0   : "I searched them, and found a round stone. It had runes on it, and matched a depression on one of the doors. I put the stone in, and it glowed briefly, but nothing else happened. It terrified me, so I fled."
  Node 18 text1   : He sighs. "Then I got sick. No more exploring for me. I stored the object back in Sweetgrove."
  Node 19 person  : 3- Avizo
  Node 19 keywords: stor obje
  Node 19 type    : 0
  Node 19 text0   : "Go to Sweetgrove. It's in Avizo's Supplies. I was leaving as fast as I could - the stone got left behind. I think it rolled behind one of my plants."
  Node 19 text1   : He shakes his head. "I should have left much sooner. Now I've lost everything."
  Node 20 person  : 3- Avizo
  Node 20 keywords: lost ever
  Node 20 type    : 0
  Node 20 text0   : He suddenly bursts into tears. Whatever he just remembered, he doesn't want to discuss it. He turns away.
  Node 20 text1   : 
  Node 21 person  : 1- Maria
  Node 21 keywords: troo xxxx
  Node 21 type    : 0
  Node 21 text0   : "There are still some soldiers here, though they feel pretty useless, poor lambs. What assails this valley, steel can't defeat."
  Node 21 text1   : 
  Node 22 person  : 1- Maria
  Node 22 keywords: unfo help
  Node 22 type    : 0
  Node 22 text0   : "There are two types of crops in the Skylark Vale: meager and dead. Though it's against the rules, those worst off sometimes come up here so I can feed them some of the Empire rations."
  Node 22 text1   : 
  Node 23 person  : 1- Maria
  Node 23 keywords: assa vall
  Node 23 type    : 0
  Node 23 text0   : The look on her face is balanced evenly between pity and fear. "No need to ask me. Just go into Sweetgrove and look around. It'll break your heart."
  Node 23 text1   : 
  Node 24 person  : 1- Maria
  Node 24 keywords: meag dead
  Node 24 type    : 0
  Node 24 text0   : "Dead's more common."
  Node 24 text1   : 
  Node 25 person  : 1- Maria
  Node 25 keywords: empi rati
  Node 25 type    : 0
  Node 25 text0   : "The Empire has saved many lives." She frowns. "Against its will."
  Node 25 text1   : 
  Node 26 person  : 1- Maria
  Node 26 keywords: skyl vale
  Node 26 type    : 0
  Node 26 text0   : "The Vale has three towns in it. People from all of them have come for our help. There's Sweetgrove, Blinlock, and Marralis."
  Node 26 text1   : 
  Node 27 person  : 1- Maria
  Node 27 keywords: swee xxxx
  Node 27 type    : 0
  Node 27 text0   : "Just north of here. The largest town in the Vale."
  Node 27 text1   : 
  Node 28 person  : 1- Maria
  Node 28 keywords: blin xxxx
  Node 28 type    : 0
  Node 28 text0   : "It's a mining town to the northwest."
  Node 28 text1   : 
  Node 29 person  : 1- Maria
  Node 29 keywords: marr xxxx
  Node 29 type    : 0
  Node 29 text0   : "That's the worst case. It was a thriving farming village, well downriver to the west. Now?" She shakes her head sadly. "Awful. It's just awful."
  Node 29 text1   : 
  Node 30 person  : 2- Penelope
  Node 30 keywords: grow crop
  Node 30 type    : 0
  Node 30 text0   : She shrugs and picks dirt out from under her fingernails. "It's pretty unusual, I know, for an Empire fort to have a live-in farmer. The curse has caused some arrangements to be made."
  Node 30 text1   : 
  Node 31 person  : 2- Penelope
  Node 31 keywords: unus arra
  Node 31 type    : 0
  Node 31 text0   : "This is one of the few areas around unaffected by the curse. Or at least, not that affected. We grow some crops here, to help out the unfortunates below."
  Node 31 text1   : 
  Node 32 person  : 2- Penelope
  Node 32 keywords: curs unfo
  Node 32 type    : 0
  Node 32 text0   : "Commander Terrance will probably want to speak to you about it, but all you really need to know you can find out by drinking the river water. That was the first thing that went wrong."
  Node 32 text1   : 
  Node 33 person  : 2- Penelope
  Node 33 keywords: comm terr
  Node 33 type    : 0
  Node 33 text0   : "He's in the office in the southwest corner." She looks sad. "It's a shame ... he blames himself a lot for being unable to deal with the curse. It's really worn him down."
  Node 33 text1   : 
  Node 34 person  : 2- Penelope
  Node 34 keywords: rive wate
  Node 34 type    : 0
  Node 34 text0   : "It burns. It makes your tongue feel like it's been out in the sun for hours. That's why I grow crops here ... they get rain water, not river water."
  Node 34 text1   : 
  Node 35 person  : 2- Penelope
  Node 35 keywords: went wron
  Node 35 type    : 0
  Node 35 text0   : "It all started five or six years ago. Terrance will tell you more."
  Node 35 text1   : 
  Node 36 person  : 3- Avizo
  Node 36 keywords: anyo stay
  Node 36 type    : 0
  Node 36 text0   : "It's just too dangerous. And I had to leave things of great value behind, as well." This clearly upsets him.
  Node 36 text1   : 

  Town = 1: Sweetgrove

  Town Messages:
  Message 0: Sweetgrove
  Message 1: Abandoned Silo
  Message 2: McKean's Inn
  Message 3: Home of Axel the Sage
  Message 4: Sweetgrove Bazaar
  Message 5: Abandoned Shop
  Message 6: Armory
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: This old silo has been abandoned by everyone except the rats.
  Message 21: You try to take one of the books on the shelf. When you do, sparks leap out and burn your fingers. Irritated, you back away. At least there could be a warning sign!
  Message 22: This home was clearly abandoned in some haste. Some of the owner's possessions are scattered about, left behind in a frenzied effort to escape the Vale.
  Message 23: You find the pitiful debris of another person's dreams. Before it was abandoned, this was clearly a very handsome shop. Now it's just another empty building, filled with dust.
  Message 24: Something is different about this shop, however. There's a strange energy in the air, and your hair stands on end a little. There's something peculiar going on here.
  Message 25: The runes on the floor are glowing gently. It must be a magical trap. These are intensely difficult to disarm ... you can only hope it's not too powerful.
  Message 26: On a hunch, you dig a little in the dry, cracked dirt in the pot. Your efforts are soon rewarded. You unearth a small sphere. It's polished black stone, about four inches in diameter.
  Message 27: As you hold it, your hand begins to tingle. Whatever this thing is, it's quite a powerful little magic item. Of course, it could be incredibly dangerous, but that hardly seems a reason not to take it with you ...
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: You pocket the stone sphere. You can only hope that it makes itself useful eventually ...
  Message 33: You tell Mayor Crouch of the barrels of poison leaking underground. Shocked, she falls back into her chair, speechless. She shakes her head for several long minutes.
  Message 34: Then she says, "Thank you. I beg you, do what you can to remove the poison. I don't know how, but I'm sure you can find a way."
  Message 35: When you tell Mayor Crouch how you managed to enter the old School of Magery, she looks disturbed. "Why are you going there? There is a crisis! There is no time for tourism!"
  Message 36: "Please, return when you have good news to report."
  Message 37: You arrive at the city of Sweetgrove, largest settlement in Skylark Vale. On the surface, it's a beautiful place - several large adobe domes, poking out among stands of oak and alder.
  Message 38: When you get closer, however, you see that the beauty is only on the surface. The streets are almost empty, and the few people walking along them shuffle along weakly, as if ill. The trees are dying.
  Message 39: The curse on Skylark Vale has hit this city very hard.
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: You find yourself back in Sweetgrove, standing in front of Mayor Crouch! She is surprised, to say the least, at your appearance. She asks you what happened, and why you've just appeared here.
  Message 44: You tell her of your adventure in the school, the leaky waste barrels, and of their destruction. Her reaction surprises you. You thought she would be thrilled, but she only grows more grim as you explain the situation.
  Message 45: Finally, she says, "It is as I feared. You have done a great good deed. But we will not be the beneficiaries. Our masters, the Empire, have poisoned our Vale, and it will be many years before the poisons are leached away."
  Message 46: "The poison in the water and the dirt will stay there for some time. The only hope for us, here, today, is to leave before it kills us all."
  Message 47: 
  Message 48: 
  Message 49: "Please do not think me ungrateful." She sends for an aide, and you are given a large sack of gold coins. "Simply letting us know the dimensions of the problem was an incredible service. Now we can escape with our lives."
  Message 50: "In addition, you saved many more lives, I am sure, by removing the problem's source. The Vale's woes will not now spread to other locales. For this we are infinitely grateful."
  Message 51: "Thank you again for your help." She returns to his desk. "Now the work of survival begins."
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: In the weeks that followed, the Vale was evacuated. The Empire, uncharacteristically, tried to give some compensation, but nothing could make up for what these people have lost.
  Message 56: You are rewarded, of course, with the gold you have received, plenty of hard experience, and the promise of jobs to come. It's a bittersweet victory.
  Message 57: As you leave the Vale for the last time, you look back. It remains a grim place, lacking green plants and birdsong. You console yourselves with the fact that while animals and fish will still die here, humans will not.
  Message 58: In the next few years, things turn out to be not as bad as they seemed. The magic which created the sickness also serves, with great difficulty, to cure it as well. Empire wizards purge the soil of its poisons, and destroy the school and its contents.
  Message 59: The Vale never again regains its legendary richness and beauty, but it does become safe and productive again. And finally, one day, the people of Skylark Vale return to reclaim their home.
  Message 60: THE END
  Message 61: *
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  Message 120: Sweetgrove Bazaar
  Message 121: Axel the Sage|All seekers of knowledge welcome.
  Message 122: McKean's Inn|Good booze, Cheap eats|VACANCY
  Message 123: (The sign is cracked and faded. You can only make out one word: 'Avizo')
  Message 124: BRISTOW|Fine steelwork
  Message 125: 
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  TownDialogue:
  Personality 10 name: McKean
  Personality 10 confused: He shrugs and wipes the bar.
  Personality 10 look    : No city in the Empire is complete without an innkeeper, and Sweetgrove is no exception. The tired looking man behind the counter looks very relieved to see customers come in.
  Personality 10 ask name: He grabs a rag and cleans up the bar a bit. "I'm McKean. Good to see visitors!"
  Personality 10 ask job : "Can't you tell?" He waves at the bar. "Business is slow, but I'll give you good service, cheap. We got a pleasant room for 5 gold, a good selection of rations, and even fine Sweetgrove beer for 2 gold a mug!"
  Personality 11 name: Mayor Crouch
  Personality 11 confused: She shakes her head.
  Personality 11 look    : You meet the Mayor of Sweetgrove, up to her neck in paperwork, reports, and accounts of the curse sweeping the Vale. She looks very pleased to see you.
  Personality 11 ask name: She stands to shake you hand. "I am Mayor Crouch."
  Personality 11 ask job : "I am the chief Empire Liaison for Sweetgrove, and for most of Skylark Vale as well. The details are unimportant. I simply wish to put as many of my resources at your disposal as possible."
  Personality 12 name: Bristow
  Personality 12 confused: 
  Personality 12 look    : Like all farming communities, Sweetgrove has a blacksmith. He moves through the smithy slowly and painfully, as if bent down by some invisible weight.
  Personality 12 ask name: He looks at you intently, but his eyes don't seem to be registering what he sees. He finally says, in a flat voice, "I'm Bristow."
  Personality 12 ask job : His voice is dry and flat. "I've heard of you. You're trying to cure the curse. I'll help. You can sell me supplies. You can purchase weapons and armor at discount as well."
  Personality 13 name: Axel
  Personality 13 confused: He raises an eyebrow.
  Personality 13 look    : A small man sits before you, staring intently into a crystal. The stone is on the floor in front of him, in the middle of a runic circle. As you approach, he looks up from it.
  Personality 13 ask name: He nods in greeting. "I am Axel, sage of Sweetgrove."
  Personality 13 ask job : "I know of your coming, adventurers. Alas, the most I can offer to help you is identification. My research is probably of little interest to you."
  Personality 14 name: Hamer
  Personality 14 confused: She looks serene.
  Personality 14 look    : The town healer sits at her desk, depressed. She is currently grinding up some healing herbs, in another attempt to cure the diseases afflicting the Vale. Frustrated, she looks up at you.
  Personality 14 ask name: "I am Hamer, town healer of Sweetgrove."
  Personality 14 ask job : "I heal people. Or, at least, those who I am capable of aiding."
  Personality 15 name: Karen
  Personality 15 confused: She doesn't listen.
  Personality 15 look    : This alchemist is cloaked not only in a mage's robe, but in the impenetrable armor of undiluted arrogance. As uninterested as she is in spending some of her valuable time dealing with you, she deigns to give you a little bit of attention.
  Personality 15 ask name: "I am Karen, Sweetgrove's alchemist."
  Personality 15 ask job : "I am one of the few true seekers of knowledge in Skylark Vale. To fund my arcane researches, I produce scrolls and potions to sell to doomed adventurers."
  Personality 16 name: Jenette
  Personality 16 confused: She looks up at you shyly.
  Personality 16 look    : This sickly girl would make an effective poster child for the ills afflicting Skylark Vale. She looks to be about eight, but struggles along like a woman ten times older.
  Personality 16 ask name: She shys away from you. "I'm Jenette," she says in a quiet voice.
  Personality 16 ask job : She giggles. "I play, silly!"
  Personality 17 name: Levitz
  Personality 17 confused: He looks nervous.
  Personality 17 look    : A small boy, maybe about five, sits by the lake. You have to make an effort to hide your shocked expressions - his skin is almost gray!
  Personality 17 ask name: Nervousness and shyness combat his curiousity about who you are. Eventually, curiosity wins. "Levitz."
  Personality 17 ask job : He reaches out to touch the lake water, and then pulls his fingers back, as if the water burns. "I wait here."
  Personality 18 name: Bruning
  Personality 18 confused: He sips some beer.
  Personality 18 look    : A lone man sits alone at the table, longbow near to hand. He is dividing his time between taking sips of beer and recoiling in disgust at the beer's taste.
  Personality 18 ask name: He motions for you to join him. "I'm Bruning."
  Personality 18 ask job : He sips his beer, gagging mildly. "I'm here for some bounty hunting. If you must know."
  Personality 19 name: Lillian
  Personality 19 confused: 
  Personality 19 look    : You meet a soldier of the Empire army. She is in the middle of some exercises. You watch her smooth, sharp movements with admiration. After a while, she turns too you.
  Personality 19 ask name: "I am Captain Lillian, head of the Sweetgrove guard."
  Personality 19 ask job : "Well, I spend some time running the town guard. However, I'm also forced to do some teaching."
  Node 0 person  : 10- McKean
  Node 0 keywords: busi slow
  Node 0 type    : 0
  Node 0 text0   : "Nobody wants to come here anymore. Can't blame them."
  Node 0 text1   : 
  Node 1 person  : 10- McKean
  Node 1 keywords: plea room
  Node 1 type    : 3
  Node 1 text0   : He shows you to a dusty room. It clearly hasn't been used for a few weeks. You sleep poorly.
  Node 1 text1   : He shakes his head. "Times are hard. If you have no gold, you can't stay."
  Node 2 person  : 10- McKean
  Node 2 keywords: sele rati
  Node 2 type    : 7
  Node 2 text0   : McKean's Rations
  Node 2 text1   : 
  Node 3 person  : 10- McKean
  Node 3 keywords: swee beer
  Node 3 type    : 18
  Node 3 text0   : He fills some tankards and hands them to you. The beer tastes like the inside of a well-used boot. Your mouth burns, and your eyes water. McKean looks at you with sympathy. "Yeah, that's been a serious problem."
  Node 3 text1   : "Times are tough. No gold, no beer."
  Node 4 person  : 10- McKean
  Node 4 keywords: seri prob
  Node 4 type    : 0
  Node 4 text0   : "It's the water, you see. When the curse appeared, the water turned bad. It was one of the first things to go. No good water, no good beer." He thinks, and adds brightly, "But it'll still get you drunk!"
  Node 4 text1   : 
  Node 5 person  : 11- Mayor Crouch
  Node 5 keywords: empi liai
  Node 5 type    : 0
  Node 5 text0   : "I report back to the Empire goings on here, implement their commands, and in general facilitate goings on here." She frowns. "Alas, they have not aided me as they should have."
  Node 5 text1   : 
  Node 6 person  : 11- Mayor Crouch
  Node 6 keywords: aide shou
  Node 6 type    : 0
  Node 6 text0   : "Bureaucratic maneuvering," she snaps angrily. "I reported the problems years ago, but it took all this time to wind up through channels to someone who could make a decision."
  Node 6 text1   : "You are the first response to this crisis we've received. I pray to the Heavens you can help, because if you can't, many more will die."
  Node 7 person  : 11- Mayor Crouch
  Node 7 keywords: swee xxxx
  Node 7 type    : 0
  Node 7 text0   : "This was a beautiful city, the jewel of Skylark Vale."
  Node 7 text1   : 
  Node 8 person  : 11- Mayor Crouch
  Node 8 keywords: skyl vale
  Node 8 type    : 0
  Node 8 text0   : She shakes her head miserably. "Skylark Vale was one of the most beautiful, productive areas for hundreds of miles around. Once, the wizards here were famed throughout the Empire. Now, look what the curse has reduced us to."
  Node 8 text1   : 
  Node 9 person  : 11- Mayor Crouch
  Node 9 keywords: empi xxxx
  Node 9 type    : 0
  Node 9 text0   : She adds nervously, "Of course, despite my minor problems, the Empire's power and wisdom is a constant inspiration to me."
  Node 9 text1   : 
  Node 10 person  : 11- Mayor Crouch
  Node 10 keywords: deta unim
  Node 10 type    : 0
  Node 10 text0   : She waves silently at the massive piles of papers and forms on her desk.
  Node 10 text1   : 
  Node 11 person  : 11- Mayor Crouch
  Node 11 keywords: reso disp
  Node 11 type    : 0
  Node 11 text0   : "I doubt there is a person in the Vale who will not tell you all they can to aid your investigation. Whatever happens, the curse must be ended."
  Node 11 text1   : "In return, please occasionally report your progress to me. I would greatly appreciate it."
  Node 12 person  : 11- Mayor Crouch
  Node 12 keywords: curs cris
  Node 12 type    : 0
  Node 12 text0   : "It all started five or six years ago. First, the water turned bitter, choking those who drank it. Then the plants and animals began to go, and diseases swept through the people. Worst, though, was what happened to the children."
  Node 12 text1   : 
  Node 13 person  : 11- Mayor Crouch
  Node 13 keywords: dise xxxx
  Node 13 type    : 0
  Node 13 text0   : "Strange wasting diseases, such as we had never seen before. Many of the townsfolk died. They suffered greatly. It was a long slow wasting away."
  Node 13 text1   : 
  Node 14 person  : 11- Mayor Crouch
  Node 14 keywords: chil xxxx
  Node 14 type    : 0
  Node 14 text0   : "The children were the worst affected by the diseases. Many of them, much of the new generation, were lost."
  Node 14 text1   : 
  Node 15 person  : 11- Mayor Crouch
  Node 15 keywords: wiza fame
  Node 15 type    : 0
  Node 15 text0   : "You have not heard of the old School of Magery? Not surprising. It closed about a century ago. I actually know little of it. It's Axel you should ask about that. He lives at the east end of town."
  Node 15 text1   : 
  Node 16 person  : 11- Mayor Crouch
  Node 16 keywords: scho mage
  Node 16 type    : 0
  Node 16 text0   : She looks perplexed. "I know little about it, and it hardly seems important, now, does it? The important thing is the curse."
  Node 16 text1   : 
  Node 17 person  : 11- Mayor Crouch
  Node 17 keywords: repo prog
  Node 17 type    : 29
  Node 17 text0   : You tell her what you've achieved so far. She doesn't look impressed. "Alas, the curse still continues. I wish I could applaud your efforts, but the deaths continue."
  Node 17 text1   : 
  Node 18 person  : 12- Bristow
  Node 18 keywords: purc disc
  Node 18 type    : 0
  Node 18 text0   : "Times are hard, but I'll give you what discount I can. Do you want weapons or armor?"
  Node 18 text1   : 
  Node 19 person  : 12- Bristow
  Node 19 keywords: weap xxxx
  Node 19 type    : 7
  Node 19 text0   : Bristow's Weapons
  Node 19 text1   : 
  Node 20 person  : 12- Bristow
  Node 20 keywords: armo xxxx
  Node 20 type    : 7
  Node 20 text0   : Bristow's Armor
  Node 20 text1   : 
  Node 21 person  : 12- Bristow
  Node 21 keywords: sell xxxx
  Node 21 type    : 15
  Node 21 text0   : He looks your identified items over. "Times are hard, but I'll give you the best offers I can."
  Node 21 text1   : 
  Node 22 person  : 12- Bristow
  Node 22 keywords: cure curs
  Node 22 type    : 0
  Node 22 text0   : He pauses for some time, unsure whether to open up to you. Finally, he says "You should meet my daughter."
  Node 22 text1   : 
  Node 23 person  : 12- Bristow
  Node 23 keywords: meet daug
  Node 23 type    : 0
  Node 23 text0   : "Her name is Jenette. She plays outside a lot."
  Node 23 text1   : 
  Node 24 person  : 12- Bristow
  Node 24 keywords: jene play
  Node 24 type    : 0
  Node 24 text0   : "Or at least she plays while she can. Meet her, and you'll see. Anything you can do for us, anything to help, we'd be very thankful."
  Node 24 text1   : 
  Node 25 person  : 12- Bristow
  Node 25 keywords: help than
  Node 25 type    : 0
  Node 25 text0   : He looks grim. "We're independent people. Asking for help is difficult for us. But we need it."
  Node 25 text1   : 
  Node 26 person  : 13- Axel
  Node 26 keywords: iden xxxx
  Node 26 type    : 16
  Node 26 text0   : He casts a spell and looks over your inventory. "Yes, since you have came to help us, I will give you a considerable discount. I will identify your items for 6 gold each."
  Node 26 text1   : 
  Node 27 person  : 13- Axel
  Node 27 keywords: rese inte
  Node 27 type    : 0
  Node 27 text0   : He looks surprised, as well as flattered that you asked. "Well, the main reason I came to the Vale was to learn of the School of Magery."
  Node 27 text1   : "Then, lately, I have been trying to determine the cause of the curse which has afflicted us."
  Node 28 person  : 13- Axel
  Node 28 keywords: scho mage
  Node 28 type    : 0
  Node 28 text0   : "It was a school in the Vale, which taught some of the wisest mages in the Empire. It closed a century ago, and was sealed up. It was to the north of here. You can visit it if you wish."
  Node 28 text1   : "However, you will likely have the same problems investigating I did."
  Node 29 person  : 13- Axel
  Node 29 keywords: prob inve
  Node 29 type    : 0
  Node 29 text0   : "Go up north and see for yourself. The mages who closed the place sealed it up well. I have been able to neither enter it nor find out why it was closed. Few here even know of it."
  Node 29 text1   : He thinks. "Come to think of it, there was one who lived nearby who was trying to enter as well. His name was Avizo"
  Node 30 person  : 13- Axel
  Node 30 keywords: ente aviz
  Node 30 type    : 0
  Node 30 text0   : "Avizo was a sickly man who left recently. However, he may not have made it out of the Vale yet. He was very ill." He thinks. "He told me he had found a runed stone of some sort when looking around the old school."
  Node 30 text1   : "You may wish to ask him of it if you meet him."
  Node 31 person  : 13- Axel
  Node 31 keywords: curs affl
  Node 31 type    : 0
  Node 31 text0   : "Of course, I have had absolutely no luck finding the cause of the curse. But I'm trying." He shrugs.
  Node 31 text1   : 
  Node 32 person  : 14- Hamer
  Node 32 keywords: heal peop
  Node 32 type    : 12
  Node 32 text0   : Hamer the Healer
  Node 32 text1   : 
  Node 33 person  : 14- Hamer
  Node 33 keywords: capa aidi
  Node 33 type    : 0
  Node 33 text0   : She laughs bitterly. "Perhaps I can heal you. I certainly haven't been able to help my daughters, or poor Avizo."
  Node 33 text1   : 
  Node 34 person  : 14- Hamer
  Node 34 keywords: help daug
  Node 34 type    : 0
  Node 34 text0   : "One of them was thrown into Exile. I couldn't help her. Now poor Jenette wastes away, and there is nothing I can do. I only hope my husband can forgive me for my failure."
  Node 34 text1   : 
  Node 35 person  : 14- Hamer
  Node 35 keywords: husb forg
  Node 35 type    : 0
  Node 35 text0   : She sheds an unselfconscious tear. "He says he doesn't blame me. But then, who can truly tell." She thinks. "And who could blame him."
  Node 35 text1   : 
  Node 36 person  : 14- Hamer
  Node 36 keywords: poor aviz
  Node 36 type    : 0
  Node 36 text0   : "Ah, poor Avizo, one of our town's mages. First he lost his son. The poor boy just wasted away when the curse came. Then he fell ill himself. He left us finally, but not before he went a little strange in the head."
  Node 36 text1   : 
  Node 37 person  : 14- Hamer
  Node 37 keywords: stra head
  Node 37 type    : 0
  Node 37 text0   : "He came to me saying something about some runed stone he found. He said it was sure to help solve the curse. Poor fellow. If you see him, you can ask him about it. That is, if you don't mind deluded rantings."
  Node 37 text1   : 
  Node 38 person  : 15- Karen
  Node 38 keywords: purc xxxx
  Node 38 type    : 0
  Node 38 text0   : Your denseness irritates her. "Be specific! Scrolls or potions?"
  Node 38 text1   : 
  Node 39 person  : 15- Karen
  Node 39 keywords: scro xxxx
  Node 39 type    : 7
  Node 39 text0   : Karen's Scrolls
  Node 39 text1   : 
  Node 40 person  : 15- Karen
  Node 40 keywords: poti xxxx
  Node 40 type    : 7
  Node 40 text0   : Karen's Potions
  Node 40 text1   : 
  Node 41 person  : 15- Karen
  Node 41 keywords: arca rese
  Node 41 type    : 0
  Node 41 text0   : She gives you a condescending look. She clearly feels anything technical explained to you would be a waste of time.
  Node 41 text1   : 
  Node 42 person  : 15- Karen
  Node 42 keywords: seek know
  Node 42 type    : 0
  Node 42 text0   : "My colleague Kelda, from Marralis, and I have tried to continue the tradition of the School of Magery, and use this valley as a base for all manner of magical learning."
  Node 42 text1   : 
  Node 43 person  : 15- Karen
  Node 43 keywords: scho mage
  Node 43 type    : 0
  Node 43 text0   : "It was a school in the Vale, where mages could master their arts in peace. If, for some obscure reason, you wish to learn more, speak to Axel. He lives across town."
  Node 43 text1   : 
  Node 44 person  : 16- Jenette
  Node 44 keywords: play xxxx
  Node 44 type    : 0
  Node 44 text0   : "I play!" She twirls around slowly. Her skin looks pale and gray in the sunlight. "But it's lonely."
  Node 44 text1   : 
  Node 45 person  : 16- Jenette
  Node 45 keywords: lone xxxx
  Node 45 type    : 0
  Node 45 text0   : "Most of my friends are gone. Taken away."
  Node 45 text1   : 
  Node 46 person  : 16- Jenette
  Node 46 keywords: take away
  Node 46 type    : 0
  Node 46 text0   : She looks confused. "Not around anymore. And Levitz won't play. He's hiding."
  Node 46 text1   : 
  Node 47 person  : 16- Jenette
  Node 47 keywords: levi hidi
  Node 47 type    : 25
  Node 47 text0   : Your questions are making her nervous. "He's around somewhere, but he's too small, and he's shy. He hides. I gotta' go." She tries to run away, but only manages a walk.
  Node 47 text1   : 
  Node 48 person  : 17- Levitz
  Node 48 keywords: wait here
  Node 48 type    : 0
  Node 48 text0   : You ask what he waits for. He doesn't say anything. He just stares into the water.
  Node 48 text1   : 
  Node 49 person  : 17- Levitz
  Node 49 keywords: wate burn
  Node 49 type    : 0
  Node 49 text0   : He looks up at you, then back down at the water. "I hate water. It's yucky."
  Node 49 text1   : 
  Node 50 person  : 17- Levitz
  Node 50 keywords: yuck xxxx
  Node 50 type    : 0
  Node 50 text0   : He points at the water. "Try it." You take a sip of river water. It truly tastes awful. Your eyes water. "Father doesn't like it either."
  Node 50 text1   : 
  Node 51 person  : 17- Levitz
  Node 51 keywords: fath xxxx
  Node 51 type    : 0
  Node 51 text0   : "My dad runs the inn. He makes things with the water, but doesn't like it. When he works, I come here. People don't stare here."
  Node 51 text1   : 
  Node 52 person  : 17- Levitz
  Node 52 keywords: peop star
  Node 52 type    : 0
  Node 52 text0   : The child weakly turns his gray face up to you, and you can clearly see how sick he is. "They stare at me. I don't like it."
  Node 52 text1   : 
  Node 53 person  : 18- Bruning
  Node 53 keywords: beer xxxx
  Node 53 type    : 0
  Node 53 text0   : He coughs. "I know it's not their fault, but this place has the worst beer I've ever had. Anywhere."
  Node 53 text1   : 
  Node 54 person  : 18- Bruning
  Node 54 keywords: boun hunt
  Node 54 type    : 0
  Node 54 text0   : "It's disgusting. The Vale has all sorts of problems. So what happens? All the vultures come here to roost."
  Node 54 text1   : 
  Node 55 person  : 18- Bruning
  Node 55 keywords: vult roos
  Node 55 type    : 0
  Node 55 text0   : "Bandits. There's plenty of them around. Sweetgrove pays me to help hunt them down. Tough work, and a hard place to live, but the pay is good." He sips the beer, forcing himself to swallow it only with great effort.
  Node 55 text1   : "Pity the beer isn't better."
  Node 56 person  : 19- Lillian
  Node 56 keywords: teac forc
  Node 56 type    : 0
  Node 56 text0   : "Our trainer fled the Vale. We still needed one, and I was the only person qualified, so I took over. Do you need training?"
  Node 56 text1   : 
  Node 57 person  : 19- Lillian
  Node 57 keywords: trai xxxx
  Node 57 type    : 8
  Node 57 text0   : 
  Node 57 text1   : 
  Node 58 person  : 19- Lillian
  Node 58 keywords: town guar
  Node 58 type    : 0
  Node 58 text0   : "Once the curse hit, we got another curse right behind it. Bandits. Goblins. Wolves. We became weak, and they came in. When you travel around, beware."
  Node 58 text1   : 
  Node 59 person  : 19- Lillian
  Node 59 keywords: trav bewa
  Node 59 type    : 0
  Node 59 text0   : "There's nothing bandits love more than a small group traveling alone. They'll have more victims. Just have a care that you don't number among them."
  Node 59 text1   : 

