File: <20211221-SpinDizzy-Agris>

  1.             ____   W e l c o m e   _____    t o :
  2.            /    \ _____ __________ |    \  __________________ ___  __
  3. '''',,,   /   ___\|    \|  ||     \|     \ |  |___   /___   / \  \/ /
  4. ;|  /  '''\   \   |  O /|  ||  |  ||  |\  ||  |  /  /   /  /   \   /
  5. ;| / ,  " .\   \  |  _/ |  ||  |  ||  ||  ||  | /  /__ /  /__  /  /
  6.  ;"    ,  .;\   \ |__|  |__||__|__||  ||  ||__|/______/______|/__/
  7.   | / .   ___\   \                 |  |/  |
  8.  ;    ; ..\      /                 |     /
  9.   '    ..;|\____/                  |____/
  10.  .  '  .;|;/                                 _________
  11.       |.;|'               ._____-----==="""""         """"----____
  12.  '  ,|.;|                (___                                _____)
  13. .  ,#|..;|                \.."""""""-------________-----"""""..../
  14.   ,#/..;|                  \:\::::::\......\....../.....::::/:::/
  15.  /##/.;|                    "-""-_::_\::::::\::::/""-_:::_-""--"
  16. /###|,;;|                         ""  \::::/""__"     "-"
  17. |###/..,|https://muck.spindizzy.org    "--"
  18. |##/....|        muck.spindizzy.org               The Successor to
  19. \#|..;;|                                          ____  ____  ____
  20.  /..;;|          Port 7072, SSL 7073             |_  _||  -- |  --
  21.                                                   |__| |__| &|__|
  22.            'connect <character> <password>' to connect.
  23.            'connect guest guest' to try out life as a guest.
  24.            'WHO' lists who's awake; 'QUIT' (all caps) leaves us.
  25. WHO
  26. Player Name           On For Idle   Doing...
  27. Dawnwing               00:08   1m @ 
  28. Nova                   00:09   6m @ 
  29. Claude                 00:20  47s @ Lazing about.
  30. Beltrami               00:20  17s @ 
  31. Kandra                 00:29  11m @ 
  32. Niny'ah                00:49   2m @ 
  33. Sirianna               00:51  20m @ All men dream: but not equally.
  34. Myril                  01:33   2m @ 
  35. Kiree                  02:14   8m   
  36. Borris                 02:28  42s   Looking for a Seal
  37. Voksa                  02:30  29s @ 
  38. Kamare                 03:49   9s @ 
  39. 000                    03:55  55s @ 
  40. Vahno                  05:07   9m @ 
  41. Amy                    05:09  17m @ 
  42. Chevesh                05:47   1m @ 
  43. Skai                   06:14  36s @ 
  44. Patashu                07:03   1m   
  45. Piper                  07:07  20m @ 
  46. Fisset                 07:49   5m @ 
  47. Speckles               07:49  30m @ 
  48. Spots                  07:49  30m @ 
  49. Mote                   07:49  30m @ 
  50. Simon                  08:29   9m @ Processing...
  51. Mako                   10:02   1m @ Frog Blast The Vent Core!
  52. 25 players are connected.  (Max was 42)
  53. connect Agris Hoh5Iet&
  54. ########################### WELCOME TO SPINDIZZY ############################
  55. ##    Please type 'news behaviour' for an explanation of how SpinDizzy's   ##
  56. ## Acceptable Use Policy (AUP) applies to behaviour on the muck in general.##
  57. ## It covers when certain types of behaviour are and are not appropriate,  ##
  58. ## and also how to react when someone's behaviour is upsetting you.        ##
  59. ##  * Useful Commands:                                                     ##
  60. ##      +read, cread  -  The global bulletin boards.                       ##
  61. ##      events        -  Find out what's going on around here!             ##
  62. ##      map, luge, bus-  Gets you around SpinDizzy.                        ##
  63. ##      @shout        -  @shout something IMPORTANT you want all to hear.  ##
  64. ##      wa, find      -  Find out where everyone is.                       ##
  65. ##                                                                         ##
  66. ## (Updated 08/20/2013)  Type 'news legal' for our legal document.  By     ##
  67. ## continuing to access SpinDizzy, you agree to the terms in the document. ##
  68. #############################################################################
  69. Mid Valley
  70. This area bears signs of a struggle, the grasses unable to grow here it seems, so badly damaged was this place. The soil is a dark black and red hue, glassy in spots and utterly dead to the touch, no insects or other form of life crawling through it. Great rents in the ground show pits, now filled in with age and time that likely once went deep. This middle point spreads outwards, the valley becoming a sort of 'c' shaped hollow at this point, as if the remains of a impact crater perhaps, many many lifetimes old. The ground here is heavily layered with turned up and blasted apart stones, many seeming to have exploded from the inside. 
  71.   
  72. The ruined statues are seen here as well, thrown about the area as if by a great wind, or a great hand. In the center of this dark, twisted area a large rusted statue stands as if a silent colossus to the history here. The figure nearly two hundred feet tall and shaped like a giant humanoid knight from pointed helm and visor to shield to armoured boots. Standing there, frozen, immobile and nothing more then a shell. Even at its current visible height it seems to be buried up to its knees in dirt and rocks, one arm upraised, though half blown off, and a mere shattered hollow tube as if struck down suddenly. The chest of the great statue also seems to have been blown apart from the inside, nothing but hollow rusted out gears inside it now.
  73.  
  74. The quartz boulders are scattered about this place heavily as well, flashing and flickering dimly. Amid the torn up soil and blasted stones, one might find odd bits of rubbish, such as glass fragments, melted gemstones, bits of twisted and burnt metal even a bone fragment or two. Clearly this place is the site of a long forgotten conflict.
  75.  
  76. Overhead the sky in this area seems to be always hovering on the edge of a storm, but never quite going through with it, the whisper of rain and thunder there but never being completed as if even the weather itself avoids this place.
  77. Obvious Exits:
  78.    (B)ack to the (V)alley , and (Por)tal 
  79. Players online for whom you are watching:
  80. Chevesh           Patashu           Voksa             
  81. Done.
  82. ## You have now connected to Spindizzy 6 times.  Today is 12/20/21 and it is now 20:53:17 Spindizzy (Pacific) Time.