  Town = 2: Blinlock

  Town Messages:
  Message 0: Blinlock
  Message 1: Abandoned Quarters
  Message 2: Abandoned Store
  Message 3: City Hall
  Message 4: Blinlock Foundry
  Message 5: Blinlock Mines
  Message 6: Blinlock Mines
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: There must not be very much going on at the mine. The stuff in this storeroom looks like it hasn't been used in a while.
  Message 21: You enter the Blinlock Mines for the first time. It's unusually cold inside, and you detect the familiar and unwelcoming smell of decay.
  Message 22: It's hot back here!
  Message 23: With a final, confidant blow, you strike down the spirit haunting the mines. With a long, painful keen, it fades away.
  Message 24: The sinister forces haunting the mine may still return from time to time, but now that the source has been removed, it will be a much more manageable problem.
  Message 25: "Typical greedy adventurers!" He laughs. "Your reward has already been received!"
  Message 26: "Good news at last! You destroyed the evil spirit! As a reward, let me give you a piece of Blinlock's fine craftsmanship." He has an aide bring you a lovely broadsword.
  Message 27: "Thank goodness," he exclaims. "At last, some good news in this valley."
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
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  Message 82: *
  Message 83: *
  Message 84: *
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  Message 86: *
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  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
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  Message 99: *
  Message 100: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Blinlock Foundry
  Message 121: Tool Storage|Keep out!
  Message 122: BLINLOCK MINE|Currently closed
  Message 123: (Whatever was written on this sign, it's been scratched out.)
  Message 124: Valmont's Fine Weaponry
  Message 125: Hall of Records
  Message 126: CITY HALL
  Message 127: BROWN'S BAKERY|Best Bread in the Vale!
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 20 name: Kilborn
  Personality 20 confused: "Sorry, what was that?"
  Personality 20 look    : The foundry is run by a lone man with excellent hair, who seems hard pressed to keep up with the job. When he sees you, however, he immediately ceases his labors to speak with you.
  Personality 20 ask name: "I'm Kilborn. Can we make this quick? I'm looking after things by myself today."
  Personality 20 ask job : "I'm in charge of the foundry, and I have some weapons as well. But that's not the reason why I wanted to discuss things with you."
  Personality 21 name: Littleford
  Personality 21 confused: 
  Personality 21 look    : You meet a wiry, perpetually annoyed woman. She paces the streets in a profoundly aggravated state. Her clothes and fingernails show the dirt of a lifetime's mining.
  Personality 21 ask name: "Call me Littleford."
  Personality 21 ask job : "I'm a miner. Or, at least, I was."
  Personality 22 name: Brown
  Personality 22 confused: 
  Personality 22 look    : Considering all the disasters that have beset the Vale recently, Blinlock's administration seems rather laid back. He runs his fingers through his hair to make sure it's straight, and leans back in his chair to speak with you.
  Personality 22 ask name: "Just call me Brown."
  Personality 22 ask job : "Well, I'm the administrator for the mines. Compared to what the rest of the Vale has endured, I'm having an easy time of it."
  Personality 23 name: Winstead
  Personality 23 confused: She coughs.
  Personality 23 look    : This woman is clearly sick, but, fortunately, not with an affliction caused by the Vale's curse. She has a cold. She's kneading a large wad of bread dough, and almost never coughs on it.
  Personality 23 ask name: "I'm (cough) Winstead. Welcome to my shop."
  Personality 23 ask job : "I make bread. That's what I usually do, but I have all sorts of rations on top of that."
  Personality 24 name: Unger
  Personality 24 confused: "What on earth are you talking about? I'm a busy man, you know."
  Personality 24 look    : Why a traveling merchant would want to come to Skylark Vale, you have no idea. Yet, here one is, ready to sell you wares. Maybe he got lost.
  Personality 24 ask name: He pulls a massive pack off his back, opens it, and bows humbly. "I am Unger. Care to sample my wares, sir?"
  Personality 24 ask job : "I have all manner of wares which I have been carting about the Vale. You are lucky to catch me - I am often on the move."
  Personality 25 name: Unused
  Personality 25 confused: 
  Personality 25 look    : 
  Personality 25 ask name: 
  Personality 25 ask job : 
  Personality 26 name: Unused
  Personality 26 confused: 
  Personality 26 look    : 
  Personality 26 ask name: 
  Personality 26 ask job : 
  Personality 27 name: Unused
  Personality 27 confused: 
  Personality 27 look    : 
  Personality 27 ask name: 
  Personality 27 ask job : 
  Personality 28 name: Unused
  Personality 28 confused: 
  Personality 28 look    : 
  Personality 28 ask name: 
  Personality 28 ask job : 
  Personality 29 name: Unused
  Personality 29 confused: 
  Personality 29 look    : 
  Personality 29 ask name: 
  Personality 29 ask job : 
  Node 0 person  : 20- Kilborn
  Node 0 keywords: foun xxxx
  Node 0 type    : 1
  Node 0 text0   : "I have to look after it myself. Most people left when the mines closed. Not much metal to process, but it still keeps me busy."
  Node 0 text1   : "Now that the mines are open, we expect to get some workers back. Until that happens, I'm on my own."
  Node 1 person  : 20- Kilborn
  Node 1 keywords: mine clos
  Node 1 type    : 1
  Node 1 text0   : "You should talk to Brown about that, in City Hall. He's in the market for some adventurers."
  Node 1 text1   : "By the way, thanks for killing all those undead. I'm sure it was a lot of fun for you."
  Node 2 person  : 20- Kilborn
  Node 2 keywords: purc weap
  Node 2 type    : 7
  Node 2 text0   : Blinlock Foundry
  Node 2 text1   : 
  Node 3 person  : 20- Kilborn
  Node 3 keywords: disc thin
  Node 3 type    : 0
  Node 3 text0   : "You're here to remove the curse. Well, we've all suffered by it, but I've noticed something. Nobody here seems too inclined to figure out its origins."
  Node 3 text1   : 
  Node 5 person  : 20- Kilborn
  Node 5 keywords: figu orig
  Node 5 type    : 0
  Node 5 text0   : He smiles somewhat smugly. "I have thought about it. I don't have any answers, but I believe asking the right questions is an important step in solving any problem."
  Node 5 text1   : "I have five questions about the curse, which must be answered if it is to be removed."
  Node 6 person  : 20- Kilborn
  Node 6 keywords: five ques
  Node 6 type    : 0
  Node 6 text0   : "Questions about the cause, the timing, the effect, the placement, and the solution."
  Node 6 text1   : 
  Node 7 person  : 20- Kilborn
  Node 7 keywords: caus xxxx
  Node 7 type    : 0
  Node 7 text0   : "What caused the curse? The effect was so powerful and so long lasting, something very impressive must have brought it about. Why haven't we seen it?"
  Node 7 text1   : 
  Node 8 person  : 21- Littleford
  Node 8 keywords: mine xxxx
  Node 8 type    : 0
  Node 8 text0   : "I'm a foreman at the silver digs. I keep the workers in line, and keep up to date on the latest advancements in the field."
  Node 8 text1   : 
  Node 9 person  : 20- Kilborn
  Node 9 keywords: timi xxxx
  Node 9 type    : 0
  Node 9 text0   : "Nothing unusual happened when the curse started. It just appeared out of nowhere. Isn't that peculiar?"
  Node 9 text1   : 
  Node 10 person  : 20- Kilborn
  Node 10 keywords: effe xxxx
  Node 10 type    : 0
  Node 10 text0   : "The bitter, burning water was the first thing anyone noticed as being unusual. Why the water? What happened to it?"
  Node 10 text1   : 
  Node 11 person  : 20- Kilborn
  Node 11 keywords: plac xxxx
  Node 11 type    : 0
  Node 11 text0   : "Why Skylark Vale? Why not somewhere else? What do we have that makes us different from the other boring, dull, backwater places the Empire is full of?"
  Node 11 text1   : 
  Node 12 person  : 20- Kilborn
  Node 12 keywords: solu xxxx
  Node 12 type    : 0
  Node 12 text0   : "How can the curse be removed? To answer that, you must go to the source. Once the first four questions are answered, the fifth should be easy."
  Node 12 text1   : 
  Node 13 person  : 20- Kilborn
  Node 13 keywords: answ xxxx
  Node 13 type    : 0
  Node 13 text0   : He smirks. "The answers are your job."
  Node 13 text1   : 
  Node 14 person  : 21- Littleford
  Node 14 keywords: fore xxxx
  Node 14 type    : 0
  Node 14 text0   : She shrugs. "Tough work. Perfect for me."
  Node 14 text1   : 
  Node 15 person  : 21- Littleford
  Node 15 keywords: silv digs
  Node 15 type    : 1
  Node 15 text0   : She spits. "Of course, I can't do anything with those damnable creatures in the pits."
  Node 15 text1   : "Yeah, the monsters are pretty much gone. Getting workers to come back here, that's another story."
  Node 16 person  : 21- Littleford
  Node 16 keywords: crea damn
  Node 16 type    : 0
  Node 16 text0   : "Ask Brown. He'll fill you in on what's going on in there. Good work for adventurers, if you know what I mean."
  Node 16 text1   : 
  Node 17 person  : 21- Littleford
  Node 17 keywords: work line
  Node 17 type    : 0
  Node 17 text0   : "Yeah, I look after the workers. When we can get any, that is."
  Node 17 text1   : 
  Node 18 person  : 21- Littleford
  Node 18 keywords: adva fiel
  Node 18 type    : 0
  Node 18 text0   : She looks you over, and thinks a bit. "You know, being adventurers, you might have occasion to go over to the old School of Magery. If you ever find any information that'd improve our mines, bring it here."
  Node 18 text1   : She winks. "I'd make it worth your while."
  Node 19 person  : 21- Littleford
  Node 19 keywords: scho mage
  Node 19 type    : 0
  Node 19 text0   : "I don't know much about it. It's this old school somewhere around. Closed about a century ago. The mages, they researched all sorts of things. Who knows - they might have thought about mining once or twice."
  Node 19 text1   : 
  Node 20 person  : 21- Littleford
  Node 20 keywords: info impr
  Node 20 type    : 30
  Node 20 text0   : "Find anything I'd like?" You respond in the negative. She frowns. "So what are you wasting my time for?"
  Node 20 text1   : 
  Node 21 person  : 22- Brown
  Node 21 keywords: vale endu
  Node 21 type    : 0
  Node 21 text0   : "Oddly, we've had almost no trouble with the curse. Our water is clean, the diseases minimal. Of course, the mines have been a serious problem, but nowhere near as lethal."
  Node 21 text1   : 
  Node 22 person  : 22- Brown
  Node 22 keywords: admi mine
  Node 22 type    : 1
  Node 22 text0   : "The mines situation can be summed up in one word - undead."
  Node 22 text1   : "Now, thanks to you, the only problem with the mines is getting the workers to come back. We will cope. Thank you again." He thinks. "By the way, have you got your reward yet?"
  Node 23 person  : 22- Brown
  Node 23 keywords: unde xxxx
  Node 23 type    : 1
  Node 23 text0   : "While digging in the mines, we accidentally exposed an ancient crypt. The spirit inside lost no time in killing some miners, summoning help, and taking over. I have a task for you, if you wish, with quite a reward."
  Node 23 text1   : "No more real problems with undead. Quite a relief. Your reward is well earned."
  Node 24 person  : 22- Brown
  Node 24 keywords: task rewa
  Node 24 type    : 29
  Node 24 text0   : "The mines are at the northeast corner of town. Go in there and slay the spirit which has summoned the undead, and I will reward you well."
  Node 24 text1   : "Beware, though. It is a wily foe. Good luck to you."
  Node 25 person  : 22- Brown
  Node 25 keywords: prob leth
  Node 25 type    : 0
  Node 25 text0   : He thinks. "I often wonder why the Vale has been so much worse off because of the curse. It certainly isn't our clean living." He chuckles. "Even our water is better."
  Node 25 text1   : 
  Node 26 person  : 22- Brown
  Node 26 keywords: wate bett
  Node 26 type    : 0
  Node 26 text0   : "For what little that's worth."
  Node 26 text1   : 
  Node 27 person  : 23- Winstead
  Node 27 keywords: coug xxxx
  Node 27 type    : 0
  Node 27 text0   : She coughs, not entirely turning her head away from the dough she's kneading. "Excuse me."
  Node 27 text1   : 
  Node 28 person  : 23- Winstead
  Node 28 keywords: brea xxxx
  Node 28 type    : 0
  Node 28 text0   : "My bread has been quite in demand in the Vale lately."
  Node 28 text1   : 
  Node 29 person  : 23- Winstead
  Node 29 keywords: dema vale
  Node 29 type    : 0
  Node 29 text0   : She gives you a small bit of bread to taste. It lacks the bitter, acrid smell of the rest of the Vale's food and water. "Lately, the only way to get palatable food is to come to me. I don't know why. Just lucky, I guess."
  Node 29 text1   : 
  Node 30 person  : 23- Winstead
  Node 30 keywords: purc rati
  Node 30 type    : 7
  Node 30 text0   : Winstead's Bakery
  Node 30 text1   : 
  Node 31 person  : 23- Winstead
  Node 31 keywords: luck xxxx
  Node 31 type    : 0
  Node 31 text0   : "Since the miners left, I've had nobody to sell food to."
  Node 31 text1   : 
  Node 32 person  : 23- Winstead
  Node 32 keywords: mine xxxx
  Node 32 type    : 0
  Node 32 text0   : "I don't know much about why. Some disturbance in the mine, I guess. (cough) Brown would know more about that. He's in City Hall."
  Node 32 text1   : 
  Node 33 person  : 24- Unger
  Node 33 keywords: purc ware
  Node 33 type    : 23
  Node 33 text0   : Unger's Wares
  Node 33 text1   : 
  Node 34 person  : 24- Unger
  Node 34 keywords: luck move
  Node 34 type    : 0
  Node 34 text0   : "I often move quickly between Blinlock and Marralis. Sadly, business in the Vale has been very good."
  Node 34 text1   : 
  Node 35 person  : 24- Unger
  Node 35 keywords: marr blin
  Node 35 type    : 0
  Node 35 text0   : "Two towns beset by misfortune. The Vale has been very good for business."
  Node 35 text1   : 
  Node 36 person  : 24- Unger
  Node 36 keywords: busi vale
  Node 36 type    : 0
  Node 36 text0   : "I mainly carry adventuring supplies, which is a very safe item to be selling in any area afflicted by troubles. Between plague, bandits, and people leaving, I have been busy busy busy."
  Node 36 text1   : 
  Node 37 person  : 24- Unger
  Node 37 keywords: busy xxxx
  Node 37 type    : 0
  Node 37 text0   : "I am not made glad by their misfortunes, and I am more than happy to sell them the healing potions, weapons, and armor they need to get by. Of course, I am busy and cannot talk all day. Care to purchase something for yourself?"
  Node 37 text1   : 