  83. ## You last connected from 2001:470:e918:10::5(34273) at 12/20/21 10:25:27 AM(PST)
  84. ### You have 14 unread messages in: SpinDizzy Main Bulletin Board. Type '+read' to check the board.
  85. ### You have 14 unread messages in: Roleplay Bulletin Board. Type 'rpread' to check the board.
  86. ### You have 100 unread messages in: New Commands Message Board. Type 'cread' to check the board.
  87. whereare
  88. WhereAre 1.3b -- 137 Characters awake -- 1 to show a room
  89. -Location--------------Characters-Comments-----------------------------------
  90. MakerSpots : Bay VI             1 Piper's bay in MakerSpots!
  91. = Directions: luge s1 w1, ms, vi
  92. [LP] Natural Stage              1 luge N0 E2, Stage
  93. Rec Room                        1 The heart of industry!
  94. -    Present: Vanna(Z) 
  95. = Directions: t #16965 or luge n11 w2,b,n,n,w
  96. AAPC - Sociology Laboratory     1 It's not that you're not good enough...
  97. -    Present: November(Z) 
  98. = Directions: :luge S5 E1, d, nw, n
  99. Quodlibet-Spengo High Orbit     1 Space!
  100. -    Present: Sunskimmer(Z) 
  101. = Directions: rose; up, up, o, ho
  102. ATRIUM                          1 Phoenix Villa 
  103. -    Present: .Aurora(Z) 
  104. = Directions: t #28940, gate, entrance
  105. The Arbor Cafe                  3 The Arbor Cafe
  106. -    Present: Kiree Amy Jak(Z) 
  107. = Directions: t #28940, gates, arbor
  108. [UoSM] Halfbridge Folklore Sta  1 An arcane watering hole!
  109. -    Present: Melek(Z) 
  110. = Directions: luge s3 w2, enter, sil, uni, ceca, pilpi, stage
  111. Livingstone                     1 A magework boutique below St Marin
  112. -    Present: .Amy(Z) 
  113. = Directions: t #28269
  114. Patashu's Personal Quarters    11 The heart of industry! (Yep, it's public!)
  115. -    Present: Dawnwing 'Kamare(Z) Kandra Amaranth(Z) Jericho_Tayne(Z) 
  116. -             Vahno Niny'ah Skai Patashu Raindrop(Z) 
  117. = Directions: t pquarters or luge n11 w2,b,n,sw
  118. Spaceport                       1 The heart of industry!
  119. -    Present: Talvas(Z) 
  120. = Directions: t #29408
  121. Industrial Cyber Forest         1 The heart of industry! (Yep, it's public!)
  122. = Directions: t #29446 or luge n11 w2,b,n,ne,ne
  123. Simulation Dome                 1 The heart of industry!
  124. -    Present: .Dawnwing(Z) 
  125. = Directions: t #29453 or luge n11 w2,b,n,ne,ne,ne
  126. The Rose Garden                 5 The Rose Garden, center of the world!
  127. -    Present: Beltrami Borris Nova Mako 
  128. = Directions: rose
  129. Tin Lizzie's Sleek Fittings     1 Clothing for all forms and all occasions
  130. -    Present: Sonja(Z) 
  131. = Directions: luge N3 E0, SF
  132. Observatory Foyer               1 Qualia Hoard of Voksa.
  133. -    Present: Lucid Proxy(Z) 
  134. = Directions: Luge N10 W3, In
  135. Evening Farm Entrance           1 Only the Best!
  136. -    Present: Bernie(Z) 
  137. = Directions: luge n4 e6, ef
  138. Courtyard                       4 The hub of 000's nanotechnology! (Public)
  139. -    Present: 000 .Patashu(Z) Derek_Swift(Z) FL000F(Z) 
  140. = Directions:  t #3333
  141. Forest Clearing                 1 park
  142. = Directions: 'park' of the day
  143. Recycling Center Backyard       1 Where even machines are quiet
  144. -    Present: Clanky(Z) 
  145. = Directions: luge s2 e8, re, b
  146. -----------------------------------------------------------------------------
  147. 20 rooms listed.
  148. t pquarters
  149. You feel a wrenching sensation...
  150. Patashu's Personal Quarters(#29396RLJA)
  151. While the base is constantly busy manufacturing and researching and testing and shipping and soforth, Patashu often desires to have a space of his own to work on personal projects or to have discussions with friends and associates. The quarters start with an open foyer of sorts - having a lounge and holographic computer systems, workbenches and scientific equipment and a table (with the company logo emblazoned in gold along its surface) that can be used for conferences, gaming and eating just as easily. (Of course, there are amneties for organic visitors - food, water, beds and all!) (Oh yes, and there IS a pile of 'cushions' and 'beanbags'.) From the holographic screens, all activity of the base can be monitored, and base databases/security feeds accessed. Off to one side, a personal hangar has a huge, rotary rack of different robotic parts and even alternate bodies that can be swapped into and out of, as well as a maintenance system with automated scaffold lined with robotic arms. Kobolds clean, maintain and can be called upon for any necessary task. Posters and blueprints line many of the walls, some of them of products the base builds, some of them gaming related or based on legendary mecha, and the noise of the surrounding base is (mostly) dampened.
  152. Among the Cushions, you see it is empty.
  153. Obvious Exits:
  154.    [C]ypher's Room, [Dive] into Cushions, [Isa]ak's Room, [K]andra's Room, [R]alis's Room, [Tan]ya's Room, and ne/out
  155. Contents: Dawnwing, 'Kamare, Kandra, Amaranth, 'Mako, Jericho_Tayne, Vahno, Niny'ah, Skai, Patashu, Raindrop, Antler Headband Box(#32802C), Mechanizing Ray Mk.II, PI Bulletin Board, Dragon Hoard Meter, Speers Errand, Gilded Waterfall, Union-made coffee dispenser, Flamenado Commemorative Snowglobe, Megagiant Ultraplush Nanite, Weather Machine, Private Magma Spa/Shower, Wall Mural In Crayon, Toony Card Press, Refractory Tube Game, Bandit's Den, Paddling Pool, Epoch - Temporal Long Sword, Ornamental Pink Ingot, Chunk of Paradoxium, Cardboard City, DanceRush Stardom Arcade Cabinet, DanceDanceRevolution A20+ Arcade Cabinet, Doggy Bed, A Sign - Interaction Guidelines (look sign), A copy of Femashu's fabulously decadent hoard, The Snack Bar, Excessively Large Dragon's Hoard Missing Just Enough Gold That Only A Dragon Would Notice, Chromatic Elixir, Cohesive Energy Anomaly, and Extropia 16384
  156. ## There are possible hidden listeners here.