  Town = 3: Marralis

  Town Messages:
  Message 0: Marralis
  Message 1: Around Failing Crops
  Message 2: Private Home
  Message 3: Abandoned Shop
  Message 4: Communal Storeroom
  Message 5: Private Home
  Message 6: Small Shop
  Message 7: City Hall
  Message 8: Temple of Divine Justice
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: By any measure, this town's crops are a disaster. They get plenty of sun and plenty of water from the nearby river, and yet they are dying by the bushel. The dead plant matter then rots, coating the ground with a thick, viscous mass.
  Message 21: You can't blame people for abandoning the Vale, if this is all their life's work amounts to.
  Message 22: "Much to our relief, the scepter you returned has shown signs of alleviating the afflictions of the curse. Alas, it only helps, not cures. Still, you may take satisfaction in your endeavors. You have performed a great and kind act."
  Message 23: Broder's jaw drops. He takes the scepter reverently. "I have heard of this blessed object, but had not dreamed that we could find it." He removes from a pouch a slender wand. "Here is a reward. Thank you again for your invaluable help!"
  Message 24: "He thinks. That reminds me. I know someone else who owns an artifact from the school."
  Message 25: "By the way, have you found the other artifact from the school?"
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
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  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
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  Message 72: *
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  Message 90: *
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  Message 93: *
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  Message 100: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: TEMPLE OF DIVINE JUSTICE
  Message 121: Covington's Archery
  Message 122: Marralis Warehouse
  Message 123: Marralis Magical Goods|Temporarily Closed
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 30 name: Yossi
  Personality 30 confused: He shrugs.
  Personality 30 look    : At first, you aren't sure why this boy is walking so slowly and carefully. Then you figure it out - he's blind. His sharp ears pick up your approach, and he turns slowly to face you.
  Personality 30 ask name: His voice is quiet. Talking to you seems to make him nervous. "I am Yossi."
  Personality 30 ask job : He thinks. "I am ... I am ... trying to play."
  Personality 31 name: Yvan
  Personality 31 confused: She coughs.
  Personality 31 look    : This girl should clearly be in bed. She's deathly pale, and is obviously quite weak. However, the scrapes on her legs and dirt everywhere else seems to indicate that this isn't a child who takes well to being cooped up. She stands up to walk up to you.
  Personality 31 ask name: She limps up to you, bold as can be, and looks over your weapons and armor with great interest. "I'm Yvan."
  Personality 31 ask job : She's slow in responding. You see that she's started feeling quite ill. She looks up at you. "I'm just trying to be outside."
  Personality 32 name: Vandor
  Personality 32 confused: He shrugs.
  Personality 32 look    : Physically, this man is as strong a specimen as you've ever met. Inside, however, he's clearly a wreck. He stares at his empty mug despondently, barely even registering your presence.
  Personality 32 ask name: "I'm Vandor," he mutters. "What do you want?"
  Personality 32 ask job : "I've heard of you. You're the adventurers. You want to know what my job is? Being worthless. That's what."
  Personality 33 name: Somreth
  Personality 33 confused: 
  Personality 33 look    : The temple's sole occupant is a woman, who paces anxious orbits around the room. Although she's clearly lost in thought, you finally manage to get her attention.
  Personality 33 ask name: "I am Somreth. Welcome, adventurers."
  Personality 33 ask job : "I am the leader and teacher of the Temple of Divine Justice."
  Personality 34 name: Mayor Broder
  Personality 34 confused: "Alas, I must confess that your question is somewhat impenetrable to me."
  Personality 34 look    : You meet the mayor of Marralis. His nervous manner, facial tics, and constant sheen of nervous sweat all say one thing: bureaucrat desperately out of his depth.
  Personality 34 ask name: He looks very glad to see you. "I am more than please, in fact, ecstatic, to have the honor of welcoming you. I am known as Mayor Broder, Esquire, Honored Empire Liaison to the Town of Marralis."
  Personality 34 ask job : "Ah, yes. That is a complicated and multi-faceted question, but I shall endeavor to answer. I am the mayor and leader of this town, and the first defense against fear and destruction."
  Personality 35 name: Covington
  Personality 35 confused: She shakes her head.
  Personality 35 look    : This shop is run by a lovely blonde woman, who wears a charm with a black stone. Her longbow is kept close at hand, and she wears a full quiver of arrows.
  Personality 35 ask name: "I am Covington. Greetings."
  Personality 35 ask job : "I sell missiles of all sorts and all shapes and sizes, all the better for hunting the wide variety of vermin which surrounds us."
  Personality 36 name: Kevin
  Personality 36 confused: 
  Personality 36 look    : This man is prowling among his crops like a wolf, watching for the slightest sign of rot or disease. When he sees it, he stoops swiftly down to painstakingly cut the afflicted plant away. He seems loathe to turn away from his work to speak with you.
  Personality 36 ask name: "I am Kevin." While he says it, he watches his plants, not you.
  Personality 36 ask job : "I'm a farmer. Tough work, here in the Vale."
  Personality 37 name: Yvan
  Personality 37 confused: She scratches and shakes her head.
  Personality 37 look    : You meet a young girl who looks like she's coming out at the far end of an unpleasant illness. She's walking around slowly, but increasingly confidently.
  Personality 37 ask name: She walks boldly up to you, fascinated by your weapons. "I'm Yvan."
  Personality 37 ask job : "I was sick. But now I'm not so sick."
  Personality 38 name: Unused
  Personality 38 confused: 
  Personality 38 look    : 
  Personality 38 ask name: 
  Personality 38 ask job : 
  Personality 39 name: Unused
  Personality 39 confused: 
  Personality 39 look    : 
  Personality 39 ask name: 
  Personality 39 ask job : 
  Node 0 person  : 30- Yossi
  Node 0 keywords: tryi play
  Node 0 type    : 0
  Node 0 text0   : "It's hard to play with my eyes gone all funny. I move around, and try not to trip on things. It makes me sad. I like to wander all over."
  Node 0 text1   : 
  Node 1 person  : 30- Yossi
  Node 1 keywords: eyes funn
  Node 1 type    : 0
  Node 1 text0   : "I can't see things no more. They're all blurry and funny. My daddy says it's because of the water. They're trying to heal me, but it's tough."
  Node 1 text1   : 
  Node 2 person  : 30- Yossi
  Node 2 keywords: dadd wate
  Node 2 type    : 0
  Node 2 text0   : He peers at you intently, trying to make out some details. "My daddy's Vandor. He says it's the water that burns that hurted me.  He's smart, but it all makes him sad."
  Node 2 text1   : 
  Node 3 person  : 30- Yossi
  Node 3 keywords: heal toug
  Node 3 type    : 1
  Node 3 text0   : "The grown ups are trying to find something that can heal us, but they can't. I hope they do. I want to wander again."
  Node 3 text1   : "The grown ups got this healing scepter. That's what they say. It hasn't fixed me yet. I hope it does." He sighs.
  Node 4 person  : 30- Yossi
  Node 4 keywords: wand over
  Node 4 type    : 0
  Node 4 text0   : He perks up, pleased that you're interested. "Yeah! I found a big scary hole, and I looked around the old magic school too!"
  Node 4 text1   : 
  Node 5 person  : 30- Yossi
  Node 5 keywords: scar hole
  Node 5 type    : 0
  Node 5 text0   : He looks excited. "Yeah! It's straight south from town. You can't see it until you're really close. I didn't go in, because it's scary, but I liked to look at it!"
  Node 5 text1   : 
  Node 6 person  : 30- Yossi
  Node 6 keywords: magi scho
  Node 6 type    : 0
  Node 6 text0   : "I hiked up there. It's way up to the northeast. There are four ways in, and I went in 'em all! They all end in big doors. I couldn't open them, so I left. My daddy told me that was the old magic school. Don't know anything about that, though."
  Node 6 text1   : 
  Node 7 person  : 31- Yvan
  Node 7 keywords: outs xxxx
  Node 7 type    : 0
  Node 7 text0   : She wavers slightly. "They all say I should be in bed. I don't like being in bed. I want to be out in the air, like daddy and brother. Why don't I get to play?"
  Node 7 text1   : 
  Node 8 person  : 31- Yvan
  Node 8 keywords: dadd brot
  Node 8 type    : 0
  Node 8 text0   : "My brother's Yossi. Daddy is Vandor. They say I can't play. I'm too weak."
  Node 8 text1   : 
  Node 9 person  : 31- Yvan
  Node 9 keywords: play weak
  Node 9 type    : 25
  Node 9 text0   : She suddenly becomes upset. "I just want to be outside. You want to take me in, don't you? I won't go in, I won't!" Tears streaming down her face, she moves away.
  Node 9 text1   : She's trying to run, but she doesn't have the strength left, so she just stumbles back to where she was resting.
  Node 10 person  : 32- Vandor
  Node 10 keywords: hear adve
  Node 10 type    : 1
  Node 10 text0   : "You're here to save us all. That's what they say. Good luck. I might as well be dead for all the good I've done."
  Node 10 text1   : He manages a small smile. "You brought the scepter back. Yvan is going to live a while longer. I appreciate that. It's nice to know not everyone's as worthless as me."
  Node 11 person  : 32- Vandor
  Node 11 keywords: wort dead
  Node 11 type    : 0
  Node 11 text0   : "I might as well be dead for all the good I am. I raised crops, and they're rotting away. Yossi and Yvan look to me for help, and I can do nothing. Their mother trusted me, and now she's gone."
  Node 11 text1   : "Why shouldn't I be dead?"
  Node 12 person  : 32- Vandor
  Node 12 keywords: moth gone
  Node 12 type    : 0
  Node 12 text0   : "Most adults have survived the curse. One woman didn't." Suddenly, he slaps himself across the face as hard as he can. An angry red spot spreads over his cheek. "I should have done something. I'd be better off dead."
  Node 12 text1   : 
  Node 13 person  : 32- Vandor
  Node 13 keywords: crop rott
  Node 13 type    : 0
  Node 13 text0   : "People say all sorts of things about where the curse comes from, but I'm a farmer, and I know. The water. It's bitter. It eats the plants away. Soon, nothing's left but rot."
  Node 13 text1   : 
  Node 14 person  : 32- Vandor
  Node 14 keywords: yoss yvan
  Node 14 type    : 1
  Node 14 text0   : "My son's gone blind. My daughter is dying. Soon, the curse will leave me with no family left."
  Node 14 text1   : "The healing scepter you brought back has helped my daughter. She'll live a bit longer. My son's still blind, though, and everything's still dying. I appreciate the favor, though. Thanks."
  Node 15 person  : 33- Somreth
  Node 15 keywords: lead teac
  Node 15 type    : 0
  Node 15 text0   : "I spread wisdom and strength to all those who come and visit me. To the farmers, I give comfort. To those such as yourselves, I teach spells, if the interest is there."
  Node 15 text1   : 
  Node 16 person  : 33- Somreth
  Node 16 keywords: spel purc
  Node 16 type    : 10
  Node 16 text0   : Somreth's Spells
  Node 16 text1   : 
  Node 17 person  : 33- Somreth
  Node 17 keywords: divi just
  Node 17 type    : 0
  Node 17 text0   : "Alas, there has been all too little justice in the Vale lately. It is the curse."
  Node 17 text1   : 
  Node 18 person  : 33- Somreth
  Node 18 keywords: farm comf
  Node 18 type    : 0
  Node 18 text0   : She sighs. "Alas, with the curse about, it seems that no amount of comfort is ever enough."
  Node 18 text1   : 
  Node 19 person  : 33- Somreth
  Node 19 keywords: curs xxxx
  Node 19 type    : 0
  Node 19 text0   : "It is strange. We of the valley have been so occupied with keeping out bodies and spirits alive that we have had little energy left to spare to figure out what causes the curse that destroys us."
  Node 19 text1   : "That is why I am here, pacing and thinking."
  Node 20 person  : 33- Somreth
  Node 20 keywords: paci thin
  Node 20 type    : 0
  Node 20 text0   : "I think about the source of the curse, which appeared so suddenly and inexplicably. And, interestingly, there is one other inexplicable thing in this valley."
  Node 20 text1   : 
  Node 21 person  : 33- Somreth
  Node 21 keywords: inex vall
  Node 21 type    : 0
  Node 21 text0   : "The old, abandoned School of Magery. It is a huge structure, full of power, unenterable and abandoned. And, as far as I know, there are only two people in the Vale who know of it: Avizo, and Axel."
  Node 21 text1   : 
  Node 22 person  : 33- Somreth
  Node 22 keywords: aviz axel
  Node 22 type    : 0
  Node 22 text0   : "Last I heard, both resided in Sweetgrove. If you wish to lift the curse, be sure to speak with them. They may be able to help." There is a pause for thought. "Actually, I heard Avizo was fleeing."
  Node 22 text1   : 
  Node 23 person  : 34- Mayor Broder
  Node 23 keywords: mayo lead
  Node 23 type    : 0
  Node 23 text0   : "Whether my manifold paths leads me to bookkeeping, filling out forms, answering to my Empire superiors, or simply occupying space, I always strive to rise to the necessities of my position."
  Node 23 text1   : 
  Node 24 person  : 34- Mayor Broder
  Node 24 keywords: nece posi
  Node 24 type    : 0
  Node 24 text0   : He grimaces. "Alas, the painful fact of the curse has made it clear that my skill set for my current position is sadly inadequate."
  Node 24 text1   : 
  Node 25 person  : 34- Mayor Broder
  Node 25 keywords: fear dest
  Node 25 type    : 0
  Node 25 text0   : "Unfortunately, fear and destruction are much more relevant to our current situation than my previous form filling skills. Alas, the curse has shown all of us to be inadequate, each in our own special way."
  Node 25 text1   : 
  Node 26 person  : 34- Mayor Broder
  Node 26 keywords: curs inad
  Node 26 type    : 0
  Node 26 text0   : "The curse has, as you can imagine, severely curtailed the standard operating parameters of our village. Empire procedures regarding impending doom are stiffly insufficient."
  Node 26 text1   : "Now, alas, I am forced to turn to adventurers for assistance."
  Node 27 person  : 34- Mayor Broder
  Node 27 keywords: adve assi
  Node 27 type    : 29
  Node 27 text0   : "The children of my village are ill. Dying, in fact. Our current healing magic is insufficient. However, I have heard rumors of the School of Magery, and suspect there may be magic inside which can help us."
  Node 27 text1   : "Return something to us which can help us, and I will reward you to the extent of my meager abilities."
  Node 28 person  : 34- Mayor Broder
  Node 28 keywords: scho mage
  Node 28 type    : 0
  Node 28 text0   : "I'm afraid that the Empire could not discourage more any receiving of information on the School of Magery. I know nothing about it, and that is the way my Empire masters wish it. What makes this place so special, I know not, but there you are."
  Node 28 text1   : 
  Node 29 person  : 34- Mayor Broder
  Node 29 keywords: empi xxxx
  Node 29 type    : 0
  Node 29 text0   : "Ah, yes, the Empire, savior and protector of us all," he says dryly.
  Node 29 text1   : 
  Node 30 person  : 35- Covington
  Node 30 keywords: hunt verm
  Node 30 type    : 0
  Node 30 text0   : "Between the goblins, the bears, and the bandits, it's a wonder I can make enough missiles to sustain us."
  Node 30 text1   : 
  Node 31 person  : 35- Covington
  Node 31 keywords: gobl xxxx
  Node 31 type    : 0
  Node 31 text0   : "The goblins live, for the most part, to the north. Beware them - they seem weak, but they can easily swarm and overwhelm you."
  Node 31 text1   : 
  Node 32 person  : 35- Covington
  Node 32 keywords: bear xxxx
  Node 32 type    : 0
  Node 32 text0   : "The bears to the south, normally placid creatures, have decided, in the face of lack of game, to hunt two-legged meat, if you catch my meaning."
  Node 32 text1   : 
  Node 33 person  : 35- Covington
  Node 33 keywords: band xxxx
  Node 33 type    : 0
  Node 33 text0   : "The bandits live, for the most part, to the east, though I have heard rumors of a lair of them to the south."
  Node 33 text1   : 
  Node 34 person  : 35- Covington
  Node 34 keywords: char ston
  Node 34 type    : 0
  Node 34 text0   : Her hand rises to her charm. "This? Merely a good luck charm."
  Node 34 text1   : 
  Node 35 person  : 35- Covington
  Node 35 keywords: miss purc
  Node 35 type    : 0
  Node 35 text0   : "Are you interested in bows, arrows, or throwables?"
  Node 35 text1   : 
  Node 36 person  : 35- Covington
  Node 36 keywords: bows xxxx
  Node 36 type    : 7
  Node 36 text0   : Covington's Bows
  Node 36 text1   : 
  Node 37 person  : 35- Covington
  Node 37 keywords: arro xxxx
  Node 37 type    : 7
  Node 37 text0   : Covington's Arrows
  Node 37 text1   : 
  Node 38 person  : 35- Covington
  Node 38 keywords: thro xxxx
  Node 38 type    : 7
  Node 38 text0   : Covington's Missiles
  Node 38 text1   : 
  Node 39 person  : 36- Kevin
  Node 39 keywords: farm toug
  Node 39 type    : 0
  Node 39 text0   : "You can grow things here. You just have to work hard, and kill the afflicted plants the moment they're touched. There's only one lucky bugger who's managed to escape it."
  Node 39 text1   : 
  Node 40 person  : 36- Kevin
  Node 40 keywords: luck esca
  Node 40 type    : 0
  Node 40 text0   : "Yeah. His name's Pangle. He lives in a hut to the southwest." He thinks. "You know, maybe he can help us! If you talked to him, maybe he'd know something. Of course, he is pretty mean."
  Node 40 text1   : 
  Node 41 person  : 36- Kevin
  Node 41 keywords: talk mean
  Node 41 type    : 0
  Node 41 text0   : "Yeah. He's an old miser of a guy. But you know, he kind of likes me. Mention my name to him ... if he knows I sent you, he might help you."
  Node 41 text1   : 
  Node 42 person  : 36- Kevin
  Node 42 keywords: vale xxxx
  Node 42 type    : 0
  Node 42 text0   : "Yeah, Skylark Vale, pure paradise." He spits.
  Node 42 text1   : 
  Node 43 person  : 37- Yvan
  Node 43 keywords: scep xxxx
  Node 43 type    : 0
  Node 43 text0   : "Yeah! The magic healing scepter! They waved it over me, and I wasn't so sick. It didn't help my brother, though. It's sad."
  Node 43 text1   : 
  Node 44 person  : 37- Yvan
  Node 44 keywords: sick xxxx
  Node 44 type    : 0
  Node 44 text0   : She smiles. "I was sick, but than someone brought back the big, neat scepter, and now I'm better."
  Node 44 text1   : 
  Node 45 person  : 37- Yvan
  Node 45 keywords: brot xxxx
  Node 45 type    : 25
  Node 45 text0   : "Yeah, Yossi still can't see so good. He'll be better though someday, I'll bet! I gotta' go. I gotta' work hard to get strong." She walks carefully away.
  Node 45 text1   : 
  Node 46 person  : 33- Somreth
  Node 46 keywords: flee xxxx
  Node 46 type    : 0
  Node 46 text0   : "That means if he's even still in the valley, he'll probably be in Fort Talrus. That's where people stop when on their way to a saner place."
  Node 46 text1   : 
  Node 47 person  : 34- Mayor Broder
  Node 47 keywords: arti scho
  Node 47 type    : 0
  Node 47 text0   : "A man named Pangle lives in a hut south of town. I heard him say once that he found some papers near the old, ruined school. Ask Kevin about Pangle. Kevin's a friend of his."
  Node 47 text1   : 
  Node 48 person  : 34- Mayor Broder
  Node 48 keywords: kevi pang
  Node 48 type    : 0
  Node 48 text0   : "Ask Kevin about Pangle. Kevin's around town somewhere."
  Node 48 text1   : 