  157. Dawnwing Ahoy!
  158. Patashu waves!
  159. [Dawnwing just looked in your direction! (Herm Charizard Hydra Taur)]
  160. pose ear-swishes
  161. Agris ear-swishes
  162. Jericho_Tayne also waves!
  163. say hello
  164. You yip, "hello"
  165. look Cardboard City
  166. Spanning the floor of Patashu's Personal Quarters is a cardboard box city, skyscrapers rising 3 feet to the shoulder, the downtown and suburbs a microcosm of high rise urban zoning, every surface of every differently shaped prop painted in stylistic, cartoony means to show a variety of buildings in city blocks - the streets even decorated with mini trees and cars. A miniaturized river flows with water, passing by a farmhouse and surrounding crops, and a cardboard mountain range and forest is set up opposite. A model train system runs stops between a few stations. Roads snake outwards into two rival military bases - the draconic Burning Claw and the gryphon-run Yarthanian Empire - with model defensive turrets, tanks, planes and mechwalkers strewn about, even 8ft high collapsible cardboard 'hangars' if you'd like to roleplay deploying out of the ground to wreak havoc! A gaggle of kobolds wearing 'Cardboard Terraforming Services' workvests stand by to repair damages caused after a fight and take renovation suggestions.
  167. 'Mako Waves a greeting~
  168. Kandra creeps over and curls up next to Niny'ah, burying her face under her tail.
  169. Niny'ah gently strokes Kandra's hair
  170. WHO
  171. Player Name           On For Idle   Doing...
  172. Agris                  00:13   0s   
  173. Dawnwing               00:22   1m @ 
  174. Nova                   00:24  21m @ 
  175. Claude                 00:34   9s @ Lazing about.
  176. Beltrami               00:35   7m @ 
  177. Kandra                 00:43   2m @ 
  178. Niny'ah                01:04  24s @ 
  179. Sirianna               01:06   4m @ All men dream: but not equally.
  180. Myril                  01:47   3m @ 
  181. Kiree                  02:28   4m   
  182. Borris                 02:42   1m   Looking for a Seal
  183. Voksa                  02:45  10m @ 
  184. Kamare                 04:04  37s @ 
  185. 000                    04:10   6m @ 
  186. Vahno                  05:22   8m @ 
  187. Amy                    05:23   1m @ 
  188. Chevesh                06:01   5m @ 
  189. Skai                   06:29  20s @ 
  190. Patashu                07:18   9s   
  191. Piper                  07:21  34m @ 
  192. Fisset                 08:04  11m @ 
  193. Speckles               08:04  11m @ 
  194. Spots                  08:04  11m @ 
  195. Mote                   08:04  11m @ 
  196. Simon                  08:44   4m @ Processing...
  197. Mako                   10:16  44s @ Frog Blast The Vent Core!
  198. 26 players are connected.  (Max was 42)
  199. Sherbet has teleported in.
  200. Sherbet has arrived.
  201. look Sherbet 
  202. I don't see that here.
  203. Patashu bellows, "Hello!"
  204. Sherbet says, "Hi!"
  205. look shervert
  206. I don't see that here.
  207. Dawnwing ello!
  208. look sherbert
  209. I don't see that here.
  210. look serbet
  211. I don't see that here.
  212. look sherbet
  213. A light green pony with a pink mane and tail, an orange scarf, and turquoise coloring on her hooves.
  214. Her cutie mark (a symbol on her haunch/flank) is an icecream scooper, with a scoop of orange sherbet on it.
  215. http://novasquirrel.com/sherbetpony_cpc_ref.png
  216. http://novasquirrel.com/sherbetpony_cpc.png
  217. https://toyhou.se/7023744.sherbet/9869584.sherbet-pony
  218. Kandra drags herself close enough to huddle against the Seirmerine, pushing her head slightly against the touch but otherwise trying to shrink down and make the world go away.
  219. [Sherbet just looked in your direction! (female pony)]
  220. look Kandra
  221. A young(ish) vixen.  Specifically, she is almost but not quite entirely like an Arctic fox, with a fluffy, snow-white pelt, long, black hair, blue eyes.  She stands at about five and a half feet, not counting her tail -- which apart from the inky black tip is as white as the rest of her, and at least as fluffy.
  222.   
  223. Presently she is dressed in an almost knee-length robe-like top and a pair of trousers of identical, soft (and fluffy, though not nearly as much so as her fur) material, a generic grey in color all over -- the sort of thing one might pick out when someone they didn't know needed *some* sort of clothes as an, if nothing else, functional concern.  She seems mature, and yet strangely lost and sometimes clumsy or uncoordinated in her movements, as though her body is a machine she's not entirely learned to operate.
  224. Carrying: The ball of fabric, lily amulet, Muse of Inspiration Sash Expo '13, Cute Karaoke Singer 2013 button, Gold Medal for Fashion, Gold Medal for Boggle, Blue Ribbon for Drawing, a silvery amulet, Spidersilk Bag, communicationsunit, 500-Pound Man-Killing-Pants Souvenir Coin - A, a coon cookie, A Deep-fried Pineapple on a Stick, A lamb skewer, A lemon chicken Skewer, adorable deinonychus plushie, An asian chicken Skewer, Apple Star Candy, Blue Bomber Candy, Candy Bells, Cherry Flash Candy, chocolate bird's nest, chocolate coins, Cloud Candy, Coon-Proof Cookie, Custard Bun, Edible Glowstick, Eggnog cocoa, gumdrops, gummy eyeball, Hot cocoa, Kandy Korn, Laser Melon Candy, Lemon Sword Candy, Lime Shield Candy, Milk Duds, mini Payday bar, Moon pie, Official BunnyHugger Sternlooker, Pie Pie, Raspberry Bolt Candy, Some Cheese on A Skewer, Some Chocolate-covered tiramisu, Strawberry Barrier Candy, Trojan horse pie, Twelfth Night ornament 2017, and Twelfth Night ornament 2020
  225. 'Kamare rrs, "Hey Agris, Sherbet."
  226. say you shrink Kamare? ;)
  227. You yip, "you shrink Kamare? ;)"
  228. 'Kamare looks down at herself. "Yes, it happens when I go in the wash."