  Town = 4: Pangle's Hut

  Town Messages:
  Message 0: Pangle's Hut
  Message 1: Storage Shed
  Message 2: Pangle's Common Room
  Message 3: Pangle's Bedroom
  Message 4: Small Stable
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Like most farms, this one has a storage shed. However, the shed seems to be full of trash and old, forgotten stuff instead of the expected tools and seed. It would take weeks to sort through this garbage.
  Message 21: For reasons unclear to you, this chest is filled with old scraps of cloth and fur. A quick search reveals nothing of value. You close it.
  Message 22: For reasons unclear to you, this chest is filled with old scraps of paper and vellum. A quick search reveals nothing of value. You close it.
  Message 23: Remembering what Pangle told you, you carefully search the massive jumble of scraps of paper filling this chest. Sure enough, you soon find your reward. It's a sheaf of 8 ancient vellum scrolls.
  Message 24: The scrolls are covered with intricate designs and notes, explaining how to operate the controls on the lowest level of the School of Magery. This could be very useful.
  Message 25: You arrive at a true rarity in Skylark Vale - a working farm. The plants are not afflicted by rot, the animals are not dying. A small lake fails to assails your noses with acrid fumes.
  Message 26: It's a nice change of pace.
  Message 27: You look under the boulder, and find a collection of dry, heavily chewed bones. On closer inspection, however, you notice that one of the "bones" is actually a scroll tube!
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: SHED
  Message 121: HOME OF PANGLE|KEEP AWAY!!!|THERE IS NO HELP FOR YOU HERE!
  Message 122: Pangle's Hut|Keep away!|THERE IS NO HELP FOR YOU HERE!!!
  Message 123: HOME OF PANGLE|KEEP AWAY!!!|THERE IS NO HELP FOR YOU HERE!
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 40 name: Pangle
  Personality 40 confused: He doesn't seem to feel you're worth his time.
  Personality 40 look    : You meet the owner of this farm, who is clearly upset about your intrusion into his home. He watches you stoically, clearly unwilling to speak.
  Personality 40 ask name: He grants you one word. "Pangle."
  Personality 40 ask job : He stares at you quietly.
  Personality 41 name: Rover
  Personality 41 confused: "Hmm. Bark."
  Personality 41 look    : Pangle's dog runs up to you and frolics around your feet.
  Personality 41 ask name: To your great surprise, he says "Woof. I'm Rover. For what it's worth. Woof."
  Personality 41 ask job : "Well, I keep that worthless ball of wool in line."
  Personality 42 name: Grazer
  Personality 42 confused: "Baaa?"
  Personality 42 look    : You see a sheep. It's been recently shorn, and looks unhappy about its lot.
  Personality 42 ask name: It looks dolefully up at you. "Baaa. Master calls me Grazer. Baa." Odd. This sheep seems to be talking.
  Personality 42 ask job : "Baaaa. I grow nice fur, to keep me warm and happy, and then that foul hound chases me and master cuts it all off. Baaa. It's a crime, I tell you."
  Personality 43 name: Unused
  Personality 43 confused: 
  Personality 43 look    : 
  Personality 43 ask name: 
  Personality 43 ask job : 
  Personality 44 name: Unused
  Personality 44 confused: 
  Personality 44 look    : 
  Personality 44 ask name: 
  Personality 44 ask job : 
  Personality 45 name: Unused
  Personality 45 confused: 
  Personality 45 look    : 
  Personality 45 ask name: 
  Personality 45 ask job : 
  Personality 46 name: Unused
  Personality 46 confused: 
  Personality 46 look    : 
  Personality 46 ask name: 
  Personality 46 ask job : 
  Personality 47 name: Unused
  Personality 47 confused: 
  Personality 47 look    : 
  Personality 47 ask name: 
  Personality 47 ask job : 
  Personality 48 name: Unused
  Personality 48 confused: 
  Personality 48 look    : 
  Personality 48 ask name: 
  Personality 48 ask job : 
  Personality 49 name: Unused
  Personality 49 confused: 
  Personality 49 look    : 
  Personality 49 ask name: 
  Personality 49 ask job : 
  Node 0 person  : 40- Pangle
  Node 0 keywords: kevi xxxx
  Node 0 type    : 0
  Node 0 text0   : He looks surprised. "Oh ... you're Kevin's friend. Well, I suppose that's all right. You can waste some of my time."
  Node 0 text1   : 
  Node 1 person  : 40- Pangle
  Node 1 keywords: wast time
  Node 1 type    : 0
  Node 1 text0   : "I was afraid you were one of the people from the Vale, bugging me and looking for charity."
  Node 1 text1   : 
  Node 2 person  : 40- Pangle
  Node 2 keywords: bugg char
  Node 2 type    : 0
  Node 2 text0   : "You tell them that I hardly have enough to feed myself. I have enough problems. I can't spend my time helping them."
  Node 2 text1   : 
  Node 3 person  : 40- Pangle
  Node 3 keywords: prob char
  Node 3 type    : 0
  Node 3 text0   : "Well, first, there's my arguing livestock. Then, there's running this farm by myself. And I'm a poor old man on top of it. I certainly have nothing of interest for adventurers such as yourselves."
  Node 3 text1   : 
  Node 4 person  : 40- Pangle
  Node 4 keywords: argu live
  Node 4 type    : 0
  Node 4 text0   : "Yeah. Let's just say this. Don't talk to my dog or my sheep, unless you want to get your ear talked off. They've been arguing at each other for weeks. I can't get a moment's peace."
  Node 4 text1   : 
  Node 5 person  : 40- Pangle
  Node 5 keywords: farm myse
  Node 5 type    : 0
  Node 5 text0   : "Just because the curse doesn't affect me doesn't mean my farm runs itself. It's a lot of work for an old man!"
  Node 5 text1   : 
  Node 6 person  : 40- Pangle
  Node 6 keywords: curs xxxx
  Node 6 type    : 0
  Node 6 text0   : He anticipates your question. "No, I don't know why the curse isn't affecting me. It just doesn't. OK?"
  Node 6 text1   : 
  Node 7 person  : 40- Pangle
  Node 7 keywords: inte adve
  Node 7 type    : 0
  Node 7 text0   : He thinks. "Well, actually, I do have something that might interest you, for what it's worth. When I was younger, I was up hiking to the northeast, and I found a scroll tube. It has these papers in it, about the School of Magery."
  Node 7 text1   : 
  Node 8 person  : 40- Pangle
  Node 8 keywords: scho mage
  Node 8 type    : 0
  Node 8 text0   : He thinks. "I don't know nothin' about that. All I have is these old papers I found. If you want them, you can buy them. I'll give them to you. Just give me 500 gold, and the papers are yours."
  Node 8 text1   : 
  Node 9 person  : 40- Pangle
  Node 9 keywords: give pape
  Node 9 type    : 19
  Node 9 text0   : You pay the 500 gold. He counts it, and says "The scroll is out in the shed, in the south chest. Look there. And a pleasure doing business with ye'."
  Node 9 text1   : He frowns. "I'm a poor old man. You don't give me the gold, I won't give you the scroll."
  Node 10 person  : 42- Grazer
  Node 10 keywords: mast crim
  Node 10 type    : 0
  Node 10 text0   : "Master takes my fur. Baaa. Later, he'll probably take my meat. Baaa. This is no kind of life, I can tell you."
  Node 10 text1   : 
  Node 11 person  : 41- Rover
  Node 11 keywords: ball wool
  Node 11 type    : 0
  Node 11 text0   : "Wonderful, wise master calls it Grazer. I call it Dummy."
  Node 11 text1   : 
  Node 12 person  : 41- Rover
  Node 12 keywords: graz dumm
  Node 12 type    : 0
  Node 12 text0   : "I'm supposed to keep it quiet and in line, so master can cut its fur off. Woof. When master is not around, though, it bugs me all the time. Bark. Do me a favor?"
  Node 12 text1   : 
  Node 13 person  : 41- Rover
  Node 13 keywords: favo xxxx
  Node 13 type    : 0
  Node 13 text0   : It sniffs you briefly, and thinks. "Go call it dummy for me. If I do it, master will hit me. You can do it, just fine."
  Node 13 text1   : 
  Node 14 person  : 42- Grazer
  Node 14 keywords: life xxxx
  Node 14 type    : 0
  Node 14 text0   : "Grazing on a mountainside, covered in a nice thick lair of my own fur. Baaa. That would be great. Baaa!"
  Node 14 text1   : 
  Node 15 person  : 42- Grazer
  Node 15 keywords: baaa xxxx
  Node 15 type    : 0
  Node 15 text0   : It sniffs. "No. You have the inflection all wrong. Try this. Baaaa. Baaaaaaa. See? Put your heart into it."
  Node 15 text1   : 
  Node 16 person  : 42- Grazer
  Node 16 keywords: dumm xxxx
  Node 16 type    : 0
  Node 16 text0   : It rears back in sheeply offense. "You're been talking to the dog, haven't you? Baaa!" It thinks. "Well, you tell him he's smelly. See how he likes that."
  Node 16 text1   : 
  Node 17 person  : 41- Rover
  Node 17 keywords: smel xxxx
  Node 17 type    : 0
  Node 17 text0   : He growls. "That worthless hunk of mutton! Woof! Tell him that! He's mutton! See what he says about that!"
  Node 17 text1   : 
  Node 18 person  : 42- Grazer
  Node 18 keywords: mutt xxxx
  Node 18 type    : 25
  Node 18 text0   : The sheep looks more offended than you'd previously thought possible. "Baaa. That is a cruel thing to call a sheep! Well, let me tell you this. Rover hides all his bones and such under a rock in the trees. That will show him!"
  Node 18 text1   : The sheep turns away angrily.

  Town = 5: School Entry

  Town Messages:
  Message 0: School Entry
  Message 1: Old Stables
  Message 2: Defunct Storeroom
  Message 3: Entry Hall
  Message 4: Temporary Quarters
  Message 5: Waste Disposal
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: For the first time, you stand at the entrance to the School of Magery.
  Message 21: You know practically nothing about it. It's a huge structure, and was clearly once quite beautiful. You have no idea how far down it goes, or what wonders and horrors are concealed inside.
  Message 22: It's been abandoned by its former owners. That much is clear. There is dust and trash everywhere, and the massive portcullis just inside is closed to travelers. But why did they leave? And what is inside?
  Message 23: And, most importantly, does it have anything to do with the curse that is tearing the Vale apart bit by bit?
  Message 24: 
  Message 25: 
  Message 26: With a satisfying click, you place the opening stone into the last of the 4 depressions. At first, you think nothing has happened. There is a long pause, while long dormant machinery grinds back to life.
  Message 27: Then, with a bone-jarring squeal, the old gears begin to grind. As showers of rust flakes rain down upon you, the portcullis opens. Soon, your way unbarred, you stare into the darkness of the abandoned school.
  Message 28: At first, things are deathly quiet. Then, silently at first, then louder, you begin to hear growling and muttering. While the school's owners may have abandoned it, it seems other creatures have somehow taken up residence ...
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: You place the stone into the depression. It's a perfect match. You wait for several minutes, hoping that something will happen. Nothing does.
  Message 33: Disappointed, you remove the stone from the depression. Only then does something unusual happen. The hole fades away before your eyes, leaving a blank wall. Nothing else happens.
  Message 34: You walk up to the massive iron portcullis, which is presenting quite an imposing barrier to your entry. The bars are close together, thick and strong, and, you suspect, magically augmented as well.
  Message 35: You look around for anything that could help you gain entry. The only thing of interest you find is a small circular depression in the wall to the right of the portcullis. Unfortunately, you have nothing that would fit inside it.
  Message 36: Disappointed, you turn back.
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: You stand before a massive iron portcullis. To the right, on the wall, you notice a small circular depression. Interestingly, it looks like Avizo's stone would fit snugly inside it.
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: You stand before a massive iron portcullis. To the right, on the wall, you notice a small circular depression. Interestingly, it looks like Avizo's stone would fit snugly inside it.
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: 
  Message 52: You stand before a massive iron portcullis. To the right, on the wall, you notice a small circular depression. Interestingly, it looks like Avizo's stone would fit snugly inside it.
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: You stand before a massive iron portcullis. To the right, on the wall, you notice a small circular depression. Interestingly, it looks like Avizo's stone would fit snugly inside it.
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: As you walk down this corridor, you begin to detect a powerful, unpleasant stench, which becomes worse and worse with every passing step. This area is being used as someone's dump, and they aren't picky about sanitation.
  Message 65: This is interesting - whoever ran the school set up a permanent, magical incinerator here. It is still generating a good deal of heat, even after all these years. Alas, whoever's been putting the trash here hasn't been bothering to burn it.
  Message 66: This broad corridor slopes down to the second level of the school. The floor has been worn smooth by the hundreds (if not thousands) of apprentices and teachers that have passed through here.
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
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  Message 90: *
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  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
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  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
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  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Stables
  Message 121: Stables
  Message 122: UPPER STORAGE|Please Leave Delivered Goods Here
  Message 123: Temporary Quarters
  Message 124: Minor Waste Processing|Note: Major Wastes MUST go in Major Waste Processing
  Message 125: SCHOOL OF MAGERY|CLOSED! OFF-LIMITS!|Empire Order SMH-451-D
  Message 126: SCHOOL OF MAGERY|CLOSED! OFF-LIMITS!|Empire Order SMH-451-D
  Message 127: SCHOOL OF MAGERY|CLOSED! OFF-LIMITS!|Empire Order SMH-451-D
  Message 128: SCHOOL OF MAGERY|CLOSED! OFF-LIMITS!|Empire Order SMH-451-D
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 50 name: Unused
  Personality 50 confused: 
  Personality 50 look    : 
  Personality 50 ask name: 
  Personality 50 ask job : 
  Personality 51 name: Unused
  Personality 51 confused: 
  Personality 51 look    : 
  Personality 51 ask name: 
  Personality 51 ask job : 
  Personality 52 name: Unused
  Personality 52 confused: 
  Personality 52 look    : 
  Personality 52 ask name: 
  Personality 52 ask job : 
  Personality 53 name: Unused
  Personality 53 confused: 
  Personality 53 look    : 
  Personality 53 ask name: 
  Personality 53 ask job : 
  Personality 54 name: Unused
  Personality 54 confused: 
  Personality 54 look    : 
  Personality 54 ask name: 
  Personality 54 ask job : 
  Personality 55 name: Unused
  Personality 55 confused: 
  Personality 55 look    : 
  Personality 55 ask name: 
  Personality 55 ask job : 
  Personality 56 name: Unused
  Personality 56 confused: 
  Personality 56 look    : 
  Personality 56 ask name: 
  Personality 56 ask job : 
  Personality 57 name: Unused
  Personality 57 confused: 
  Personality 57 look    : 
  Personality 57 ask name: 
  Personality 57 ask job : 
  Personality 58 name: Unused
  Personality 58 confused: 
  Personality 58 look    : 
  Personality 58 ask name: 
  Personality 58 ask job : 
  Personality 59 name: Unused
  Personality 59 confused: 
  Personality 59 look    : 
  Personality 59 ask name: 
  Personality 59 ask job : 

  Town = 6: Visitors' Quarters

  Town Messages:
  Message 0: Visitors' Quarters
  Message 1: Goblin Meat Storage
  Message 2: Goblin Mushroom Farm
  Message 3: Goblin Temple
  Message 4: Goblin Eater Lair
  Message 5: Burial Chamber
  Message 6: Goblin's Mess Hall
  Message 7: Hall of Audience
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You peek inside the dresser and find, much to your surprise, a small piece of paper. It looks like it was torn out of a book. A quick inspection reveals it to be a page from the journal of someone named Palhatis:
  Message 21: "Curse that Vinnia! It is bad enough that we are being shut down. Must she also force us to abdicate all responsibility? I must do all I can to prevent the disaster I expect. If she finds out, though ..."
  Message 22: "It is clear that she listens to the Empire and no one else. She works against us as well. I know that she speaks against me. I can hear her now. 'Palhatis schemes against us. Palhatis is a traitor. Palhatis spreads rumors.'"
  Message 23: "I don't know what she plans against me, but my speaking out against the evacuation and what we're leaving behind have only made me enemies. I wonder what is to become of me."
  Message 24: That's all that was written on the page.
  Message 25: 
  Message 26: Two bodies are slumped against the wall of this cavern. They must have been mages. Their traditional robes still bear not only the insignia of Empire mages, but the dark blood stains of their owners. These two were stabbed to death.
  Message 27: They've been here for quite some time. Only bones remain, leaving you to wonder: for what offense were these two mages brought here to be murdered?
  Message 28: This desk was quite thoroughly cleaned out.
  Message 29: What few books were left on these shelves have long since rotted away.
  Message 30: It's impossible to mistake the meaning of the rune etched on the latch. This chest is clearly magically trapped. You may be able to disarm it, but it'll be tricky.
  Message 31: Documents of a sensitive nature were once stored in this case. Most of them are gone now. Of the papers that remain, only one makes much sense. It refers to a new exciting development in the levels below: "A pair of magical pants."
  Message 32: There is a rough map on the wall here, titled "The Upper Half of the School." The map was a mosaic of pretty stones, set into the wall. Most of the stones have been pried out by goblins, but you can make out some of what remains.
  Message 33: The upper half of the school has five levels: The Entry Hall, the Visitor's Quarters (where you are now), the Holding Cells, the Storage Level, and Administration.
  Message 34: The Holding Cells and Storage Level are just below you, and are both reached by stairways on this level. From there, they both lead down to Administration. The map doesn't make clear what is below Administration.
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: Not surprisingly, this shrine has been violated by the goblins in a very thorough and disgusting way. You clean it up a little bit, but it doesn't do much good.
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: 
  Message 44: Goblins are not skilled in the area of trap design. The gas trap on this chest is pretty obvious and shouldn't be too difficult to disarm.
  Message 45: You stumble into a goblin kitchen. They seem to be in the process of making a savory toadstool and giant rat stew. You decide to pass.
  Message 46: This is very interesting ... the goblins seems to have painstakingly torn up the floor and walls in this area, and constructed their own faux caves walls in their place. It's like a simulated goblin cave environment.
  Message 47: Totems are everywhere, as are goblin bones, carvings, and bits of graffiti. This must be some sort of temple or burial ground or sacred place or wherever goblins go to get serious.
  Message 48: Considering the care and reverence with which the goblin bones in the hall have been laid out, you can only suppose that this is where their most valued and respected heroes have been laid to rest.
  Message 49: You also see the passage down to the next level. It doesn't look like many goblins have gone down it.
  Message 50: Once upon a time, a goblin tried to run through a fire barrier to see what was on the other side. It didn't quite make it.
  Message 51: Not much left of its body. The gem it had in its pocket, however, still managed to survive.
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: The audience hall of the School of Magery is dominated by a huge, intricately carved throne, no less impressive for the thick layer of dust that covers it. It almost seems to glow with its own light.
  Message 57: Do you dare to sit in it?
  Message 58: 
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: The moment you sit down, a flash of light erupts from the empty air in front of you. At first, you think you're done for! Then, you realize the only thing that's happened is that an insubstantial shade has appeared. It doesn't look hostile.
  Message 63: It stands before you, staring vacantly at the throne. It's the ghost of a female mage, tall and imposing, with grim mien and piercing gaze. After a suitably dramatic pause, it speaks:
  Message 64: "I was Vinnia, last administration of the School of Magery. I regret to announce that the School has been closed at the direct order of the Emperor. It is considered officially Forbidden."
  Message 65: "That you are hearing this means you are here illegally. Not leaving immediately may result in the receiving of 30 years of probably fatal hard labor. Therefore, I strongly suggest you depart. Thank you."
  Message 66: The shade disappears, and the throne loses its glow. The chamber is quiet once more.
  Message 67: 
  Message 68: *
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  Message 119: *
  Message 120: AND HEER WE MAKE SHRINE, AND DREEM OF DAY GATES OPEN AN WEE GO OUT TO BE ON SERFACE AGIN!
  Message 121: WURNING - No go heer - badbadbad
  Message 122: SACRUD HISTRY OF GULZUS TRIBE IN MEMRY OF DEAD AND LOZT
  Message 123: WE SEE BAD MAGUZ LEEV CAVES AND GO IN CAVES TO GET NEW GRATE HOME TO LIV IN!
  Message 124: DEN WE GO IN BUT GATEZ CLOZ BEHIND US AND WE IS STUCK AND MAGES LAUGH AT US AND SAY PLACE CLOSED FOREVER AND WE STAY HERE AND LIVE AS WELL WE CAN
  Message 125: AND HEER WE MAKE SHRINE FOR OWN SACRUD PLACE THE PIT TO MORE MONSTERZ AND ONE DAY WEZ GOIN TO TOP AND SEE SUN AGAIN AND BE FREEE AND FIND DA BAD MAGEZ AND EET THEM - THE END
  Message 126: Palhatis
  Message 127: Vinnia
  Message 128: Pergaltho
  Message 129: Common Quarters|(Scratched below)|WARNUNG - BAD CREETUR FROM BELOW
  Message 130: Whatever was written on this sign has been scratched out, and replaced with:|Bad monsturr did way, stay back or it eeet!!!
  Message 131: HALL OF AUDIENCE
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 60 name: Unused
  Personality 60 confused: 
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  Personality 61 name: Unused
  Personality 61 confused: 
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  Personality 62 name: Unused
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  Personality 63 name: Unused
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  Personality 64 name: Unused
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  Personality 65 name: Unused
  Personality 65 confused: 
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  Personality 66 name: Unused
  Personality 66 confused: 
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  Personality 67 name: Unused
  Personality 67 confused: 
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  Personality 68 name: Unused
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  Personality 69 name: Unused
  Personality 69 confused: 
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  Town = 7: Holding Cells

  Town Messages:
  Message 0: Holding Cells
  Message 1: Control Chamber
  Message 2: Viewing Arena
  Message 3: Arrival Chamber
  Message 4: Purification Hall
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: When the School of Magery was abandoned, this strange skeletal creature was left in this cell. You aren't sure what it looked like when it was still functioning, or whether it was good or evil.
  Message 21: The only thing you do know is that the years and years of being trapped in here were too much for it. It cut itself to pieces with its sword, only stopping when its pieces were spread all over the room.
  Message 22: What was it, why was it left here, and why was it left with a weapon? You can only guess. At least the sword is still here, if you want it.
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: This book still contains the list of creatures held in these cells, creatures, who were supposed to have long lifespans and who could be left here for some time.
  Message 27: The last entries indicate that two of the cells were left occupied when the School was abandoned. The prisoners: 'Vazalco' and 'Seemingly sentient skeletal creature, with stubbornly held weapon.'
  Message 28: When the School had a specimen they wanted to put on display, this arena was used. Rings of seats surround an open central area, where creatures could be put out on display.
  Message 29: Now that this level is controlled by goblins, however, this arena seems to be more for their amusement. Several undead creatures have been sealed up in the middle, no doubt to be taunted by the nasty little humanoids.
  Message 30: While this desk was left behind for you to find, everything inside it was removed. Nice desk, anyway.
  Message 31: The only thing in this desk is a brief memo: "Velad - A Power Crystal is missing. And an opening stone, and documentation as well. If you can't keep things straight, you will be replaced. - Vinnia"
  Message 32: Not all of the moldy books on these shelves seem worthless. One of them, titled "Alchemical Arcana," looks quite interesting.
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: Well, it seemed interesting, but your knowledge of Mage Lore is insufficient to make any sense of it. Disappointed, you return it to the shelf.
  Message 39: It's a book of Alchemical Recipes. Most of them are pretty dull: cleansing solutions, beverages, and the like. One, however, is for a 'Potion of Greater Alacrity.'
  Message 40: It's the recipe for a Potion of Weak Speed, which requires comfrey root and wormgrass. You take note of it for future potion making.
  Message 41: Like most goblin tribes, the small tribe on this level needed a place to reverentially put their dead. They adopted this room for that sacred purpose. The bones actually aren't that interesting.
  Message 42: The sign on the door said, unnervingly enough, "Dissection Room." Despite that, this room seems mundane enough. All the room contains are two tables, and a ring of runes on the floor by the south wall.
  Message 43: Oh, no! When you step into the ring of runes, invisible knives begin to, with careful, precise strokes, slash you open. You jump back fast enough to save your life, but not your good health.
  Message 44: You sit down in the nice, padded seat and start examining the controls. Unfortunately, it doesn't take long to figure out that they're completely dead. Pressing the unresponsive buttons gets boring pretty quickly.
  Message 45: This control panel has three buttons on it, labeled "Holding 1", "Holding 2", and "Holding 3." The first two are stuck in the down position. The third isn't.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: 
  Message 51: You push the button. It makes a satisfying click. Nothing else happens (that you can tell).
  Message 52: This control panel is still dark.
  Message 53: The top of this pedestal is smooth, flat, and featureless, and glows slightly. When you get close, you hear a soft, gentle voice. It says "Please approach and sit to operate."
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: When you sit in front of the pedestal, the voice says "What is your command?" It seems to be waiting for you to say something.
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: 
  Message 64: 
  Message 65: You respond, and wait for something to happen. After a moment, the voice says "I am not aware of any meaning inherent in your response. I apologize for my inadequacy."
  Message 66: You say "Quark," and the voice responds "Command accepted." You wait. At first, it seems like nothing has happened. Then several things happen all at once. First, the floor and walls begin to shake slightly.
  Message 67: Then the vibrations come in sharp pulses, as if mighty blows are being struck somewhere. The vibrations come faster and faster, and then suddenly cease. Then you hear, off in the distance, a mighty roar, followed by an impact, followed by silence.
  Message 68: You look back at the pedestal for some clue of what has happened, but it has gone dark. Nothing else happens.
  Message 69: 
  Message 70: 
  Message 71: 
  Message 72: When you step on the rune, blue and red lights start to play over you. You feel them lightly searing your flesh, cleansing away any nasty afflictions you may have picked up in the holding cells. It kind of hurts.
  Message 73: This platform was where the creatures that resided in these holding cells were teleported in. Now that the School is abandoned, the goblins are using this chamber as a garbage dump.
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
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  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: HOLDING BAYS A - High Longevity
  Message 121: HOLDING BAYS B - Low Longevity
  Message 122: Dissection Room|Authorized personnel only
  Message 123: Storeroom
  Message 124: HOLDING BAYS A|SMALL/TEMPORARY
  Message 125: HOLDING BAYS A - Small/Temporary
  Message 126: VIEWING ARENA
  Message 127: VIEWING ARENA
  Message 128: To Administrative Level - Please linger on purification runes
  Message 129: To Residential Level - Please linger on purification runes
  Message 130: HOLDING CELL LEVEL
  Message 131: HOLDING CELL LEVEL
  Message 132: CONTROL CHAMBER|Nobody admitted.
  Message 133: CONTROL CHAMBER|Nobody admitted.
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 70 name: Unused
  Personality 70 confused: 
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  Personality 71 name: Unused
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  Personality 77 name: Unused
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  Personality 78 name: Unused
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  Personality 79 name: Unused
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  Town = 8: Storage Level