  229. Dawnwing giggles.
  230. 'Kamare stands up straight. "I'm a shapeshifter!"
  231. Dawnwing says, "Also that."
  232. Dawnwing says, "I had something about Denim Dragons, but Idunno how well it would've gone."
  233. pose offers to stow you away into a pocket of their fur
  234. Agris offers to stow you away into a pocket of their fur
  235. Dawnwing dunno if sie can fit in there!
  236. say hmmmm
  237. You yip, "hmmmm"
  238. say i have a lot of floof
  239. You yip, "i have a lot of floof"
  240. 'Mako huzzah for floof.
  241. 'Mako hmm... not all of her floof is available in this form.
  242. pose floofs
  243. Agris floofs
  244. Dawnwing complete lack of floof.
  245. Amaranth hangs a feather boa over Dawnwing's shoulders! There you go.
  246. Dawnwing le gasp
  247. Dawnwing fancy drago.
  248. Amaranth says, "Anyone can be fluffy with the right accessories."
  249. 'Mako nods sagely.
  250. say how cute
  251. You yip, "how cute"
  252. Dawnwing hangs it from one head's horns.
  253. Kamare has teleported in.
  254. Kamare has arrived.
  255. 'Kamare is glommed down and swept away by a plastic hippopotamus mouth.
  256. 'Kamare has left.
  257. say those fang hippos
  258. You yip, "those fang hippos"
  259. Skai draws up a quick circle of runes, before pushing some magic into it, and blinking away with a burst of arcane energy!
  260. Skai has left.
  261. look Skai
  262. I don't see that here.
  263. look
  264. Patashu's Personal Quarters(#29396RLJA)
  265. While the base is constantly busy manufacturing and researching and testing and shipping and soforth, Patashu often desires to have a space of his own to work on personal projects or to have discussions with friends and associates. The quarters start with an open foyer of sorts - having a lounge and holographic computer systems, workbenches and scientific equipment and a table (with the company logo emblazoned in gold along its surface) that can be used for conferences, gaming and eating just as easily. (Of course, there are amneties for organic visitors - food, water, beds and all!) (Oh yes, and there IS a pile of 'cushions' and 'beanbags'.) From the holographic screens, all activity of the base can be monitored, and base databases/security feeds accessed. Off to one side, a personal hangar has a huge, rotary rack of different robotic parts and even alternate bodies that can be swapped into and out of, as well as a maintenance system with automated scaffold lined with robotic arms. Kobolds clean, maintain and can be called upon for any necessary task. Posters and blueprints line many of the walls, some of them of products the base builds, some of them gaming related or based on legendary mecha, and the noise of the surrounding base is (mostly) dampened.
  266. Among the Cushions, you see it is empty.
  267. Obvious Exits:
  268.    [C]ypher's Room, [Dive] into Cushions, [Isa]ak's Room, [K]andra's Room, [R]alis's Room, [Tan]ya's Room, and ne/out
  269. Contents: Kamare, Sherbet, Dawnwing, Kandra, Amaranth, 'Mako, Jericho_Tayne, Vahno, Niny'ah, Patashu, Raindrop, Antler Headband Box(#32802C), Mechanizing Ray Mk.II, PI Bulletin Board, Dragon Hoard Meter, Speers Errand, Gilded Waterfall, Union-made coffee dispenser, Flamenado Commemorative Snowglobe, Megagiant Ultraplush Nanite, Weather Machine, Private Magma Spa/Shower, Wall Mural In Crayon, Toony Card Press, Refractory Tube Game, Bandit's Den, Paddling Pool, Epoch - Temporal Long Sword, Ornamental Pink Ingot, Chunk of Paradoxium, Cardboard City, DanceRush Stardom Arcade Cabinet, DanceDanceRevolution A20+ Arcade Cabinet, Doggy Bed, A Sign - Interaction Guidelines (look sign), A copy of Femashu's fabulously decadent hoard, The Snack Bar, Excessively Large Dragon's Hoard Missing Just Enough Gold That Only A Dragon Would Notice, Chromatic Elixir, Cohesive Energy Anomaly, and Extropia 16384
  270. globals
  271. Globals Listing Utility
  272. -----------------------
  273. This program lists global commands available on this MUCK.
  274. > globals #help             -- shows this screen
  275. > globals #list             -- complete alphabetized global listing
  276. > globals #page             -- lists pages available
  277. > globals #page {n}         -- lists indicated page
  278. > globals {name}            -- shows information for indicated global
  279. Pages available: 1 to 8.
  280. globals #list
  281. Complete Globals Listing
  282. Global     Description                                      Help Info
  283. ---------------------------------------------------------------------------
  284. +map       Use or even create a map                         +map #help
  285. +read      Read the global bulletin board                   look +read
  286. .          A mindmeld-ish type of communication program.    . #help
  287. 3who       Compact list of who's connected                  3who
  288. @Archive   Preserve your creations again all disasters!     look @archive
  289. @Arrr      Talk like a pirate!  Arrr!                       look @arrr
  290. @Backlink  Open an exit back where you came from            look @backlink
  291. @Boki      It is just like that!                            look @boki
  292. @Bootme    Shed your excess connections                     @bootme
  293. @Breaklink Is somebody following you?  Make them stop.      @breaklink #help
  294. @Bulletin  See the latest news and weather reports          @bulletin #help
  295. @Check     Verify your stuff is built right                 look @check
  296. @Claim     Take ownership of (potentially complex) things   @claim #help
  297. @Dance     Have the fun of dancing for yourself             look @dance
  298. @Disconnec Disconnects from the game; can be used with MPI. (none)
  299. @Errorchec Find out why your programs keep crashing!        @ec #help
  300. @Gender    Set your @gender and @species                    look @gender
  301. @Image     Just in case your mind's eye is broken           @image #help
  302. @Laston    Find out when somebody was last on               look laston
  303. @Mpi       Test a little MPI without killing yourself.      look @mpi
  304. @Mpilink   It's not really clear what this *does* do...     @mpilink #help ...?
  305. @Muf       Test a little MUF without hurting anyone         look @muf
  306. @Psearch   Do all sorts of snooping around                  @psearch #help
  307. @Recycle   Get rid of old junk (safely)                     look @rec
  308. @Recycle!  Recycle stuff that's far away (unsafe!)          look @rec!