  Town Messages:
  Message 0: Storage Level
  Message 1: Larvae Chambers
  Message 2: Larvae Chambers
  Message 3: Meat Locker
  Message 4: Artificial Outdoors
  Message 5: Slaughtering Room
  Message 6: Prison of Pythras
  Message 7: Huge Holding Cell
  Message 8: School Storage Rooms
  Message 9: Halls of Records
  Message 10: By Husks of Goblins
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: The words "Sign in before seeing specimen." are carved into the pedestal. The sign-in book, however, is long absent.
  Message 21: The floor of the corridor ahead is covered with strange weblike husks, each about 3 feet long. When you get closer, you see what they are: the bodies of goblins, each wrapped in webs and sucked dry.
  Message 22: Some sort of magic keeps this chamber freezing cold, and, remarkably, the spell is still functioning many years after the school closed. You see many chunks of frozen, old meat.
  Message 23: The School of Magery is filled with all manner of fascinating, long-lasting magical devices, and this thing is no exception. It's a machine for making chickens. Looking through a small window, you see rows of eggs waiting to hatch.
  Message 24: You can't be sure where the eggs came from. The chickens hatched from the machine probably provide them - the machine has a pair of ominous mechanical arms, which probably occasionally grab a passing fowl.
  Message 25: Any Empire organization generates an awful lot of paperwork, and the School was clearly no exception. Looking through this opening, you see room after room filled with bookshelves, no doubt for storing all manner of forms and bureaucratic mumbo-jumbo.
  Message 26: Strangely, considering all the creatures that roam loose in the School, these chambers have been left completely undisturbed.
  Message 27: As you walk down the corridor, your minds are suddenly attacked. One moment, nothing unusual is happening, The next, you feel a weighty presence floating in and out of your minds.
  Message 28: As you struggle to concentrate and repel the presence, it suddenly decides to withdraw. As you feel it go, it leaves you a message, written neatly in among your memories. It says, simply:
  Message 29: "I am Pythras. I am imprisoned nearby. Come to me. I will help you."
  Message 30: Pythras also left an image of herself in your minds. You recognize what she is immediately. She's a dragon.
  Message 31: 
  Message 32: 
  Message 33: You are walking down a wide passage circling a massive basalt dome. Whatever the School liked to store inside here, they were determined to make sure it didn't escape. The floor just ahead has two runes of warding etched inside it.
  Message 34: They are glowing brightly, and putting off a fair amount of heat as well. Heavy duty magic. They're definitely here to keep something in. The only question is whether they'll keep you out as well. Do you approach?
  Message 35: 
  Message 36: 
  Message 37: 
  Message 38: 
  Message 39: You walk over the runes. They make you quite warm, but don't hurt you in any way. Lucky break.
  Message 40: Being a valiant adventurer does not include, in your opinion, being baked alive by some sort of bizarre magical trap. You back away.
  Message 41: At first, you aren't sure what this machinery does. Then, when you approach, it makes a chirpy, humming sound, and spits out several pieces of greenish, moldy meat.
  Message 42: This must be how the dragon gets fed. You try to get it to spit out meat again, but it doesn't. The machine must not like you very much. It also doesn't like Pythras, if this meat is the only thing it ever feeds her.
  Message 43: This is very interesting. This room must have contained a number of spell books. Before the School was abandoned, however, someone came here, and, with a few well placed fireballs, burned them all.
  Message 44: Considering the amount of ash and charred paper here, it must have been quite a library. You look over the wreckage, stunned by the sheer waste of it, and can only wonder who would do such a thing.
  Message 45: What luck! Among the endless rows of meaningless, rotting paperwork, you find a spell book, which must have been misfiled. You flip through it for a bit. It's very well written - you don't have any trouble understanding it.
  Message 46: Soon, you've committed the arcane instructions to memory. You now know the spell Wall of Ice.
  Message 47: When you examine this bookshelf, you notice that it's leaning away from the wall slightly. Curious, you pull on it, and find that it swings away from the wall.
  Message 48: Bookworms have had their way with the books on this shelf. Most of them crumble at your touch. One book, however, remains in good condition. It's a heavy tome, bound in black leather and brass fittings.
  Message 49: You reach out to get it, hoping to examine it, and find it's icy cold to the touch. If you were careful, you could read it without freezing your fingers, but only if you wanted to ...
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: You flip through the pages of the frigid book, only to find that the magical script inside is far beyond your understanding. In fact, even attempting to read it warps and twists your minds.
  Message 55: You quickly close the book and put it back before it does you too much harm.
  Message 56: The book contains various spells for the creation and manipulation of cold. You try to etch the runes into your memory. Most of the rituals are beyond your ability, but one isn't. You can now cast Ice Bolt.
  Message 57: Wedged between to moldering tomes, you find a note, which seems to have never reached its addressee: "Pergaltho - Vinnia plans something. I know not what. She means us no good, though."
  Message 58: "Desperate times, my friend. I have done my best in Master Control to make sure disaster can avoided. We can only hope someone makes it down there, before disaster strikes. - Palhatis."
  Message 59: The mystery of who has been protecting the bookshelves has been solved. Several insubstantial beings with very substantial claws have flowed out of the walls. One is in front of you. The rest are behind.
  Message 60: Alas, you don't think they want to be friends.
  Message 61: You find a detailed fresco set into the wall, providing a crude map of this level. It's divided into four quarters, each devoted to storing a different thing.
  Message 62: The northwest corner is for dry goods. The northeast corner is for "live meat products." The southeast is dedicated to books and paperwork. Finally, the southwest corner is left intriguingly, ominously blank.
  Message 63: 
  Message 64: 
  Message 65: 
  Message 66: 
  Message 67: Once, these pedestals bore books containing detailed catalogs of all the items stored in this area. Unfortunately, the books are gone. Chitrachs ate them.
  Message 68: This enormous holding area has grown cold and quiet since you were last here. Pythras obviously lost no time in escaping. She certainly didn't stay behind to give you any thanks.
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
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  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
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  Message 93: *
  Message 94: *
  Message 95: *
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  Message 99: *
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  Message 105: *
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  Message 108: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: STOREROOMS
  Message 121: MEAT LOCKER
  Message 122: MOBILE MEAT STORAGE
  Message 123: Slaughtering Room
  Message 124: HIGH SECURITY CREATURE HOLDING CELL|DO NOT PROCEED WITHOUT PROTECTION!|UNAUTHORIZED ENTRY FORBIDDEN!
  Message 125: Halls of Records
  Message 126: Form Storage
  Message 127: Student Records
  Message 128: Spellbooks
  Message 129: Faculty Records
  Message 130: Historical Import
  Message 131: School Archives/Indexing
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 80 name: Pythras
  Personality 80 confused: She grumbles. "This is wasting my time."
  Personality 80 look    : Quaking nervously, you stand before this prisoner of the School of Magery. She towers above you, looking you over with ancient, furious eyes. She is a dragon, and she looks less than pleased with her imprisonment here.
  Personality 80 ask name: "I am Pythras, queen of lizardkind, and prisoner here." She breathes a searing gout of flame into the air. Fortunately, she seems to prefer speaking with you to devouring you.
  Personality 80 ask job : She watches you carefully, trying to estimate how much she can get out of you. "I have no job now, except for escaping this infernal prison."
  Personality 81 name: Unused
  Personality 81 confused: 
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  Personality 82 name: Unused
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  Personality 83 name: Unused
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  Personality 84 name: Unused
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  Personality 85 name: Unused
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  Personality 86 name: Unused
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  Personality 87 name: Unused
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  Personality 88 name: Unused
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  Personality 89 name: Unused
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  Node 0 person  : 80- Pythras
  Node 0 keywords: infe pris
  Node 0 type    : 0
  Node 0 text0   : She laughs dryly, little puffs of flame coming out with each breath. "The humans' foolish Empire decided that magical beasts of all sorts are unwelcome, and fit only to be slain or studied."
  Node 0 text1   : 
  Node 1 person  : 80- Pythras
  Node 1 keywords: empi xxxx
  Node 1 type    : 0
  Node 1 text0   : "Bah! Say not that name in my presence!" Her roaring voice vibrates the very stone of the chamber.
  Node 1 text1   : 
  Node 2 person  : 80- Pythras
  Node 2 keywords: slai xxxx
  Node 2 type    : 0
  Node 2 text0   : "I was not to be slain, but studied."
  Node 2 text1   : 
  Node 3 person  : 80- Pythras
  Node 3 keywords: stud xxxx
  Node 3 type    : 0
  Node 3 text0   : "Me! Queen of lizardkind! Tricked, set upon by a hundred warriors and as many mages, subdued, and brought here to be studied. Then, even worse, I am abandoned! Forgotten!"
  Node 3 text1   : "I have been here for 127 years, and every day I only think of one thing. Escape."
  Node 4 person  : 80- Pythras
  Node 4 keywords: aban forg
  Node 4 type    : 0
  Node 4 text0   : "It only took two weeks. The message came from the humans' Empire. This place was to be abandoned. Two weeks later, they were all gone. And me? Queen of lizardkind? I was discarded!"
  Node 4 text1   : 
  Node 5 person  : 80- Pythras
  Node 5 keywords: disc xxxx
  Node 5 type    : 0
  Node 5 text0   : "Oh, how I hate them. They simply decided to store me here in case I was needed. They left me here to rot, without even the boon of a quick, merciful death!"
  Node 5 text1   : "For over a hundred years, I have stared at these miserable walls, eating worthless food and going out of my mind with boredom. Oh, how I wish to escape and obtain my revenge."
  Node 6 person  : 80- Pythras
  Node 6 keywords: obta reve
  Node 6 type    : 0
  Node 6 text0   : She emits a pyrotechnic sigh. "What revenge is there for me? Those who victimized me died years ago. The only relief I can get is escape."
  Node 6 text1   : 
  Node 7 person  : 80- Pythras
  Node 7 keywords: esca xxxx
  Node 7 type    : 0
  Node 7 text0   : "It is strange. Just before the humans left, a lone wizard came to me. He did me a kindness. He told me of the nature of my cell."
  Node 7 text1   : 
  Node 8 person  : 80- Pythras
  Node 8 keywords: lone wiza
  Node 8 type    : 0
  Node 8 text0   : "He said his name was Palhatis, for what little that is worth."
  Node 8 text1   : 
  Node 9 person  : 80- Pythras
  Node 9 keywords: kind cell
  Node 9 type    : 0
  Node 9 text0   : "The wizard was bothered about my being left here. He said he could not free me, but could tell me how to be freed later. If someone would free me, I would reward them. I can give instructions."
  Node 9 text1   : Her voice is bitter and choked with pain. It must be horrible for her draconian pride to ask you for help.
  Node 11 person  : 80- Pythras
  Node 11 keywords: free inst
  Node 11 type    : 0
  Node 11 text0   : "It is the runes around my cell that hold me in. They are controlled from the control room in the Holding Cell floor. At least that was what the wizard said. He said one other thing to me, some sort of magic word."
  Node 11 text1   : 
  Node 12 person  : 80- Pythras
  Node 12 keywords: magi word
  Node 12 type    : 0
  Node 12 text0   : "The word was 'Quark'. He had to go and couldn't say what the word was used for. Maybe you can find out. If you can, and can free me, I shall make sure you have your reward."
  Node 12 text1   : 
  Node 13 person  : 80- Pythras
  Node 13 keywords: rewa xxxx
  Node 13 type    : 0
  Node 13 text0   : "I don't know why you are exploring the School, but I do know that it has been carefully sealed. If you free me, I give you my word as a queen of dragonkind that I will open the way to the lower levels, if it is within my power."
  Node 13 text1   : "Now go. This all pains me."
  Node 14 person  : 80- Pythras
  Node 14 keywords: pain xxxx
  Node 14 type    : 0
  Node 14 text0   : "I am asking humans for help. It shall take centuries to wipe away the shame." Suddenly, overcome with horror over what she has been reduced to, she turns away.
  Node 14 text1   : 

  Town = 9: Administration

  Town Messages:
  Message 0: Administration
  Message 1: Barricaded Hall
  Message 2: Refuse Filled Cavern
  Message 3: Foul Fountain
  Message 4: Sealed Passages
  Message 5: Abandoned Offices
  Message 6: Spider Caves
  Message 7: Gnat Hatchery
  Message 8: Gnat Caves
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: It looks like a force of nature has smashed its way through this chamber. The exit to the south was blocked by a massive barrier, no doubt placed by the wizards of the school to keep intruders from penetrating farther into the school.
  Message 21: The wizards did not reckon, however, on the wall having to deflect the attacks of an enraged dragon. Pythras tore this wall down and passed through, having the fortunate incidental effect of enabling you to pass as well.
  Message 22: You start to experience a familiar, unpleasant sinking feeling. Your explorations of the School of Magery have suddenly been sharply limited. The wizards of the School erected a serious barrier to your progress.
  Message 23: The south exit from the room is blocked by a massive black wall, magically shaped from the living rock of the caverns. As if a five foot thick sheet of solid rock wasn't enough, it's also covered with a multitude of protective runes. This is a problem.
  Message 24: The destruction of this level miraculously left this small shrine somewhat intact. In particular, the altar managed to survive, its aura of holiness protecting it from the evil and horror all around you.
  Message 25: If you want, you can take advantage of it ...
  Message 26: 
  Message 27: 
  Message 28: 
  Message 29: 
  Message 30: You kneel in front of the altar and offer sincere thanks and prayer to, well, whoever the altar was built to. This indiscriminate homage has a positive effect. You feel much better.
  Message 31: Unfortunately, you seem to have exhausted its holy energy. The positive energy in the temple has faded away. Oh well.
  Message 32: Considering the amount of time it's been closed up, the good condition of the School has been quite a surprise. The rooms, furniture, and (unfortunately) denizens have been amazingly intact.
  Message 33: At first, it seems that you've found areas that have been struck by the inevitable decay. This floor is in an advanced state of disrepair. The walls have collapsed, the ceiling has caved in in places, and rubble and debris are everywhere.
  Message 34: Looking closer, however, you realize that the decay was not natural. The walls and rubble have been scorched by fire, and the structures look less like they've fallen apart and more like they were torn apart.
  Message 35: Before the school was closed, someone went to an awful lot of effort to make sure that this level was blown to pieces. Curiouser and curiouser ...
  Message 36: 
  Message 37: 
  Message 38: This spellbook managed to escape the destruction of this floor. Unfortunately, you can't understand a word of it. Maybe if you studied the magical arts more ...
  Message 39: You find a spellbook which managed to escape the destruction of this floor. It's tricky, but you manage to decode it. You can now cast the spell Venom Arrows.
  Message 40: The desk is filled with ashes and bits of charred paper. Someone didn't even bother to take all the papers out before burning them.
  Message 41: You hear voices ahead. Adrenaline rushes through your veins. Whoever's ahead, you will be able to ambush them! You stalk forward in as stealthy a manner as possible.
  Message 42: As you get closer, however, you notice that something isn't right about the voices. They're not gruff and guttural, like goblin voices. They're high pitched, chirpy, and friendly, like ... like ...
  Message 43: Oh no. You've heard of these creatures. They're some of the rarest and most feared denizens of the dungeons of the world: the legendary Giant Intelligent Friendly Talking Spiders.
  Message 44: You see them ahead, skittering about on the arachnid legs, making webs, chatting happily, and keeping busy. Some monsters are more dangerous. But few are more irritating ...
  Message 45: 
  Message 46: 
  Message 47: You leave the spiders' caves and enter a new area. Instead of spiders bothering you, you are now surrounded by flying gnats. Like the spiders, these gnats are much larger than usual. In fact, each is about the size of your hand.
  Message 48: They're pretty big and annoying. At least they don't talk.
  Message 49: Just under the surface of the stagnant water, you see dozens of clutches of gnat eggs, each promising a multitude of nasty, annoying flying creatures. One of the clusters of eggs is just close enough for you to grab it.
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: Interesting ... you wouldn't have thought that gnats would act like pack rats. Mindless as they may be, they've happily gathered all manner of junk in this room. You see broken scroll tubes, scraps of paper, pottery, and all manner of junk.
  Message 56: There might even be something useful buried in there. Alas, you don't have the months it would take to sort through it all.
  Message 57: You're in luck! If the spiders hadn't told you about it, you wouldn't have even known to look. You find a small, round black stone, carefully polished, not unlike the stone you used to get inside the School.
  Message 58: It's very smooth, as if many people had rubbed it in the past. You can only hope that it's useful.
  Message 59: 
  Message 60: 
  Message 61: 
  Message 62: 
  Message 63: There are two things that are interesting about this cave. First, of course, is the fountain in the center.
  Message 64: It somehow survived and continued to function despite the explosion that destroyed this floor. Magical pumps bring water up from below, and spray it in high, elegant arcs through the air.
  Message 65: The second interesting thing is the nature of the water. It has the same oily sheen and bitter, acrid smell as the water on the surface. For some reason, the curse is present inside the school too.
  Message 66: After the water is pumped up from below, it drains back down again through large grates. You wonder where it goes ...
  Message 67: 
  Message 68: 
  Message 69: You find a bunch of rotten, unreadable books. Disappointing.
  Message 70: You find yet another magical book. You grab it eagerly, flipping through the delicate pages for useful information. Unfortunately, you can't understand any of it.
  Message 71: You return the book to its shelf ... it's far too fragile to carry with you,
  Message 72: You find an ancient, fragile spellbook in the bookshelf. Carefully inspecting it, you find it's written in an old, but still decipherable script. Studying carefully, you learn the spell Slow Group.
  Message 73: You return the book to its shelf ... it's far too fragile to carry with you,
  Message 74: The spiders have placed the gnat eggs you provided in the piles of refuse here. They are already starting to hatch, and will soon provide many, many tasty spider snacks.
  Message 75: "Yeah, we can help you! Thanks for the happy eggs, by the way. Don't forget ... a gnat took the stone. It was small and shiny and black, and it's sure to be hidden in the gnat caves somewhere or other."
  Message 76: You give the chief spider the gnat eggs. It does a happy little dance. "Thank you! Now we can raise our own yummy gnats and not hunt them! In return, I will help you and stuff!"
  Message 77: "We had a pretty magic stone, but a gnat grabbed it and flew it to the north. If you search the gnat's caves you're sure to find it!" (You take note of this.)
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: ADMINISTRATION LEVEL
  Message 121: ADMINISTRATION LEVEL
  Message 122: Please Return Spellbooks After Reading
  Message 123: None of the runes are readable, but they all look pretty ominous.
  Message 124: None of the runes are readable, but they all look pretty ominous.
  Message 125: None of the runes are readable, but they all look pretty ominous.
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 90 name: Spider
  Personality 90 confused: "You're silly!"
  Personality 90 look    : A giant spider walks boldly up to you, holding itself erect with arachnid poise and dignity. Then it scratches itself with one of its legs, spoiling the effect.
  Personality 90 ask name: "I'm Spider," it says proudly.
  Personality 90 ask job : "I'm the chief spider! I'm the leader!"
  Personality 91 name: Spider
  Personality 91 confused: "You're silly!"
  Personality 91 look    : This spider had his multitude of eyes fixed on you in fascination.  It takes a break from its web weaving to come over and speak with you.
  Personality 91 ask name: "Hi! My name's spider!"
  Personality 91 ask job : "Why, hmmm. I guess I make webs. And eat gnats. And think a bunch!"
  Personality 92 name: Spider
  Personality 92 confused: "You're silly!"
  Personality 92 look    : A stern sentinel spider stands guard in this corridor. It doesn't seem inclined to let you pass.
  Personality 92 ask name: "I'm the guard spider. My name's Spider!"
  Personality 92 ask job : "I'm a guard!"
  Personality 93 name: Spider
  Personality 93 confused: "You're silly!"
  Personality 93 look    : This giant spider is a lot smaller than normal, only about the size of a large cat. It seems to find you fascinating.
  Personality 93 ask name: "I'm spider! Hi!"
  Personality 93 ask job : "I don't have a job. I'm just a baby, silly!"
  Personality 94 name: Spider
  Personality 94 confused: "You're silly," it says grumpily.
  Personality 94 look    : You meet a spider with bad posture. It slouches through the caves in what you can only describe as a grumpy sort of way.
  Personality 94 ask name: It isn't quite as happy to see you as the other spiders. "I'm Spider."
  Personality 94 ask job : It makes a sort of a grumpy, high-pitched, squeaky, uncomfortable, cute sort of sound. "I walk around these caves and eat bugs. Whatever."
  Personality 95 name: Spider
  Personality 95 confused: It shivers nervously.
  Personality 95 look    : You see a visibly agitated spider. It's very shy, and looks very nervous.
  Personality 95 ask name: "I'm Spider," it says in a quiet squeak.
  Personality 95 ask job : It shivers. "I'm a scared spider."
  Personality 96 name: Spider
  Personality 96 confused: "You're silly!"
  Personality 96 look    : This spider is walking around, looking for a good place to set up a web. It stops to talk to you, but seems to be in a hurry.
  Personality 96 ask name: "I'm Spider," it says, while continuing to search.
  Personality 96 ask job : "I'm trying to make some webs. I'm hungry!"
  Personality 97 name: Unused
  Personality 97 confused: 
  Personality 97 look    : 
  Personality 97 ask name: 
  Personality 97 ask job : 
  Personality 98 name: Unused
  Personality 98 confused: 
  Personality 98 look    : 
  Personality 98 ask name: 
  Personality 98 ask job : 
  Personality 99 name: Unused
  Personality 99 confused: 
  Personality 99 look    : 
  Personality 99 ask name: 
  Personality 99 ask job : 
  Node 1 person  : 90- Spider
  Node 1 keywords: chie lead
  Node 1 type    : 0
  Node 1 text0   : "I provide guidance and wisdom to all the other spiders."
  Node 1 text1   : 
  Node 2 person  : 90- Spider
  Node 2 keywords: guid wisd
  Node 2 type    : 0
  Node 2 text0   : It thinks for a while. "Hmm. Wisdom! Like, ummm ... don't eat each other. Make strong webs. Eat lots of yummy gnats. Don't play with evil things. That sort of thing."
  Node 2 text1   : 
  Node 4 person  : 90- Spider
  Node 4 keywords: yumm gnat
  Node 4 type    : 0
  Node 4 text0   : "There's a bunch of gnats near here! They're yummy! They're mean and tough, though."
  Node 4 text1   : 
  Node 5 person  : 90- Spider
  Node 5 keywords: mean toug
  Node 5 type    : 0
  Node 5 text0   : It looks at you nervously. "I'm not gonna' tell you that, silly! You'll eat our gnats, and we'll be all hungry and sad."
  Node 5 text1   : 
  Node 6 person  : 90- Spider
  Node 6 keywords: pret rock
  Node 6 type    : 29
  Node 6 text0   : It strains its little spider brain trying to think what you're talking about. Finally, it remembers. "Oh, yeah! We had a pretty rock, but we lost it." It thinks. "Hey! I'll make a deal with you! If you get us some gnat eggs, we can help you out!"
  Node 6 text1   : "If you get them, we'll help you find the stone. First, though, you'll need the password to get to the gnats."
  Node 7 person  : 90- Spider
  Node 7 keywords: deal eggs
  Node 7 type    : 29
  Node 7 text0   : It strains its little spider brain trying to think what you're talking about. Finally, it remembers. "Oh, yeah! We had a pretty rock, but we lost it." It thinks. "Hey! I'll make a deal with you! If you get us some gnat eggs, we can help you out!"
  Node 7 text1   : "If you get them, we'll help you find the stone. First, though, you'll need the password to get to the gnats."
  Node 8 person  : 90- Spider
  Node 8 keywords: evil thin
  Node 8 type    : 0
  Node 8 text0   : "Like the evil undead things to the west? They're nasty. They don't want to play or frolic or catch bugs or anything. They only want to hit us. How mean!"
  Node 8 text1   : 
  Node 9 person  : 92- Spider
  Node 9 keywords: gnat xxxx
  Node 9 type    : 28
  Node 9 text0   : "Yeah, that's the password! You can go by." It skitters away.
  Node 9 text1   : 
  Node 10 person  : 91- Spider
  Node 10 keywords: thin bunc
  Node 10 type    : 0
  Node 10 text0   : "I'm the one who tells the Great Story of our History! Or, if you don't want to hear it, we can discuss more personal things."
  Node 10 text1   : 
  Node 11 person  : 91- Spider
  Node 11 keywords: pers thin
  Node 11 type    : 0
  Node 11 text0   : It sidles up close to you. "Has anyone ever told you how cute you are?"
  Node 11 text1   : 
  Node 12 person  : 91- Spider
  Node 12 keywords: cute xxxx
  Node 12 type    : 0
  Node 12 text0   : It gives you a quick little kiss on the shin, and leers at you in an arachnid sort of way.
  Node 12 text1   : 
  Node 13 person  : 91- Spider
  Node 13 keywords: stor hist
  Node 13 type    : 0
  Node 13 text0   : "Once upon a time, there were many smart humans in these caves. They held us here and talked to us a lot and prodded us and thought we were really interesting!"
  Node 13 text1   : 
  Node 14 person  : 91- Spider
  Node 14 keywords: real inte
  Node 14 type    : 0
  Node 14 text0   : "They gave us bugs, but not very yummy ones, and didn't let us build big webs, and kept us in small rooms and stuff. But then they all went away."
  Node 14 text1   : 
  Node 15 person  : 91- Spider
  Node 15 keywords: went away
  Node 15 type    : 0
  Node 15 text0   : "They didn't know what to do with us, so they just opened our cells and left us to ourselves. So we got out and did a little happy dance." He demonstrates. "Then we can down here and were happy. Sort of. The end."
  Node 15 text1   : It thinks. "And you're cute."
  Node 16 person  : 92- Spider
  Node 16 keywords: guar xxxx
  Node 16 type    : 0
  Node 16 text0   : "Yup! I keep people from reaching and eating our big, yummy bugs! To get by me, you have to give me the password."
  Node 16 text1   : 
  Node 17 person  : 92- Spider
  Node 17 keywords: bugs xxxx
  Node 17 type    : 0
  Node 17 text0   : "Bugs are yummy!"
  Node 17 text1   : 
  Node 18 person  : 92- Spider
  Node 18 keywords: pass xxxx
  Node 18 type    : 0
  Node 18 text0   : "Yeah! The password! Did you forget it? It's ... " It stops. "Wait! You were trying to trick me! I'm not going to tell you what it is, silly!"
  Node 18 text1   : 
  Node 20 person  : 90- Spider
  Node 20 keywords: pass need
  Node 20 type    : 0
  Node 20 text0   : "The password to get to the gnats is ..." It stops and looks around to make sure nobody is listening, and then move very close to you and whispers "Gnats."
  Node 20 text1   : 
  Node 22 person  : 93- Spider
  Node 22 keywords: baby xxxx
  Node 22 type    : 0
  Node 22 text0   : "Yup. I'm all small and stuff. I can't even hunt my own food yet!"
  Node 22 text1   : 
  Node 23 person  : 93- Spider
  Node 23 keywords: hunt food
  Node 23 type    : 0
  Node 23 text0   : "Soon I'll be all big and fierce, and can hunt!" It bares its fangs to you, which are currently a fairly impressive six inches long. "And I'll be able to pounce."
  Node 23 text1   : 
  Node 24 person  : 93- Spider
  Node 24 keywords: poun xxxx
  Node 24 type    : 0
  Node 24 text0   : "I'm pounce fiercely. Want to watch me practice?"
  Node 24 text1   : 
  Node 25 person  : 93- Spider
  Node 25 keywords: watc prac
  Node 25 type    : 25
  Node 25 text0   : It leaps forward about six feet, bounces off your shin, rolls backwards, accidentally sprays web all over itself, gets tangled, struggles to escape, gets itself more stuck, and finally rolls off down the corridor, a big round mass of goo and waving legs.
  Node 25 text1   : You sort of feel that its pounce needs work.
  Node 26 person  : 94- Spider
  Node 26 keywords: bugs xxxx
  Node 26 type    : 0
  Node 26 text0   : "Yeah. Bugs. It's what spiders eat. Silly." When this spider says you're silly, it doesn't seem as nice as when the other spiders do it.
  Node 26 text1   : 
  Node 27 person  : 94- Spider
  Node 27 keywords: cave xxxx
  Node 27 type    : 0
  Node 27 text0   : "Yeah. Caves. That's all we ever are in. All the other spiders are so goofy, they never even try to see the outside."
  Node 27 text1   : 
  Node 28 person  : 94- Spider
  Node 28 keywords: goof outs
  Node 28 type    : 0
  Node 28 text0   : "We are spiders! We should be finding our way outside, where we can eat all sorts of bugs, and bask in the sun, and build webs in the wind, and be happy. But the spiders are happy in their little caves, with bad, nasty undead around. It makes me angry."
  Node 28 text1   : "All they talk about is how cute things are."
  Node 29 person  : 94- Spider
  Node 29 keywords: cute xxxx
  Node 29 type    : 0
  Node 29 text0   : "Well," it admits, "you are very cute. But that's besides the point."
  Node 29 text1   : 
  Node 30 person  : 94- Spider
  Node 30 keywords: angr xxxx
  Node 30 type    : 0
  Node 30 text0   : "Yup. Let me show you." It waves its pedipalps in an agitated fashion, as a way of demonstrating its anger.
  Node 30 text1   : 
  Node 31 person  : 95- Spider
  Node 31 keywords: scar xxxx
  Node 31 type    : 0
  Node 31 text0   : "A big nasty thing scared me!"
  Node 31 text1   : 
  Node 32 person  : 95- Spider
  Node 32 keywords: nast thin
  Node 32 type    : 0
  Node 32 text0   : "Yeah. I was looking around around where the bad undead things are looking for neat stuff, and a big evil lizard ran by."
  Node 32 text1   : 
  Node 33 person  : 95- Spider
  Node 33 keywords: evil liza
  Node 33 type    : 0
  Node 33 text0   : "Yeah. It was huge. And green. And it seemed really mad. It came by, and roared a lot, and ate a zombie, and was just really scary! So I came back here. I'm hiding."
  Node 33 text1   : 
  Node 34 person  : 95- Spider
  Node 34 keywords: hidi xxxx
  Node 34 type    : 0
  Node 34 text0   : "You should hide too. It was really, really big!"
  Node 34 text1   : 
  Node 35 person  : 96- Spider
  Node 35 keywords: webs xxxx
  Node 35 type    : 0
  Node 35 text0   : "Webs are really, really tough to build. I wish we didn't have to make them, but that's the only way to catch those little, fast flying gnats. And those are the tasty ones!"
  Node 35 text1   : 
  Node 36 person  : 96- Spider
  Node 36 keywords: hung xxxx
  Node 36 type    : 0
  Node 36 text0   : "Yeah. When we get hungry, we have to wait for gnats to fly in from the north and then try to catch them before they fly away. It's really tough, and there's not much time to flirt with all the other neat, cute spiders."
  Node 36 text1   : 
  Node 37 person  : 96- Spider
  Node 37 keywords: flir cute
  Node 37 type    : 0
  Node 37 text0   : "Being a spider is very complicated. We have to make webs and find mates and raise little spiders. Plus we have all these legs to keep track of. It's tough!"
  Node 37 text1   : 