  309. @Register  Create an alias for some hard-to-remember thing  @reg #help
  310. @Relink    Relink an old exit to a new destination          look @relink
  311. @Save      How long until the next save?                    ns (or look ns)
  312. @Scent     Sets your scent, feel, and taste props easily.   look @scent
  313. @Sdesc     Write a short desc (for short-desc look filter)  look @sdesc
  314. @Shout     Tell the world your oh-so-important news         @shout #help
  315. @Shoutwho  Find out who's listening to your @shouts         look swho
  316. @Sizer     How big is it?                                   look @sizer
  317. @Sweep     Find out if you are being wiretapped!            @sweep #help
  318. @Typo      Found a typo?  Want to fix something?            look @typo
  319. @View      Look at a documented Muf program                 look @view
  320. @When      Check time stamps on an object                   @when <object>
  321. @Will      Lets the wizards know what to do with your stuff @will
  322. @Xdig      Create a room and the exits to and from it       @xdig #help
  323. Attributes List your superpowers for the world              attr #help
  324. Banish     Exclude people from your mighty kingdom          banish #help
  325. Care       Quickly get to Care-A-Lot                        look care
  326. Change     Fix a little bit of incorrect text               look change
  327. Charlie's  Get over to Charlie's Bar                        look cb
  328. Charter    Go to the Charter Park                           look charter
  329. City hall  Try to beat City Hall                            (none)
  330. Cp         copy or move properties around                   look cp, look mv
  331. Cs         Get to Centaur Square, if you're going there.    look cs
  332. Date       What day is it?                                  look date
  333. Doing      Adjust what shows up in the WHO list             look doing
  334. Dosign     Hold up a sign, Wile E. Coyote style             look dosign
  335. Eat        Eat, drink, or just order food                   eat #help
  336. Edit       With TinyFugue, edit messages and properties     edit #help
  337. Editact    Edit the actions of the rooms you own            editact #help
  338. Editobject Create and adjust objects                        editobject #help
  339. Editplayer Quick 'n' dirty character setup                  editplayer #help
  340. Editroom   Tinker with rooms you already @dig               editroom #help
  341. Editzombie Make your own zombie/puppet/pet                  look editzombie
  342. Events     Find out what events are going on!               look events
  343. Exitcheck  Check *all* your exits at once.                  @view $exitcheck
  344. Exits      Look at the exits in your room                   exits #help
  345. Fdrop      The manipulation of the fake                     look fdrop
  346. Fetch      Go on, boy, fetch!  Fetch it!  Good boy!         look fetch
  347. Find       See who's who and who's where                    find <name>
  348. Findiic    Finds others who are actively looking for RP     findiic
  349. FUND       SimCity cheat to add more money                  look FUND
  350. Globals    The most self-referential entry on this list     globals #help
  351. Gohome     There's no place like home...                    gohome
  352. Hand       Hand stuff you have to somebody else             hand #help
  353. Helpstaff  Who might be able to help, and isn't a wizard?   look helpstaff
  354. Heroes     Who can save the day?                            look heroes
  355. Hideme     How not to be seen.                              look hideme
  356. Holidays   See the holidays of SpinDizzy!                   holidays
  357. Homefinder Find available new hoomes                        homefinder #help
  358. Hugall     Hug everyone in the room                         look hugall
  359. Inventory  Check what you're carrying                       inventory
  360. JOKE       Brighten your day with a quick joke.             look joke
  361. Laston     Find out when someone was last awake             laston <name>
  362. Listspec   Find characters whose species matches a pattern  listspec #help
  363. Logmeoff   Help your willpower along                        logmeoff #help
  364. Look       See the sights                                   look #help
  365. Lookat     Look at objects others are carrying              lookat #help
  366. Ls         List items in the vicinity                       look ls
  367. Lsedit     The only way to enter text painlessly            look lsedit
  368. Lsprop     List properties on some object                   look lsprop
  369. Luge       Zip someplace in a moment                        look luge
  370. Mail       Send, receive and store page #mail, safely       mail #help
  371. Makedrink  Create something to drink                        look makedrink
  372. Makefood   Create something to eat                          look makefood
  373. Minfo      Find out who wants to 'meet' you                 look minfo
  374. Mjoin      Meet, or be met                                  meet #help
  375. Morph      Shapeshift for ease and comfort                  morph #help, #help2
  376. Msgmacs    See all the MPI macros we have                   look msgmacs
  377. Mupl       Find players -- no, *really* find them!          mupl #help
  378. Mutter     Say, but not so clearly, to somebody             mutter #help
  379. Nn         (No news is good news.)                          look nn
  380. Nws        Find out who's got what nickname                 look nws
  381. Objectedit Create and manipulate fake objects               objecteditor #help
  382. Page       Send a message to someone distant                page #help
  383. Park       Go to the Park of the Day, and join the fun!     look park
  384. Paste      Throw a bunch of text to the muck at once        look paste
  385. Pfind      Find where the puppets are                       look pfind
  386. Pinfo      Read about your fellow players                   pinfo #help
  387. Playerlist Get a list of everybody                          look playerlist
  388. Plib       Search our ornate MUF library                    plib #help
  389. Pman       Manage the public listing of zombies             (none)
  390. Ponder     Think about something, loudly                    look ponder
  391. Pose       Go ahead and do things                           look pose
  392. Pp         Page a bunch of people at once                   pp #help
  393. Put        Put it down now.  NOW, I say.  Just put it DOWN. look put
  394. Pwho       Make up handly lists of your friends             pwho #help
  395. Quickexit  Another tool for setting up your exits           @view $quickexit
  396. Railroad   The quick way to a new place                     look railroad
  397. Ride       Give/take a ride to/with someone                 ride
  398. Ridemode   How do you offer rides to your friends?          ridemode #help
  399. Robot play Get to the Giant Robot Playground                look robot
  400. Roll       Throw dice                                       look roll
  401. Rose       Go to the central meeting area, the Rose Garden. look rose
  402. Rpc        Go to RolePlay Central                           look rpc
  403. Rpp        (none)                                           (none)
  404. Rpread     The RP bulletin board.                           look rpread
  405. Run        Make a quick dash for someplace else             look run
  406. Say        You just start talking after you say             sayhelp
  407. Sayset     More 'say' options than you can understand       sayhelp
  408. Sge        Very recommended -- _set_ all your exits at once look sge
  409. Showme     How to be seen.                                  look showme
  410. Sing       About the Moon and the June and the spring-a     look sing
  411. Smell      Show off how nosy you are                        smell #help
  412. Spinbottle Spin the bottle...                               look spinbottle
  413. Spoof      For anonymous and vaguely amusing messages       spoof #help
  414. Stats      See a count of what objects you own              stats
  415. Su         Switch Users.  Alternate characters not included look su
  416. Swa        Tell the world where you are                     l swa
  417. Swad       Tell the world how to get here                   look swad
  418. Teleport   Move elsewhere instantaneously                   teleport #help
  419. Throw      Ever want to just throw something at somebody?   throw #help
  420. Tictactoe  Play tictactoe!  It learns, too...               (none)
  421. Time       It's later than you think, but what do yo think? look time
  422. Untram     Undo any running temporary random morph          look untram
  423. Uptime     Find out how long the muck's been running        uptime
  424. Vehicleham An easy way to manage/create vehicles.           editvehicle #help
  425. Verball    Do something to everybody in the room            look va
  426. Villains   Who can threaten the day?                        look villains
  427. Vote       Cast your ballot on the pressing issues of today vote #help
  428. Watchfor   Watch for your friends/enemies/fellow muckers    watchfor #help
  429. Whatis     Even more pointless categorizing                 whatis #help
  430. Whengraph  Watch the population rise and fall!              wg #help
  431. Whereami   Are you on the map?  If you are, we know where   look whereami
  432. Whereare   Check out the local hang-outs                    whereare #help
  433. Whereis    Search for someone's location                    whereis #help
  434. Whisper    Talk to just a few in the room with you          whisper #help
  435. Who        Who's here?  Here's who                          look who
  436. Whoami     Reports who you currently are                    look whoami
  437. Whodoing   What people are doing with their time            wd #help
  438. Whospecies Check characters' genders and species            whospecies #help
  439. Wizzes     See what wizards are available                   wizzes #help
  440. Wstat      Set your Stat column in WhoSpecies               wstat <message>
  441. Zwhereare  Toggles zombies on (z) or off (x) temporarily.   (none)
  442. @backlink
  443. Improper format - No exit created.
  444. luge S9
  445. You're not sure exactly where that is.  Try 'look luge' for more information.
  446. luge S9 W0
  447. You sit on a street luge (it resembles a long skateboard) and zip directly there!
  448. Woven-Vine Dome (S9 E0)(#14551RLJ)
  449.      A large clearing has been cut out from this wooded area, in which sits a 
  450. large, organic dome.  A ten-foot high, circular fence provides the support for 
  451. a dome which curves upward from there, providing a gentle slope.  Both the 
  452. fence and dome are comprised of thick, green vines, from an unidentifiable 
  453. plant.  They weave together to form a tight barrier, but not so much that one 
  454. cannot see between the gaps.  Inside is what appears to be a microcosm of a 
  455. jungle, with sprawling, otherworldly flora.  While there is lighting, it's dim: 
  456. thus, not much can be told from the outside.  However, should one wish to 
  457. enter, the path is clear: a circular, mulch track has been drawn in the ground 
  458. surrounding the dome, with blue orbs of light providing gentle illumination.  
  459. When facing due south from the path, one can see where it leads to the dome's 
  460. entrance: a mixture of what appears to be bark and electronics forms the door, 
  461. which draws apart at the touch of a button set into a pedestal by the dome.  
  462. Hanging above this pedestal is a wreath of brightly-colored flowers; it spells 
  463. out, in both an alien tongue and English, "LYCEUS."
  464.         It's cool out, the wind blowing a fair amount in the lightly clouded, sunless sky.  It's a bright noon.
  465. Obvious Exits:
  466.         [E]ast, [G]arden, [N]orth, [S]outh, [U]p, and [W]est
  467. Contents: Keene, Checkpoint 24, Notice to Land Developers, and Blue Lights
  468. a
  469. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  470. s
  471. You leave for S10 E0.
  472. S10 E0(#14539RLJ)
  473. A large rolling plain full of short blue green grasses, oddly shaped hills that appear to be geometric shapes buried in dirt with strange twisted black trees jutting up out of the ground that resemble hands.Strange looking quartz boulders stick out of the ground as well, some as large as a building, scattered about the land like a gods plaything, ranging in color and hue. The boulders seem to flicker and flash now and then as if holding some energy. The area here is also muted in sounds, everything seeming to be slightly muffled. The wind, is also reduced and always seems to fall somewhere between chill and warm without being either. A narrow valley goes between a pair of large hills, each of which bear three of the strange trees on the top, leading onwards. A faint roll of fog seems to drift along the entryway to this valley and dim figures can be seen within it, though it could be just a trick of the light of course. The sky here is also ever so slightly off, from the stars at night to the sun, the color shift just faintly different then normally expected. Everything about this place seems to be on the verge of becoming something else, or simply becoming a rolling fog at a moments notice. There is a faint smell to the air as well, somewhere between good and bad, with a tangy tingly overtone that is difficult to place. 
  474.         It's cool out, the wind blowing a fair amount in the lightly clouded, sunless sky.  It's a bright noon.
  475. Obvious Exits:
  476.         (V)alley , [E]ast, [N]orth, [S]outh, [U]p, and [W]est
  477. Contents: Checkpoint 25
  478. v
  479. You head down into the valley.
  480. The Valley
  481. This long narrow valley leads past tall blue green hills. Deeper it seems to go cutting into the earth, visible through thin dark layers over which the grasses have not yet grown.  You see in this valley there appear to be ruins of some kind, along the left and right side of the valley walls the shattered remains of statues are seen. They appear to be tall figures in mage robes, with staves and such, although most of the statues are rubble enough remains to show what they once where, a single mostly intact statue standing upright, its fist upraised as if in defiance of the destruction around it. 
  482.  
  483. Underfoot the faint signs of stones are felt and seen, showing that along with the rubble, there was a road here once. Midway through the valley several shattered quartz arches are seen, of the several visible only one still remains intact. 
  484.  
  485. The air here is charged with energy, faint and powerful, as if a great presence still exists here. The smell of age and time lingers, and the fog seems to flit about here as if possessed of its own thoughts. 