  Town = 10: Major Waste Repository

  Town Messages:
  Message 0: Major Waste Repository
  Message 1: Waste Arrival Chamber
  Message 2: Control Chamber
  Message 3: Entry Hall
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You stand at the entrance to the Primary Waste Disposal. While the builders of the School of Magery obviously built this to be a massive and nearly impregnable structure, it has not proved to be impervious to the ravages of time.
  Message 21: The massive basalt front of the structure has been cracked and eaten away by the foul ooze seeping out of it. Even as you watch, bits of the wall crumble away and dissolve, making the holes even wider and allowing more poison out.
  Message 22: This must be the true cause of the "curse" that afflicts the valley. More information is sure to be available inside.
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: From here, at last, you can see the true causes of the curse on the Vale. They're right in front of you. You see boxes and barrels, dozens of them, many of them leaking.
  Message 27: On the floor around the containers are all manner of alchemical and magical tools. You see beakers and flasks, vials and tubes, each of them covered with the residue of magical experiments.
  Message 28: This structure contains the debris and poisonous detritus of a thousand failed experiments, badly mixed potions, and spells gone wrong. Nothing is more dangerous than the result of a miscast spell, and all of those leavings were just put into barrels.
  Message 29: And left here. Left without proper protection, without anything that would effectively keep the refuse from poisoning the water of the Vale. Cold fury grows inside you. How could anyone be so careless?
  Message 30: And how are you to take care of it? There's so much residue, so much waste here, you can't imagine how you will be able to get rid of it all. The cause is here. The solution is still far distant.
  Message 31: 
  Message 32: You take note of all of this. The officials of the Vale are sure to be interested.
  Message 33: This room must be where the barrels started to leak. It looks like there was a cave-in here. The barrels broke and the goo spilled out, eating away at the other containers from the outside.
  Message 34: Now the stuff is working its ways to the other chambers, breaking open more containers as it goes. Soon every bit of waste here will be turned loose, unless you do something.
  Message 35: Suddenly, things start climbing out of the acidic muck! You watch, stunned, amazed that anything could survive in that stuff. One thing sure can, though - demons.
  Message 36: The hellish imps were having a pleasant, leisurely swim in the goop before you arrived. Now, annoyed that you want to end their fun, they decide to kill you ...
  Message 37: 
  Message 38: 
  Message 39: 
  Message 40: 
  Message 41: You have finally managed to reach the control panel for the Primary Waste Storage facility. Perhaps here, you can find a way to contain the stuff. Or you could also make the problem much worse.
  Message 42: Sit down ... if you dare.
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: You back away. Probably a sensible idea.
  Message 48: It's rather anticlimactic, after all. You sit down, examine the panel, and realize all the levers are locked down, the displays are dark, and the buttons have been removed entirely.
  Message 49: There's nothing you can do here now. There may be somewhere you can go to activate this control panel, but you aren't optimistic.
  Message 50: 
  Message 51: 
  Message 52: 
  Message 53: 
  Message 54: You sit down and look the controls over. At first, you think your trip to the Main Control Room was in vain. Everything looks pretty dark and uninteresting.
  Message 55: Then you notice that one of the displays isn't dark after all. It's flickering very dimly. You bend down to read it. It says "Activate Purification Process. Danger - Safety Off" Next to the light is a tiny switch.
  Message 56: You could push the switch. However, you're a tiny bit nervous about the whole Safety thing.
  Message 57: 
  Message 58: 
  Message 59: 
  Message 60: Probably a wise move. This isn't a suicide mission.
  Message 61: You push the switch. A little hole opens up on the panel, and the words "Insert Crystal" appear next to it, written in letters of mist. Alas, you have no crystal, or anything similar.
  Message 62: Disappointed, you back away. The hole closes up as you do.
  Message 63: You push the switch. A little hole opens up on the panel, and the words "Insert Crystal" appear next to it, written in letters of mist. It looks like the crystal the Vahnatai gave you would fit perfectly.
  Message 64: This would appear to be it. Do you insert the crystal?
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: For all you know, you're about to bring a river of deadly goo pouring in on you. You back away, and the hole disappears.
  Message 70: You insert the crystal. There is a flash of light and heat, and it disintegrates. You aren't allowed time to ponder what this means. At last, the powerful machinery of the School of Magery has been unleashed, as it should have been long before.
  Message 71: Quickfire is the most thorough, devastating, rapacious magical effect known. It can and will devour anything and everything it can reach. You hear the roar of its unending flame roaring through the Storage areas, devouring the waste.
  Message 72: For whatever reason, the waste destruction mechanisms weren't used when the School was closed. At last, they have been activated.
  Message 73: Unfortunately, the doors and gates that would keep the quickfire from reaching you are no longer working. You watch rusted shutters pathetically attempt to close over the windows surrounding you. They aren't working. The fire will soon reach you.
  Message 74: Perhaps you should run ...
  Message 75: 
  Message 76: That's odd. One of these boxes of waste is shaking. Do you open it?
  Message 77: 
  Message 78: 
  Message 79: 
  Message 80: 
  Message 81: 
  Message 82: Oops. It would appear that not all of the waste placed here was inert.
  Message 83: This chamber was where fresh, virulent waste was teleported in for storage. For extra safety, magic barriers were placed around the arrival portal. Most of the barriers have faded away on their own at this point.
  Message 84: Not even adventurers as foolhardy as you would step into a portal this weak and unstable, leading to who knows where. You back away carefully.
  Message 85: You've spent too long in this incredibly poisonous atmosphere. It's starting to get to you ...
  Message 86: The quickfire advanced too fast. You didn't have a chance. You were trapped. The searing heat, which will burn away all the waste in the repository, will turn you to ash as well. You grow resigned. You have no hope.
  Message 87: Then, suddenly, all is blackness. You are no longer in the School! You have been transported to an area of total darkness, where you float suspended in nothingness. Is this the end? Have you died?
  Message 88: Then you hear a voice. You recognize it! It's Baia-Tel, the leader of the Vahnatai! He says "Gratitude and honor are thing we Vahnatai always much valuing. Your goodness to us is getting reward now. Saving you is but the least we can do."
  Message 89: "Thanking to you, and good luck."
  Message 90: Then you are somewhere else ...
  Message 91: 
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: CONTROL CHAMBER
  Message 121: PRIMARY WASTE STORAGE
  Message 122: PRIMARY WASTE STORAGE
  Message 123: FIRE CELL - KEEP OUT!
  Message 124: FIRE CELL - KEEP OUT!
  Message 125: FIRE CELL - KEEP OUT!
  Message 126: CONTROL CHAMBER
  Message 127: CONTROL CHAMBER
  Message 128: CONTROL CHAMBER
  Message 129: CONTROL CHAMBER
  Message 130: WASTE ARRIVAL
  Message 131: WASTE ARRIVAL
  Message 132: WASTE ARRIVAL
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 100 name: Unused
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  Town = 11: Student Quarters

  Town Messages:
  Message 0: Student Quarters
  Message 1: Destroyed Chamber
  Message 2: Ransacked Quarters
  Message 3: Ransacked Quarters
  Message 4: Apothecary
  Message 5: Apothecary Storage
  Message 6: Possession Check-In
  Message 7: Dining Hall
  Message 8: Small Office
  Message 9: 3rd Year Student Cells
  Message 10: Old Storeroom
  Message 11: Abandoned Kitchen
  Message 12: Dusty Barracks
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You step through the open gates into the lower section of the School of Magery, where all the serious learning and research took place. The air is fresher here (if dustier) and it's a relief to leave the airborne poisons of the earlier caves behind.
  Message 21: Although this area has been abandoned by its former owners, it is nowhere near unoccupied. You hear shrill, demonic screeches of laugher to the south, which don't bode well for your travels.
  Message 22: Refuse is everywhere, and what were once lovely frescoes on the walls have been scratched into unrecognizability. The current residents of the School don't seem to feel like keeping things neat.
  Message 23: It has seemed that any long-lived creature which doesn't need to eat much has thrived while in the magical atmosphere of the school. It will probably be tough going from here on in ...
  Message 24: 
  Message 25: 
  Message 26: Here is yet another area that was blown up before the School was abandoned. You haven't a clue what these rooms were used for. The destroyers were thorough.
  Message 27: The books on these shelves were burned to bits by several well placed Flame spells.
  Message 28: Although the desk is empty, you notice that there's a small piece of paper crumpled underneath it. It reads: "Don't forget. Caretaker key left with Provost. Healing Scepter still with Apothecary. Be sure to recover."
  Message 29: "If only we were given more time. Vinnia will have my head if they're left. Be sure not to forget."
  Message 30: Beyond these heavy gates, the worldly possessions of the students here were stored, kept from them so that they could concentrate on their studies. It looks like a few items still remain.
  Message 31: On a polished marble pedestal, you find a small scepter, resting on a pillow of velvet.
  Message 32: It's not an impressive object, merely a piece of polished and varnished driftwood with a piece of rose quartz set in one end. Despite its unassuming appearance, you can't help but believe an object so well hidden must have at least a small value.
  Message 33: 
  Message 34: 
  Message 35: 
  Message 36: 
  Message 37: The sceptre is slightly warm to the touch and feels solid and reassuring in your hand. Whatever it is, it's now yours.
  Message 38: This book contains records of the students let into the infirmary, and the cause of the injuries that placed them there. The number placed here because of magical accidents is quite telling.
  Message 39: The gremlins didn't tear this book up, although it shows signs that they flipped through it frequently. This is probably because they've found reading it to be very amusing.
  Message 40: This areas contains the cells where the third year apprentices spent their traditional year of silence, privation, and quiet thought. This area looks far too enclosed and boring for the gremlins to live  here.
  Message 41: One of the books on this bookshelf looks useful (the rest being moldy, esoteric, or pieces of amusing fiction). It's a book of magic, probably left here by a careless student. You can't understand the title.
  Message 42: 
  Message 43: 
  Message 44: 
  Message 45: 
  Message 46: 
  Message 47: Alas, you can't understand the magical script inside. Maybe, if you had taken a few classes here, it would have made more sense ...
  Message 48: It takes an hour of careful concentration, but you manage to decipher the runes inside. It is indeed a spellbook, teaching the words and subtle motions necessary to cast the Poison spell. You learn it well.
  Message 49: The bookshelves in this room don't contain the spellbooks and dry magical tomes you've come to expect. Instead, they seem to contain fiction and other works of a lighter nature.
  Message 50: Access to this room was probably a reward for third year students, or a brief respite from the ceaseless privations of being an apprentice here.
  Message 51: This desk is empty.
  Message 52: Most of the books, journals, and scrolls on these shelves have rotted away. The few that remain readable are useless to you, mainly forms and records.
  Message 53: As you pull one book out, however, a shiny item falls to the floor with a metallic ring. You bend down to inspect it. It's a small silver key.
  Message 54: 
  Message 55: 
  Message 56: 
  Message 57: 
  Message 58: At one time, the transcripts and student records in this chamber needed to be well hidden and guarded. Nobody cares anymore, of course, but hidden they remain.
  Message 59: Someone has cast quite a spell on these doors. The walls to either side of them melted, and the stone flowed like water over their edges, solidifying in bars of rock, 5 inches thick.
  Message 60: These doors are sealed. You'll have to find another way through.
  Message 61: This door is locked. There is a silver keyhole, but you have no key that fits. Considering the power of the mages who sealed this portal, you aren't optimistic about your ability to open it.
  Message 62: You find a locked door with a silver keyhole. You try the silver key you found nearby in the lock, and it fits. The door is now unlocked.
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: PROVOST
  Message 121: SCHOOL OF MAGERY|LOWER SECTION|STUDENTS AND FACULTY ONLY BEYOND THIS POINT
  Message 122: SURRENDER THAT OF THE OUTSIDE WORLD BEFORE ENTERING
  Message 123: CHECK-IN CHAMBERS
  Message 124: RECORDS AND SECRETARIAL
  Message 125: DISCIPLINE
  Message 126: EXAMINATION CHAMBER
  Message 127: 3RD YEAR
  Message 128: ADMIN. & PROVOST - SOUTH|APOTHECARY & SHRINE - NORTH
  Message 129: APOTHECARY
  Message 130: 1ST YEARS
  Message 131: 1ST YEARS
  Message 132: TRANSCRIPTS
  Message 133: COMMON HALL
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
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  Town = 12: Lecture Halls

  Town Messages:
  Message 0: Lecture Halls
  Message 1: Lecture Hall
  Message 2: Faculty Offices
  Message 3: Faculty Offices
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: Now that you've gotten a look at the creatures populating this level, you have to stop and gawk for a moment. They're some of the most bizarre little critters you've ever seen.
  Message 21: They're humanoid shaped, each about 3 feet tall. You can't quite tell what they're made of. It's not regular flesh, but it isn't stone or metal or any other recognizable material either. It's flexible and waxy, and looks seriously tough.
  Message 22: They're fast moving and muscular and have nasty, sharp looking teeth and claws. And, as usual, they seem to regard you less as potential friends and more as potential food.
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: This floor contained the lecture halls for the School. This is where the bulk of the instruction, examination, and study of theory took place.
  Message 27: In the absence of the School's masters, however, something bizarre has happened. Someone or something has been rebuilding this level. The walls have been torn down, and rebuilt into strange, lumpy, rounded tunnels and domes.
  Message 28: The structures wind and penetrate their way through the wreckage of the lecture halls like strange stone tumors. From inside, you hear the scratching of unseen creatures, tunneling and working.
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: Once upon a time, someone ransacked this bookshelf pretty thoroughly. Whatever was here before, there's little left of interest now.
  Message 33: You find, much to your disappointment, that someone has burned up most of the stuff in this desk. You search through the ashes and find a scrap of paper which escaped the fire. it reads:
  Message 34: "Vinnia wants to meet with us. Does not bode well. Fortunately, the tools are in place. If the disaster does occurs, it will still be possible to undo ..." That's all there is.
  Message 35: You step inside the strange, short creatures' warren. The tunnels are low and winding, but if you hunch, you can manage to work your way inside.
  Message 36: The tunnels are dark and filled with a strange, musky smell. The sounds of the hivelings' labors echo their way to you.
  Message 37: The floor of this room is covered with neat rows of carefully arranged round, gray stones. At first, you thing that this is some sort of weird creature conceptual art. Then you realize that the things aren't rocks. They're eggs!
  Message 38: This is a fascinating insight into the biology of these critters, but not terribly useful. That is, unless you destroy them. Do you?
  Message 39: 
  Message 40: 
  Message 41: 
  Message 42: 
  Message 43: You draw a weapon and start smashing the proto-hivelings. Unfortunately, it does about as much good as smacking large chunks of rock. None at all. You quit before you break your weapons.
  Message 44: On the blackboard of this lecture hall, you notice that whoever was lecturing left the class notes on the board. At least, that's what the rather business-like runes and glyphs on the blackboard look like.
  Message 45: To find out more, you'll need to spend some time reading them.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: You start reading the runes and realize that they aren't instructions for casting a spell. They are a spell, like a scroll but written on the wall! You try to stop reading, but can't. Instead, you start to read faster, and then out loud.
  Message 51: The only reason you can think of that someone would create something like this would be to punish intruders. Clearly, someone wanted to seriously harm anyone who made it down this far. Whatever the reason, you now have to deal with more pressing issues.
  Message 52: 
  Message 53: 
  Message 54: 
  Message 55: 
  Message 56: One amazing thing about the hivelings is their single-mindedness. Everything to the north of this door has been destroyed, but everything to the south is completely untouched. They're concerned with construction and little else.
  Message 57: This bookshelf contains a green book titled "Wisdom of the School." You flip through it. It's a textbook. The ink on the pages has ran and the few pages you can read aren't too interesting. Still, you can take it if you wish.
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
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  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
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  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
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  Message 108: *
  Message 109: *
  Message 110: *
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  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: Faculty Offices
  Message 121: To Halls of Experiment
  Message 122: PALHATIS
  Message 123: VINNIA
  Message 124: PERGALTHO
  Message 125: GRANIOK
  Message 126: ERIKA
  Message 127: LECTURE HALLS
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 120 name: Unused
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  Town = 13: Libraries

  Town Messages:
  Message 0: Libraries
  Message 1: Reading Rooms
  Message 2: Study Carrels
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You walk up to this strange machine. It's about 12 feet high, is made of shiny bronze and iron, and beeps and buzzes. You spend a few minutes looking for controls, instructions, or some hint of what it does.
  Message 21: Eventually, you find a small, magical, glowing display. It reads: "School Tome Dispenser. Please Select. Available: 1 - Mining Arts, 2 - Woodcarving Arts. Please Make A Selection."
  Message 22: Below the display are two buttons, labeled '1' and '2'. Do you press one of them, or leave?
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: You press the buttons. The machine squeals and beeps, and a small tablet of stone slides out into a nearby hopper. Unfortunately, some smoke and sparks come out with it. The machine display goes dark. You get the tablet.
  Message 27: You press the buttons. The machine squeals and beeps, and a small tablet of stone slides out into a nearby hopper. Unfortunately, some smoke and sparks come out with it. The machine display goes dark. You get the tablet.
  Message 28: This chamber is where all of the school's rarest and most valuable spell books were stored. They're gone now. There's nothing but several rows of bare pedestals and this official looking proclamation, pinned to the wall:
  Message 29: "BY THE ORDER OF EMPEROR STEWART, MOST HIGH RULER OF THE EMPIRE.
  Message 30: It is now officially decreed that the School of Magery, located in Skylark Vale, cease operations immediately. The deadline for ceasing of operations is one week from receipt of this proclamation.
  Message 31: The school is to be sealed, and all magical texts returned to Empire custody or destroyed. The School is to be permanently sealed, and all students and faculty are to return to Empire custody.
  Message 32: Anyone interfering with the carrying out of this order will be disciplined in the most severe way. A similar fate will await those entering the School later than one week from now. That is all."
  Message 33: The proclamation is dated 130 years ago. Emperor Stewart has been dead for a century.
  Message 34: The index card and files for the library were in this room. Well, they still are, but someone has gone through, dumped them out, and mixed them up. In this state of disarray, they'll be useless for finding your way around the library.
  Message 35: You find the body of a murdered mage. She was barricaded up here behind several force barriers, and left to starve. Ugly business.
  Message 36: When you step inside this small chamber, a cloud of blue mist appears in the northwest corner. It soon fades, and a big, nasty lizard is left in its place. Looks like someone's left a nice magical trap behind for you.
  Message 37: You find an interesting, thin book on something called a Piercing Crystal. It's a magical item which can dispel any magical barrier it's thrown at. Useful thing to have around.
  Message 38: You find a book on "library sprites." They're magical creature created in many libraries (such as this one) to keep things clean and looked after automatically.
  Message 39: The book makes a note that library sprites shouldn't be left unguided for too long. They are, in a limited way, sentient, and will become very unstable when left alone.
  Message 40: You find a book describing the spell Move Mountains. You can already cast this spell, so the tome isn't very interesting to you. All it really does is go on at great length on what use this spell can be to destroy weak walls.
  Message 41: You open an interesting looking book. The first page has a large, painted rune inside the front cover. You recognize what it is too late. The book explodes, burning you badly ...
  Message 42: Suddenly, a shower of books rains down from above onto your heads. Bruised, you look up, but you can't figure out what caused the books to fall.
  Message 43: You find another room which was destroyed before the School was closed. You have little doubt that plenty of invaluable magical texts were destroyed.
  Message 44: You step into the library of the School of Magery. The air is cool, musty, and still, and the smell of books and leather bindings fill the air.
  Message 45: Down the hallways, you see many shelves of books and scrolls, thick and thin, bound in paper and leather. Strangely, there is a visible lack of dust and decay. Things seem to have been kept in good order. Someone's been looking after the place.
  Message 46: 
  Message 47: 
  Message 48: 
  Message 49: 
  Message 50: Out of the corner of your eye, you'd swear you see two of the books on a nearby shelf switch places. You look closer but see nobody there. Must have been your imagination.
  Message 51: You stand at the entrance to a small room with a lone pedestal, which has nothing resting on it. As you look at it, you hear a voice whispering in your ear. "On the pedestal. The green book. We miss the green book."
  Message 52: You turn quickly, but nobody is there. It's still and quiet.
  Message 53: You hear a whispered message in your ear. "Green books. We miss the green books. Stolen. Want. Want. Back here to us." You turn to see who spoke to you, but there's nobody there.
  Message 54: You hear a soft voice whispering in your ear. It says "The pedestal. To the pedestal. On the pedestal." You turn to see who spoke, but there's nobody there.
  Message 55: You find a thick tome, bound in thick, green dyed leather. Strange runes and symbols are etched in the cover.
  Message 56: 
  Message 57: 
  Message 58: 
  Message 59: 
  Message 60: 
  Message 61: You peruse the book, but just can't make any sense of the words inside. The magical dialect is just too complicated for you. Maybe if you studied more Mage Lore ...
  Message 62: It's a book of alchemical recipes! While instructions for making hair restoratives and magically augmented laxatives aren't interesting to you, you find a good recipe for a powerful poison.
  Message 63: It requires wormgrass to make, but isn't very difficult and doesn't require much Alchemy skill.
  Message 64: You find a thick tome, bound in thick, black leather. Strange runes and symbols are etched in the cover, and strips of onyx are set into the spine. It's cold to the touch.
  Message 65: 
  Message 66: 
  Message 67: 
  Message 68: 
  Message 69: 
  Message 70: It's a book on necromancy and the dark arts, describing rituals so dark and horrifying they chill your soul, and yet so eerily compelling that you can't stop reading.
  Message 71: When you can finally stumble away, you feel numb. Your brain feels dull and lost.
  Message 72: You find a thick tome, bound in thick, red dyed leather. Strange runes and symbols are etched in the cover. The cover is soft and warm to the touch.
  Message 73: 
  Message 74: 
  Message 75: 
  Message 76: 
  Message 77: 
  Message 78: This is a book on the healing arts. While the recipes for acne treatment, extreme chafing and hangnail removal don't interest you (well, maybe the chafing one), the recipe for a healing potion does.
  Message 79: The recipe calls for Glowing Nettle, an alchemical ingredient. With it, you could make all the healing potions you wanted.
  Message 80: The air around you is suddenly filled with whispering voices: "Thank you. Book. Thank ... Book. Thank you. Reward. Book. Thank you." You feel a strange tugging around your pocket.
  Message 81: You look in your pocket and find that, somehow, a large brass key has ended up there. Interesting.
  Message 82: You find a tunnel leading out of the School. It looks recently dug, as if someone burrowed into here recently. The tunnel slopes sharply downward. It's steep, but you should be able to climb it.
  Message 83: 
  Message 84: 
  Message 85: 
  Message 86: 
  Message 87: 
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
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  Message 119: *
  Message 120: THE SCHOOL OF MAGERY LIBRARY|"Free your mind, so that wisdom may enter."
  Message 121: NO TALKING|NO FOOD OR DRINK|NO REMOVAL FROM THIS LEVEL
  Message 122: INDEXING
  Message 123: ADVANCED AND RARE SPELLBOOKS
  Message 124: LIBRARIAN OFFICE
  Message 125: STUDY CARRELS
  Message 126: 
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  Message 139: 

  TownDialogue:
  Personality 130 name: Unused
  Personality 130 confused: 
  Personality 130 look    : 
  Personality 130 ask name: 
  Personality 130 ask job : 
  Personality 131 name: Unused
  Personality 131 confused: 
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  Personality 132 name: Unused
  Personality 132 confused: 
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  Personality 133 name: Unused
  Personality 133 confused: 
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  Personality 134 name: Unused
  Personality 134 confused: 
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  Personality 135 name: Unused
  Personality 135 confused: 
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  Personality 136 name: Unused
  Personality 136 confused: 
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  Personality 136 ask job : 
  Personality 137 name: Unused
  Personality 137 confused: 
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  Personality 138 name: Unused
  Personality 138 confused: 
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  Personality 139 name: Unused
  Personality 139 confused: 
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  Town = 14: Experiment Halls

  Town Messages:
  Message 0: Experiment Halls
  Message 1: Experimental Laboratories
  Message 2: Holding Cell Ruins
  Message 3: Storage and Records
  Message 4: Punishment Cells
  Message 5: Guard Room
  Message 6: Guard Room
  Message 7: Guard Room
  Message 8: Mascot's Lair
  Message 9: Waste Repository
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: In this chamber, the School of Magery kept their valued school mascot, 'Spiny.' When they abandoned the school, they left their mascot behind.
  Message 21: Unfortunately, their mascot, a long, vicious worm, is a very long lived creature. Feeding on the denizens of the school has helped it grow large, and it's imprisonment has put it in a very bad mood.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: The copious amounts of virulent waste produced by the school's experiments were thrown into this portal. The waste disposal faculties were probably at the other end.
  Message 27: The portal is running on low power now, and is incapable of carrying anything anywhere. The waste here will just have to stay here.
  Message 28: 
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: You detect the too familiar burning scent of unprocessed School waste. Oh no. Not again.
  Message 33: You yank the lever. There's a brief grinding noise and the smell of smoke. Nothing else happens.
  Message 34: You hear the sound of portcullises opening. Or closing. You aren't sure.
  Message 35: Someone has carelessly left a note on top of this desk. It's brittle and yellowed with age, but still readable. "It is time. Get Palhatis and Pergaltho to Visitor's Quarters. I will do the rest. - Vinnia"
  Message 36: This book still contains notes on experiments carried out on this level. The most recent experiment listed regarded the development of a new acid creation spell. The listing mentions "High spill potential."
  Message 37: This book still contains notes on experiments carried out on this level. The most recent experiment listed regarded something called "Garment augmentation." Whatever that means.
  Message 38: This book still contains notes on experiments carried out on this level. The most recent experiment regarded the dissection of creatures called "Alien beasts."
  Message 39: The beasts were being kept in the holding cells on this level. The book mentions that care should be taken because of their "High escape potential."
  Message 40: You see the holding cells for the Experimentation Level. Unsurprisingly, considering how things have been going so far, whatever was living in here broke its way out some time ago, leaving rubble behind.
  Message 41: This exit is barred by two doors. They're standard issue heavy wooden doors, with a large padlock holding them closed. You try to get the padlock open, but even heavy blows don't affect it in the slightest.
  Message 42: Looks like yet another magical obstruction, and you don't have the key.
  Message 43: You find a pair of double doors, held shut with a large brass padlock. Fortunately, your brass key fits easily. You unlock the doors.
  Message 44: This double reinforced bunker holds the laboratories where the most dangerous and powerful experiments took place. A sour acidic smell reaches your sensitive adventurer's noses. There's been some sort of nasty spill.
  Message 45: You stand at a hidden rear exit of the School of Magery, a several mile long passage, lit by long-lasting magical lamps, which students and faculty could use to escape quickly, if necessary. The tunnel slopes gently up and out.
  Message 46: 
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  Message 120: WASTE REPOSITORY|HIGH TO NORTH, WEAK TO SOUTH|DISPOSAL ON SUNDAYS
  Message 121: STUDENT DISCIPLINE
  Message 122: SCHOOL MASCOT
  Message 123: EXPERIMENT CHAMBERS
  Message 124: EXPERIMENT CHAMBERS
  Message 125: STORAGE AND RECORDS
  Message 126: REAR EXIT B
  Message 127: Holding Cells
  Message 128: TO MAIN CONTROL CHAMBER
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  TownDialogue:
  Personality 140 name: Unused
  Personality 140 confused: 
  Personality 140 look    : 
  Personality 140 ask name: 
  Personality 140 ask job : 
  Personality 141 name: Unused
  Personality 141 confused: 
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  Personality 141 ask job : 
  Personality 142 name: Unused
  Personality 142 confused: 
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  Personality 143 name: Unused
  Personality 143 confused: 
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  Personality 144 name: Unused
  Personality 144 confused: 
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  Personality 144 ask job : 
  Personality 145 name: Unused
  Personality 145 confused: 
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  Personality 146 name: Unused
  Personality 146 confused: 
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  Personality 146 ask job : 
  Personality 147 name: Unused
  Personality 147 confused: 
  Personality 147 look    : 
  Personality 147 ask name: 
  Personality 147 ask job : 
  Personality 148 name: Unused
  Personality 148 confused: 
  Personality 148 look    : 
  Personality 148 ask name: 
  Personality 148 ask job : 
  Personality 149 name: Unused
  Personality 149 confused: 
  Personality 149 look    : 
  Personality 149 ask name: 
  Personality 149 ask job : 

  Town = 15: Vahnatai Caverns

  Town Messages:
  Message 0: Vahnatai Caverns
  Message 1: Vahnatai Cavern
  Message 2: Vahnatai Cavern
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You see that someone has etched several glyphs in the cave floor just ahead. There's no dust or moss on them, and they're still pretty clean. If you didn't know better, you'd think they were etched here very recently.
  Message 21: They look magical, and maybe a little dangerous.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: When you try to walk over the runes, there's a small explosion. You're lightly toasted. Fortunately, it was more a trap to keep away pests than something deadly serious.
  Message 27: You follow this passage for an hour, and it winds farther and farther down into the ground. After a while it splits, and then splits again.
  Message 28: You try to mark your path, but you soon realize that there's nothing down here of interest. You carefully make your way back.
  Message 29: The tunnel leads back up into the School of Magery.
  Message 30: 
  Message 31: 
  Message 32: 
  Message 33: 
  Message 34: 
  Message 35: When you see the bizarre creature staring at you at the other end of the cavern, you reflexively draw your weapons. Your experience has taught you that something this alien is sure to immediately attack you.
  Message 36: As you bare your blades, it does nothing. It simply sits and watches. You get a chance to look it over. It's about seven feet tall and humanoid. Its limbs are long, incredibly thin, triple jointed, and covered with tight, dry, gray skin.
  Message 37: Its head is large and round, and its bug eyes glow slightly. Its sole garment also glows. It's a sheer, translucent poncho, brightly colored. It's a very strange creature, highly alien in appearance.
  Message 38: As you gawk at it, you realize it is sizing you up in a similar way. A minute passes in silence. Then it raises a spindly arm, and waves for you to approach.
  Message 39: 
  Message 40: 
  Message 41: She looks over to Baia-Tel, who nods. She then reaches under her sleeping pad, removes a long, slender crystal, and hands it to you. "Careful," she says. "it's hot." She's right. It's hot enough to burn flesh.
  Message 42: "We found this nearby. It is part of the controls of the School. We know not what it is used for. Perhaps you can find out."
  Message 43: *
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  TownDialogue:
  Personality 150 name: Torlek
  Personality 150 confused: "I am not understanding."
  Personality 150 look    : You approach the strange creature. It watches you with its beady, glowing eyes.
  Personality 150 ask name: It speaks, in a halting, heavily accented, very awkward version of your tongue. "Greet to you. I am being Torlek, of Vahnatai."
  Personality 150 ask job : "I am of the Vahnatai people. I am being guarding. Greet to humans."
  Personality 151 name: Baia-Tel
  Personality 151 confused: It is silent.
  Personality 151 look    : This tall, dignified Vahnatai wears a slender gold circlet. You would guess it's the group's leader. It nods in greeting as you approach.
  Personality 151 ask name: "I am calling Baia-Tel. To our people, Tel is a term of respect and  leadership."
  Personality 151 ask job : "I have much curious about your race, but I will refrain from knowledge gathering. We must discuss the poisoning of the land, for that is our purpose."
  Personality 152 name: Aati
  Personality 152 confused: "What are you saying."
  Personality 152 look    : This Vahnatai is just as spindly and frail looking as the others. The massive blade in his lap, however, disabuses you of any idea that this creature might be weak.
  Personality 152 ask name: He scowls, and looks very unwilling to speak with you. "I Aati."
  Personality 152 ask job : "Warrior. Me." His grasp of your tongue is clearly quite poor. "Guard. Us. Poison."
  Personality 153 name: Zereen
  Personality 153 confused: She makes a peculiar hand motion, which seems to mean "What?"
  Personality 153 look    : This Vahnatai sits cross-legged by the fire, peering intently into a small, glowing crystal. The stone is about the size of an orange, and almost flawless. It's remarkable.
  Personality 153 ask name: "I am Zereen. I am honored to greet you." She speaks your tongue surprisingly smoothly.
  Personality 153 ask job : "I am a magician." She holds up the crystal. "I am a study of the energetic spells of the Vahnatai."
  Personality 154 name: Unused
  Personality 154 confused: 
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  Personality 155 name: Unused
  Personality 155 confused: 
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  Personality 155 ask job : 
  Personality 156 name: Unused
  Personality 156 confused: 
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  Personality 156 ask job : 
  Personality 157 name: Unused
  Personality 157 confused: 
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  Personality 158 name: Unused
  Personality 158 confused: 
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  Personality 159 name: Unused
  Personality 159 confused: 
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  Node 0 person  : 150- Torlek
  Node 0 keywords: vahn peop
  Node 0 type    : 0
  Node 0 text0   : "That is what naming we give us. We are Vahnatai, and live far below."
  Node 0 text1   : 
  Node 1 person  : 150- Torlek
  Node 1 keywords: belo xxxx
  Node 1 type    : 0
  Node 1 text0   : "Vahnatai make living in the caves far, far below the world. We come up here now as mission, about poison."
  Node 1 text1   : 
  Node 2 person  : 150- Torlek
  Node 2 keywords: miss pois
  Node 2 type    : 0
  Node 2 text0   : "That not something I speak of, but my masters. Move on and be finding them."
  Node 2 text1   : 
  Node 3 person  : 150- Torlek
  Node 3 keywords: mast xxxx
  Node 3 type    : 0
  Node 3 text0   : "They discuss poisons, and leave me to be guarding. Move on, for they want to be speaking at you."
  Node 3 text1   : 
  Node 4 person  : 150- Torlek
  Node 4 keywords: bein guar
  Node 4 type    : 0
  Node 4 text0   : "Many small annoying things come to be eating us badly. Good masters leaving me here to watch, and they talk of poisons."
  Node 4 text1   : 
  Node 5 person  : 150- Torlek
  Node 5 keywords: gree huma
  Node 5 type    : 0
  Node 5 text0   : "Though you humans made the poisons that harm us, we still honored to be meeting some of you. Maybe someday there can be peace and joy between our races, after this disaster is ending."
  Node 5 text1   : 
  Node 6 person  : 150- Torlek
  Node 6 keywords: race xxxx
  Node 6 type    : 0
  Node 6 text0   : "We Vahnatai have many colonies. Maybe other colonies of us have been meeting you already. We know not and have not, and greet you."
  Node 6 text1   : 
  Node 7 person  : 151- Baia-Tel
  Node 7 keywords: race xxxx
  Node 7 type    : 0
  Node 7 text0   : "You humans seem to interesting being. We will someday wish knowledge of you."
  Node 7 text1   : 
  Node 8 person  : 151- Baia-Tel
  Node 8 keywords: know gath
  Node 8 type    : 0
  Node 8 text0   : "We Vahnatai praise knowledge gathering over so much. It fills us with joy."
  Node 8 text1   : 
  Node 9 person  : 151- Baia-Tel
  Node 9 keywords: pois purp
  Node 9 type    : 0
  Node 9 text0   : "By now you must have seen it, the poisons from this place, seeping to the earth. They are seeping down to us, and hurting us, so we have been sent up to find the problem. Alas, we having many problems, in finding the solution."
  Node 9 text1   : 
  Node 10 person  : 151- Baia-Tel
  Node 10 keywords: prob solu
  Node 10 type    : 0
  Node 10 text0   : "We know what is needed to solve the poison. We do. But we are too few to fight the beasts of the School, which are guarding and interfering. We in and out, and are getting little bits of information, but can not act on it."
  Node 10 text1   : "We know you want to solve. We can give you information to help you do so."
  Node 11 person  : 151- Baia-Tel
  Node 11 keywords: info solv
  Node 11 type    : 0
  Node 11 text0   : It thinks, and shows you something that might be a smile. "I glad you ask. There being a mechanism by the poisons to purge them away. There are controls where the foul chemicals leak out. Our scrying and magic tell us this is there, and what needs doing."
  Node 11 text1   : "There are three goals."
  Node 12 person  : 151- Baia-Tel
  Node 12 keywords: thre goal
  Node 12 type    : 0
  Node 12 text0   : "You need the opening stone, and the crystal of power, and you need to use the main controls."
  Node 12 text1   : 
  Node 13 person  : 151- Baia-Tel
  Node 13 keywords: crys powe
  Node 13 type    : 0
  Node 13 text0   : Baia-Tel points at another Vahnatai sitting at the fire. "Ask Zereen of the stone with power. She knows if it."
  Node 13 text1   : 
  Node 14 person  : 151- Baia-Tel
  Node 14 keywords: open ston
  Node 14 type    : 0
  Node 14 text0   : "This School has many glowing portcullises, which are much hard to open. There was a key left behind to open them, good, and we think we know where it might be found. I met a peculiar insect."
  Node 14 text1   : 
  Node 15 person  : 151- Baia-Tel
  Node 15 keywords: inse pecu
  Node 15 type    : 0
  Node 15 text0   : "Perhaps that not right word. We met a thing with many legs that called itself a 'Chief Spider.' We spoke with it, and it, though odd, said it had a pretty rock at its lair. Maybe you should be asking it of this pretty rock if you met it."
  Node 15 text1   : 
  Node 16 person  : 151- Baia-Tel
  Node 16 keywords: chie spid
  Node 16 type    : 0
  Node 16 text0   : "Indeed that what it said. It was much a strange creature."
  Node 16 text1   : 
  Node 17 person  : 151- Baia-Tel
  Node 17 keywords: main cont
  Node 17 type    : 0
  Node 17 text0   : "Below all else are the controls that run the entire School. They must be reached. We know not what must be done there, but our spell tell us this must happen. But first you must beware, and have certain papers."
  Node 17 text1   : 
  Node 18 person  : 151- Baia-Tel
  Node 18 keywords: bewa xxxx
  Node 18 type    : 0
  Node 18 text0   : "Fierce and odd beasts are being down there. Prepare well."
  Node 18 text1   : 
  Node 19 person  : 151- Baia-Tel
  Node 19 keywords: cert pape
  Node 19 type    : 0
  Node 19 text0   : "Instructions still exist for using the controls of the School. Our spells tell us where these instruction papers being. Not in the School but in the Vale above, in a hut, owned by a bitter man."
  Node 19 text1   : "He will not speak with you, perhaps, but one in the Vale may tell you the secret to getting his response. Good luck to you."
  Node 20 person  : 152- Aati
  Node 20 keywords: warr guar
  Node 20 type    : 0
  Node 20 text0   : "Monsters here. Bad. I slay." He pats the wicked, curved blade in his lap. "Must bad. Like humans."
  Node 20 text1   : 
  Node 21 person  : 152- Aati
  Node 21 keywords: huma xxxx
  Node 21 type    : 0
  Node 21 text0   : "Humans make poison. Humans loud on surface. Other trust. Are fools. Humans do bad poison and harm."
  Node 21 text1   : 
  Node 22 person  : 152- Aati
  Node 22 keywords: pois harm
  Node 22 type    : 25
  Node 22 text0   : "You humans. Humans make poison. Until you prove good, you not trust on by me." He produces a small stone and starts sharpening his blade, ignoring your further questions.
  Node 22 text1   : 
  Node 23 person  : 153- Zereen
  Node 23 keywords: ener spel
  Node 23 type    : 0
  Node 23 text0   : "The energy inherent in a perfect crystal is amazing, to one who knows how to tap it. The mages in this place had some small idea. I would like to know of this thing they made, used for opening gates."
  Node 23 text1   : 
  Node 24 person  : 153- Zereen
  Node 24 keywords: magi crys
  Node 24 type    : 0
  Node 24 text0   : "You do not know of us Vahnatai. We live far under the earth, and in our magic, we use the tools closest to us." He holds up the huge crystal. "We use our crystals. They give energy to our spells."
  Node 24 text1   : "We even use them to preserve our ancestors."
  Node 25 person  : 153- Zereen
  Node 25 keywords: spel vahn
  Node 25 type    : 0
  Node 25 text0   : "Normally, I would not be offering this, but it is urgent that we find a way to stop the poison from flowing down into the earth. We Vahnatai know many spells you don't, and I could teach them to you, for a price. Would you purchase them?"
  Node 25 text1   : 
  Node 26 person  : 153- Zereen
  Node 26 keywords: purc teac
  Node 26 type    : 9
  Node 26 text0   : Zereen's Spells
  Node 26 text1   : 
  Node 27 person  : 153- Zereen
  Node 27 keywords: ston powe
  Node 27 type    : 29
  Node 27 text0   : She shakes her head. "You have the crystal. How it can be used is up to you to find."
  Node 27 text1   : 
  Node 28 person  : 153- Zereen
  Node 28 keywords: pres ance
  Node 28 type    : 0
  Node 28 text0   : "Those of our people who are most honored, on them we cast our mightiest spell. We withdraw their very souls, and make them take physical form, as a crystal. These Crystal Souls are our guides, and most valued beings."
  Node 28 text1   : "Perhaps one day you can meet one. It is a truly great honor."
  Node 29 person  : 153- Zereen
  Node 29 keywords: open gate
  Node 29 type    : 0
  Node 29 text0   : "Ask Baia-Tel for his information. He has much to give you, including of the opening gates device."
  Node 29 text1   : 