  486. Obvious Exits:
  487.    (MI)d Valley , and (O)ut of valley 
  488. MI
  489. You head on into the mid valley area.
  490. Mid Valley
  491. This area bears signs of a struggle, the grasses unable to grow here it seems, so badly damaged was this place. The soil is a dark black and red hue, glassy in spots and utterly dead to the touch, no insects or other form of life crawling through it. Great rents in the ground show pits, now filled in with age and time that likely once went deep. This middle point spreads outwards, the valley becoming a sort of 'c' shaped hollow at this point, as if the remains of a impact crater perhaps, many many lifetimes old. The ground here is heavily layered with turned up and blasted apart stones, many seeming to have exploded from the inside. 
  492.   
  493. The ruined statues are seen here as well, thrown about the area as if by a great wind, or a great hand. In the center of this dark, twisted area a large rusted statue stands as if a silent colossus to the history here. The figure nearly two hundred feet tall and shaped like a giant humanoid knight from pointed helm and visor to shield to armoured boots. Standing there, frozen, immobile and nothing more then a shell. Even at its current visible height it seems to be buried up to its knees in dirt and rocks, one arm upraised, though half blown off, and a mere shattered hollow tube as if struck down suddenly. The chest of the great statue also seems to have been blown apart from the inside, nothing but hollow rusted out gears inside it now.
  494.  
  495. The quartz boulders are scattered about this place heavily as well, flashing and flickering dimly. Amid the torn up soil and blasted stones, one might find odd bits of rubbish, such as glass fragments, melted gemstones, bits of twisted and burnt metal even a bone fragment or two. Clearly this place is the site of a long forgotten conflict.
  496.  
  497. Overhead the sky in this area seems to be always hovering on the edge of a storm, but never quite going through with it, the whisper of rain and thunder there but never being completed as if even the weather itself avoids this place.
  498. Obvious Exits:
  499.    (B)ack to the (V)alley , and (Por)tal 
  500. Por
  501. You walk up to the platform
  502. Platform
  503.  
  504. This area is the begining of the updated region, instead of ruins and decay, poured concrete and slabs of stone!  This area is at the lip of the valleys crater, inset into a cleared out area. Stretching about a half mile across, it is smooth grey hued stone with inset panels of black marble forming a large pentacle, with a large silver ring in the center of it set upright.
  505. The silver ring is some form of stargate, almost thirty feet across, made of smooth polished silver inset with glowing blue stones on all sides. The center of the ring has a yellow glowing whirlpool, rotating clockwise. The base of the ring is set upon a large jade hued step, covered in runes that run in circles over the steps.
  506. As before, the sky overhead here is very odd. A mix of colors that seem slightly unnatural. The air a bit warmer though and seeming to hum with a almost visible energy form to it. The space is also clear, completely, of any form of dust or rubble and in perfect condition.
  507. Obvious Exits:
  508.    (Nex)us , and (V)alley (F)loor 
  509. Nex
  510. You approach the gate, it ripples with energy sending out a pulse in all directions, with a flicker of power the gate opens and accepts you into it.
  511. Dimensional Nexus. 
  512.  
  513. This tunnel between the realms is pure raw energy. Screaming, coiling patterns forming and collapsing. The area lit by untold colors and shapes flickering about. Entire suns born and ended in the space between. Everything here is rapidly moving, energy arching, flowing, bending and fading in a instant as if all creative forces exist here at once. 
  514. The area is protected however by a glowing golden hued force tunnel which moves through this roiling bubbling nexus of energy safely, keeping all the destructive and hostile energies at bay.
  515. Gravity feels lighter here in some spots, heavier in others. The lighting shifts constantly, a wheeling myriad of hues. Oddly though a large white sign can be seen here made of clapboard, and painted a brilliant almost offensive white hue. Upon the front surface written in black and red letters is the following message. 
  516. [Attention all: This is the nexus gateway permitting direct access to Coldsoul Industries. Please keep all hands and limbs inside the tunnel at all times, we are not responsible for lost part, souls or lives. Thank you, MGT.] Below it is another smaller sign as well. [Coldsoul Industries : Helping you to become a better, you! Services offered by appointment only, payment expected at the time of service or your body will be kept until such time as you can pay. Thank you.] 
  517. Obvious Exits:
  518.    (Ga)te , and (Gar)den 
  519. Ga
  520. You hold up your hand, the passageway ripples around you and with a flash of light you return to the platform.
  521. Platform
  522.  
  523. This area is the begining of the updated region, instead of ruins and decay, poured concrete and slabs of stone!  This area is at the lip of the valleys crater, inset into a cleared out area. Stretching about a half mile across, it is smooth grey hued stone with inset panels of black marble forming a large pentacle, with a large silver ring in the center of it set upright.
  524. The silver ring is some form of stargate, almost thirty feet across, made of smooth polished silver inset with glowing blue stones on all sides. The center of the ring has a yellow glowing whirlpool, rotating clockwise. The base of the ring is set upon a large jade hued step, covered in runes that run in circles over the steps.
  525. As before, the sky overhead here is very odd. A mix of colors that seem slightly unnatural. The air a bit warmer though and seeming to hum with a almost visible energy form to it. The space is also clear, completely, of any form of dust or rubble and in perfect condition.
  526. Obvious Exits:
  527.    (Nex)us , and (V)alley (F)loor 
  528. Nex
  529. You approach the gate, it ripples with energy sending out a pulse in all directions, with a flicker of power the gate opens and accepts you into it.
  530. Dimensional Nexus. 
  531.  
  532. This tunnel between the realms is pure raw energy. Screaming, coiling patterns forming and collapsing. The area lit by untold colors and shapes flickering about. Entire suns born and ended in the space between. Everything here is rapidly moving, energy arching, flowing, bending and fading in a instant as if all creative forces exist here at once. 
  533. The area is protected however by a glowing golden hued force tunnel which moves through this roiling bubbling nexus of energy safely, keeping all the destructive and hostile energies at bay.
  534. Gravity feels lighter here in some spots, heavier in others. The lighting shifts constantly, a wheeling myriad of hues. Oddly though a large white sign can be seen here made of clapboard, and painted a brilliant almost offensive white hue. Upon the front surface written in black and red letters is the following message. 
  535. [Attention all: This is the nexus gateway permitting direct access to Coldsoul Industries. Please keep all hands and limbs inside the tunnel at all times, we are not responsible for lost part, souls or lives. Thank you, MGT.] Below it is another smaller sign as well. [Coldsoul Industries : Helping you to become a better, you! Services offered by appointment only, payment expected at the time of service or your body will be kept until such time as you can pay. Thank you.] 