  Town = 16: Control Chamber

  Town Messages:
  Message 0: Control Chamber
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You step into the clean, warm halls of the Main Control Center of the School of Magery. To be honest, you still have little idea what a "Main Control Center" is supposed to be.
  Message 21: The air is dry, and a constant, low hum fills the air. The floor is still impeccably clean and polished, and no mold or sign of decay has successfully intruded on this place. Light is no problem. The walls themselves glow with the energy of the place.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: There can be no more doubt. The School of Magery was not just a teaching institution - some remarkable research was going on here as well. The strange devices in front of you are evidence enough of that.
  Message 27: This room is filled with strange walls. Or panels. Or devices. You aren't sure. They're metal, and glow slightly, and emit a constant, soothing hum. Some have flashing lights on them, some buttons. None of them have a clear purpose.
  Message 28: They're truly amazing devices. What they do and if it's possible for you to control them, however, remains an open question.
  Message 29: 
  Message 30: 
  Message 31: 
  Message 32: The panel here has what looks like some sort of controls. There are several rows of buttons, each of which has a label, none of which you can read.
  Message 33: You have no idea what to do with any of this. Of course, that doesn't stop you from trying.
  Message 34: 
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  Message 38: Unfortunately, you don't get far before a security spell gets wind of your interference. The buttons go dark, and you hear a brief alarm.
  Message 39: The panel here has a large, friendly button, placed at about waist height. A sign above it reads "In Case of Injury."
  Message 40: 
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  Message 45: The moment you press the button, a sparkling green field appears, surrounding you. You feel it rapidly rejuvenate you, relaxing your muscles and erasing your wounds.
  Message 46: Unfortunately, the green field abruptly disappears. Sparks and a cloud of smoke fly out of the panel. Looks like this device needs constant maintenance to function.
  Message 47: The panel here has a large, friendly button, placed at about waist height. A sign above it reads "In Case of Injury."
  Message 48: 
  Message 49: 
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  Message 52: 
  Message 53: The panel in this little niche has a rectangle of glass set into it, about 1 foot by 1 foot. Peering through the glass, you can see words floating by in the darkness beyond. They're dim, but you can just make them out, if you try.
  Message 54: 
  Message 55: 
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  Message 58: 
  Message 59: A single blow from your weapon shatters the glass. One less sinister device in the School of Magery.
  Message 60: You bent down and peer through the glass, reading the words as they pass by. You read arcane rituals, bits of history, ancient stories, theorems of mathematics, and all manner of other knowledge, carefully assembled and displayed here.
  Message 61: Maybe you watch for an hour, maybe more. Eventually the words displayed begin to repeat themselves, and you walk away, feeling very enlightened.
  Message 62: Here, deep inside the control chambers, you find an ornate, carved stone throne. Strangely, it has been set facing a bare wall. As experience has taught you, when you find something odd and inexplicable, magic must be involved.
  Message 63: 
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  Message 68: When you sit in the throne, words seem to try to form on the wall you're facing, coalescing out of thin air in letters of mist. However, before the words manage to come together, the mist dissipates, and they fade again.
  Message 69: You stand up, confused. Perhaps you aren't authorized to use the chair, or perhaps the system is no longer functional.
  Message 70: Here, deep inside the control chambers, you find an ornate, carved stone throne. Strangely, it has been set facing a bare wall. As experience has taught you, when you find something odd and inexplicable, magic must be involved.
  Message 71: 
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  Message 76: The moment you sit down, words spring up on the wall the chair faces, written in midair in letters of white mist. The words are in your tongue, but don't make sense to you. Phrases like "Directory Structure" and "Flow Control" are beyond you.
  Message 77: Whatever this thing is, you have no idea how to operate it. You stand up before you break it, or kill yourself, or do something similarly unpleasant.
  Message 78: The moment you sit down, words spring up on the wall before you, written in midair in letters of white mist. The words are in your tongue, but don't make sense to you. Phrases like "Directory Structure" and "Flow Control" are beyond your understanding.
  Message 79: Fortunately, you do have the scrolls of instructions you bought from Pangle, and while they didn't make any sense before, they do now. From here, you can magically control gates and machinery all throughout the School of Magery.
  Message 80: Commands are issued by pointing at the appropriate words of mist. Searching the instructions, you find the area describing waste disposal. Soon, you are able to bring up the command to reactivate the waste destruction system.
  Message 81: Crossing your fingers, you point at the command. There is a pause, and a short chiming noise. The words "Power to Waste Cleanup System System Reactivated. Waste Cleanup Panel can now be used."
  Message 82: The letters of mist disappear, and the room goes dark. Hmm. Now where is the Waste Cleanup Panel?
  Message 83: 
  Message 84: Many years ago, four mages were brought into this cavern and murdered. Their multiply stabbed bodies are arrayed before you. Whoever closed the School of Magery, they wanted to close it for good.
  Message 85: *
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  Message 120: PRIMARY CONTROL
  Message 121: PRIMARY CONTROL
  Message 122: MAIN CONTROL CHAIR
  Message 123: AUX CONTROL CHAIR
  Message 124: AUX CONTROL CHAIR
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  TownDialogue:
  Personality 160 name: Shade
  Personality 160 confused: It doesn't respond.
  Personality 160 look    : You see a translucent shade, shaped like a middle aged man. It walks aimlessly from chamber to chamber, not really seeing anything. When you get close, however, it turns and walks up to you.
  Personality 160 ask name: "I am a shade," it says tonelessly. It stares straight ahead, eyes unfocused.
  Personality 160 ask job : "I am a shade. I was placed here with messages."
  Personality 161 name: Unused
  Personality 161 confused: 
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  Personality 162 name: Unused
  Personality 162 confused: 
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  Personality 163 name: Unused
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  Personality 164 name: Unused
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  Personality 165 name: Unused
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  Personality 166 name: Unused
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  Personality 167 name: Unused
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  Personality 168 name: Unused
  Personality 168 confused: 
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  Personality 169 name: Unused
  Personality 169 confused: 
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  Node 0 person  : 160- Shade
  Node 0 keywords: shad xxxx
  Node 0 type    : 0
  Node 0 text0   : "I am a magical construct, created to deliver certain programmed messages, I was placed here by the mage Palhatis."
  Node 0 text1   : 
  Node 1 person  : 160- Shade
  Node 1 keywords: prog mess
  Node 1 type    : 0
  Node 1 text0   : "The School was only given one week to close. For this reason, much virulently poisonous waste was left inside. Any leaks would result in incredible destruction. This upset Palhatis, so he took steps to prevent a disaster."
  Node 1 text1   : 
  Node 2 person  : 160- Shade
  Node 2 keywords: mage palh
  Node 2 type    : 0
  Node 2 text0   : It continues, in a completely emotionless voice. "The mage Palhatis was one of the administrators for the School of Magery. When the Empire closed the School, he was murdered."
  Node 2 text1   : 
  Node 3 person  : 160- Shade
  Node 3 keywords: scho mage
  Node 3 type    : 0
  Node 3 text0   : "The School of Magery. Research and education facility. Closed by the Empire."
  Node 3 text1   : 
  Node 4 person  : 160- Shade
  Node 4 keywords: murd xxxx
  Node 4 type    : 0
  Node 4 text0   : "Many here were killed by Vinnia, on orders from the Empire, when the school was closed. It was thought that they were disloyal.
  Node 4 text1   : 
  Node 5 person  : 160- Shade
  Node 5 keywords: vinn disl
  Node 5 type    : 0
  Node 5 text0   : "Vinnia was an administrator, and very loyal to the Empire."
  Node 5 text1   : 
  Node 6 person  : 160- Shade
  Node 6 keywords: clos empi
  Node 6 type    : 0
  Node 6 text0   : "The leaders of the Empire decided that magical power could only be trusted when centralized under their direct control. The research of the School of Magery was so successful that it was the first to be closed."
  Node 6 text1   : "The haste of its closure was the reason for my message."
  Node 7 person  : 160- Shade
  Node 7 keywords: rese xxxx
  Node 7 type    : 0
  Node 7 text0   : "Magical thinking devices. This is irrelevant to my message."
  Node 7 text1   : 
  Node 8 person  : 160- Shade
  Node 8 keywords: step disa
  Node 8 type    : 0
  Node 8 text0   : "Although all of the controls and devices in the School were to be deactivated, he made sure that the controls to the waste disposal unit remained. These controls might still be activated."
  Node 8 text1   : 
  Node 9 person  : 160- Shade
  Node 9 keywords: cont acti
  Node 9 type    : 0
  Node 9 text0   : "These controls are in the northern control chamber. Sit in the chair to operate them. It is assumed that you will have full knowledge of their operation."
  Node 9 text1   : 
  Node 10 person  : 160- Shade
  Node 10 keywords: know oper
  Node 10 type    : 0
  Node 10 text0   : "Of course. If you don't know how, scrolls of instruction were left behind. If you find one, you will be able to use the controls."
  Node 10 text1   : 
  Node 11 person  : 160- Shade
  Node 11 keywords: scro inst
  Node 11 type    : 0
  Node 11 text0   : "Alas, I do not have one."
  Node 11 text1   : 

  Town = 17: Vale Infestation

  Town Messages:
  Message 0: Vale Infestation
  Message 1: Rectangle 1
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You wouldn't have noticed it if you weren't right on top of it. It's a small valley, concealed from view by rubble and small stands of trees. It's very quiet and peaceful.
  Message 21: How odd. You find a tunnel leading into the valley wall, carefully concealed by branches and shrubs. The path is worn smooth by the passage of many feet. You wonder who's hiding down here ...
  Message 22: Well, whoever's down here, they don't like you. This is probably a hideout for a variety of brigands!
  Message 23: The books on these shelves are greasy, well thumbed, and, shall we say, highly adult themed. Certainly nothing that would interest bold, virtuous adventurers such as yourselves.
  Message 24: You trip a trap! Rubble falls from the ceiling behind you, barring your way back!
  Message 25: You trip a trap! Rubble falls from the ceiling behind you, barring your way back!
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  TownDialogue:
  Personality 170 name: Unused
  Personality 170 confused: 
  Personality 170 look    : 
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  Personality 171 name: Unused
  Personality 171 confused: 
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  Personality 172 name: Unused
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  Personality 173 name: Unused
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  Personality 174 name: Unused
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  Personality 175 name: Unused
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  Personality 176 name: Unused
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  Personality 177 name: Unused
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  Personality 178 name: Unused
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  Personality 179 name: Unused
  Personality 179 confused: 
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  Town = 18: Fungal Cavern

  Town Messages:
  Message 0: Fungal Cavern
  Message 1: Concealed Crypt
  Message 2: Rectangle 2
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You have stumbled upon a strange, hidden underground wonderland! The air is cool and damp, the perfect atmosphere for the variety of fungi growing down here!
  Message 21: Molds, mosses, mushrooms and toadstools form a wild, undisturbed fairyland, which you are now free to frolic about in! It's actually quite lovely, and you can't imagine anything down here trying to hurt you.
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: While this fungus infested series of caverns seemed completely undisturbed, it's quite clear that someone has been here before. You find the walls of some sort of stone structure.
  Message 27: The dark stone is covered with thin cracks, as well as many thick patches of mold and lichen. Whatever it is, it's been here for quite some time.
  Message 28: 
  Message 29: 
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  Message 31: 
  Message 32: You find your way inside the structure, which is definitely a crypt. Bones crunch underfoot. However, they aren't the bones of those buried here, but of those unfortunate enough to stumble upon this place.
  Message 33: There has been no shortage of spelunkers and adventurers slain here by the undead residents of this crypt. These lost souls are even now rising up, hoping to have you join them in their eternal, moldy slumber.
  Message 34: 
  Message 35: 
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  Message 37: 
  Message 38: You find a small gemstone hidden behind the brazier!
  Message 39: Walking back behind the bier, you notice a small niche in its back, near the floor. You bend down and peer inside, and can make out a long, slender blade! There's also a number of small jewels. Looks like quite a haul.
  Message 40: 
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  Message 45: Unfortunately, you seem to have triggered some sort of a curse. The fate for graverobbers in this crypt is pretty unpleasant. Wracking stomach cramps double you over, and it feels like acid is coursing its way around your veins instead of blood.
  Message 46: The moist atmosphere of these tunnels is starting to make you feel chilly.
  Message 47: *
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  Message 120: Some message is etched into this wall. You can't understand what it says.
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  TownDialogue:
  Personality 180 name: Unused
  Personality 180 confused: 
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  Personality 181 name: Unused
  Personality 181 confused: 
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  Personality 182 name: Unused
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  Personality 183 name: Unused
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  Personality 184 name: Unused
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  Personality 185 name: Unused
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  Personality 186 name: Unused
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  Personality 187 name: Unused
  Personality 187 confused: 
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  Personality 188 name: Unused
  Personality 188 confused: 
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  Personality 189 name: Unused
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  Town = 19: Small Cave

  Town Messages:
  Message 0: Small Cave
  Message 1: Troglodyte Lair
  Message 2: Trash Pit
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You doubtthat  the troglodytes would leave a treasure chest here without some sort of nice, nasty trap on it ...
  Message 21: This tunnel was a lot longer than it seemed at first ... it wound uphill for what must have been at least a mile. Fortunately, the School's magical lights were placed at frequent intervals along the path.
  Message 22: At last, you've reached the far end of it, and see light ahead. The air also seems fresher ... this must be the School's back exit.
  Message 23: The passage to the east slopes downward for quite a long way. The School's magical lights are placed at frequent intervals. Wherever the corridor leads, it's not near here.
  Message 24: *
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  TownDialogue:
  Personality 190 name: Unused
  Personality 190 confused: 
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  Personality 191 name: Unused
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  Personality 192 name: Unused
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  Personality 193 name: Unused
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  Personality 194 name: Unused
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  Personality 195 ask job : 
  Personality 196 name: Unused
  Personality 196 confused: 
  Personality 196 look    : 
  Personality 196 ask name: 
  Personality 196 ask job : 
  Personality 197 name: Unused
  Personality 197 confused: 
  Personality 197 look    : 
  Personality 197 ask name: 
  Personality 197 ask job : 
  Personality 198 name: Unused
  Personality 198 confused: 
  Personality 198 look    : 
  Personality 198 ask name: 
  Personality 198 ask job : 
  Personality 199 name: Unused
  Personality 199 confused: 
  Personality 199 look    : 
  Personality 199 ask name: 
  Personality 199 ask job : 

  Town = 20: Small Cave

  Town Messages:
  Message 0: Small Cave
  Message 1: Lava Cavern
  Message 2: Hall of Crystals
  Message 3: Rectangle 3
  Message 4: Rectangle 4
  Message 5: Rectangle 5
  Message 6: Rectangle 6
  Message 7: Rectangle 7
  Message 8: Rectangle 8
  Message 9: Rectangle 9
  Message 10: Rectangle 10
  Message 11: Rectangle 11
  Message 12: Rectangle 12
  Message 13: Rectangle 13
  Message 14: Rectangle 14
  Message 15: Rectangle 15
  Message 16: Rectangle 16
  Message 17: Comment 1
  Message 18: Comment 2
  Message 19: Comment 3
  Message 20: You stand at the far end of a long path, leading back down to the lowest depths of the School of Magery.
  Message 21: 
  Message 22: 
  Message 23: 
  Message 24: 
  Message 25: 
  Message 26: *
  Message 27: *
  Message 28: *
  Message 29: *
  Message 30: *
  Message 31: *
  Message 32: *
  Message 33: *
  Message 34: *
  Message 35: *
  Message 36: *
  Message 37: *
  Message 38: *
  Message 39: *
  Message 40: *
  Message 41: *
  Message 42: *
  Message 43: *
  Message 44: *
  Message 45: *
  Message 46: *
  Message 47: *
  Message 48: *
  Message 49: *
  Message 50: *
  Message 51: *
  Message 52: *
  Message 53: *
  Message 54: *
  Message 55: *
  Message 56: *
  Message 57: *
  Message 58: *
  Message 59: *
  Message 60: *
  Message 61: *
  Message 62: *
  Message 63: *
  Message 64: *
  Message 65: *
  Message 66: *
  Message 67: *
  Message 68: *
  Message 69: *
  Message 70: *
  Message 71: *
  Message 72: *
  Message 73: *
  Message 74: *
  Message 75: *
  Message 76: *
  Message 77: *
  Message 78: *
  Message 79: *
  Message 80: *
  Message 81: *
  Message 82: *
  Message 83: *
  Message 84: *
  Message 85: *
  Message 86: *
  Message 87: *
  Message 88: *
  Message 89: *
  Message 90: *
  Message 91: *
  Message 92: *
  Message 93: *
  Message 94: *
  Message 95: *
  Message 96: *
  Message 97: *
  Message 98: *
  Message 99: *
  Message 100: *
  Message 101: *
  Message 102: *
  Message 103: *
  Message 104: *
  Message 105: *
  Message 106: *
  Message 107: *
  Message 108: *
  Message 109: *
  Message 110: *
  Message 111: *
  Message 112: *
  Message 113: *
  Message 114: *
  Message 115: *
  Message 116: *
  Message 117: *
  Message 118: *
  Message 119: *
  Message 120: 
  Message 121: 
  Message 122: 
  Message 123: 
  Message 124: 
  Message 125: 
  Message 126: 
  Message 127: 
  Message 128: 
  Message 129: 
  Message 130: 
  Message 131: 
  Message 132: 
  Message 133: 
  Message 134: 
  Message 135: 
  Message 136: 
  Message 137: 
  Message 138: 
  Message 139: 

  TownDialogue:
  Personality 200 name: Unused
  Personality 200 confused: 
  Personality 200 look    : 
  Personality 200 ask name: 
  Personality 200 ask job : 
  Personality 201 name: Unused
  Personality 201 confused: 
  Personality 201 look    : 
  Personality 201 ask name: 
  Personality 201 ask job : 
  Personality 202 name: Unused
  Personality 202 confused: 
  Personality 202 look    : 
  Personality 202 ask name: 
  Personality 202 ask job : 
  Personality 203 name: Unused
  Personality 203 confused: 
  Personality 203 look    : 
  Personality 203 ask name: 
  Personality 203 ask job : 
  Personality 204 name: Unused
  Personality 204 confused: 
  Personality 204 look    : 
  Personality 204 ask name: 
  Personality 204 ask job : 
  Personality 205 name: Unused
  Personality 205 confused: 
  Personality 205 look    : 
  Personality 205 ask name: 
  Personality 205 ask job : 
  Personality 206 name: Unused
  Personality 206 confused: 
  Personality 206 look    : 
  Personality 206 ask name: 
  Personality 206 ask job : 
  Personality 207 name: Unused
  Personality 207 confused: 
  Personality 207 look    : 
  Personality 207 ask name: 
  Personality 207 ask job : 
  Personality 208 name: Unused
  Personality 208 confused: 
  Personality 208 look    : 
  Personality 208 ask name: 
  Personality 208 ask job : 
  Personality 209 name: Unused
  Personality 209 confused: 
  Personality 209 look    : 
  Personality 209 ask name: 
  Personality 209 ask job : 