  536. Obvious Exits:
  537.    (Ga)te , and (Gar)den 
  538. Gar
  539. You step into the energies and are whisked away!
  540. Presentation Garden.
  541.  
  542. Before you is a elegant and long rectangular garden area. Starting off a double row of tall pines point towards the sky, well maintained, each having a golden wire frame around the base for protection. Between each set of trees is a bonsai style mini bush, each shaped into wild almost fractal like shapes. The grass here is a deep vibrant green color and well cropped. Set every ten feet or so a marble water fountain can be seen, small and rectangular in style, each covered in geometric patterns. The center of each fountain has a small silver winged figure with its arms upraised, hands open.
  543. There is a long narrow walkway made of red and black marble in a tile pattern, leading towards a distant building of some kind, small iron benches set every ten or fifteen feet to rest on and evey thirty or so feet behind each bench is a small round drinking fountain.
  544. There is a large gold and silver teleport circle on the ground here, near the start of the walkway itself about ten feet across and always active.
  545. Obvious Exits:
  546.    (F)acility (Gr)ounds , (Re)lic (Ga)rden , (S)ide (G)arden , and (Te)leport Circle 
  547. F
  548. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  549. F
  550. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  551. f
  552. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  553. facility
  554. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  555. Gr
  556. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  557. FGr
  558. You walk towards the facility.
  559. Outer Facility Zone
  560. This field is neatly cropped blue grasses and light red flowers dotting it everywhere. There are sixteen bronze statues each about fifteen feet tall, and having been cast in humanoid shapes, each of them bearing armour, sword and shield and being cast as faceless figures. These statutes ring a large complex in the center of a dark pavement circle.
  561.  
  562. The complex itself is something of a marvel. Starting off the entire building is shaped like a giant hand.. That is right, a giant black marble hand, one hundred stories tall. The giant hand has a massive, massive base, about two and a half times the size of a football field at its widest. This odd building has its fingers reaching towards the sky, the palm facing towards the garden. Inset into the black marble are tiny windows, each winking with light.
  563.  
  564. Around the base of the building is a low black chain link fence, a simple seeming defense for such a odd building. The gate and the buildings main entryway dead ahead. In addition to this odd building, one can see stone statues in neat lines scattered about at random, of humanoid figures long worn down by time. Their positions following a roughly checkerboard pattern around the area if one looks deeply enough.
  565. Obvious Exits:
  566.    (Gard)den, and (Out)er (G)rounds 
  567. OutG
  568. You pass through the gate.
  569. Facility Outer Grounds.
  570.  
  571. Now that you have passed beyond the gate, this pave shows off some significant details. The entire surface is covered in massive raised sigils that form a single immense fractal pattern, branching and wrapping around the base of the building. Among the sigils immense blue gemstones are set, ranging size from a few inches to fist sized, each crackling with a blue light that pulses gem to gem in a almost mathematical pattern to it. 
  572.  
  573. Around the inner perimeter of the fence, stone stele can be seen, cast of solid black marble each bearing a shrouded reaper like figure on top. The surface of each Stele is covered in tiny tiny slash and cut marks, as if drawn with a talon, clearly some kind of writing in a secret tongue.
  574.  
  575. Other then the unusual decoration, there is little else interesting here beyond the weird building. This close you can see the surface is made of waving bands of material in a striped hue ranging from a deep hue to lighter shades in a very gradual gradient. Each finger of the building is a different hue, ranging from deep black to a lighter smoke hue. The windows, this close are tiny tinted circles similar to portholes. 
  576.  
  577. Though this entire facility is grim looking, not all is bad. This close, the palm of the building, in its massive, massive glory, seems to be entirely see through, a thick, slightly blue tinted quartz of some kind, and beyond that, the deep green hue of plants! So, despite the rather ominous design of this place, clearly life flourishes inside of it. The doorway at the base of the building is also a rather cheerful set of huge golden doors, each of them richly engraved with countless symbols of animals, hybrids and regular humanoids all intermingled. The doors also have a huge sign over them of a dark wood with brass letters "Welcome to the Factory of life!" In five foot high letters.
  578. Obvious Exits:
  579.    (Bi)g (D)oors , and (Fa)cility (E)ntry 
  580. You found one minifying glass!
  581. BiD
  582. You walk up to the big doors, which open and allow you inside.
  583. Lobby(#28120RC)
  584. Entering now, this factory is much more welcoming on the inside.. Maybe. This lobby is styled somewhere between hotel and hospital. There is a immense waiting room to the right, having translucent privacy panels set up around the perimeter with comfy seats that are big leather bean bags for reclining on. Next to each is a small crystal sphere that glows with randomly cycling lights and patterns to soothe those here. To the left, is a series of gold plated doorways that lead to various offices and the like; clear glass porthole style windows allowing peeks inside of rather normal looking offices. 
  585. The walls, ceiling and even the floor, it is worthy of noting, are cast of a light blue and gold marble hue, ranging from near midnight black on the ceiling to a softer sky blue underfoot. Decorating this long room are silver pillars cut in a greek style, each reaching up, and up to curve gently into the ceiling. Decoration panels in white marble run along the base of each wall towards distant stairs and an elevator, and are also seen checkerboard pattern, leading to a pair of large bronze cast trumpet style fountains, one on either side of the elevators. Each of the fountains seems to be a simple geometric trumpet that has a twisted spire rising out of the middle that pumps backlit water. 
  586.  
  587. Stationed here and there are statues, cast in some kind of deep red stone, of indistinct humanoid figures in dancer poses, each statue roughly eight feet tall. About a dozen of them all told can be seen, scattered about. Near the ceiling, potted plants in black clay pots hang, styled after ferns, each of them being almost fifteen feet from the pot to the maximum reach of the leaves; these plants, seem to shimmer and move slightly as if in a breeze.
  588.  
  589. The desk, is cast of solid blue quartz, shaped like a C, and has panels inset into it that glow with images and symbols, denoting different offices and so forth, and usually someone can be found working here throughout the day. Behind the desk a set of bronze doors lead to private offices, likely for middle level management of some kind.
  590. The air in here is cool, crisp, and slightly cinnamon scented, seeming to drift from any location, the lighting in here is decent, but seems to come from no singular source. Beyond the statues, something else can be seen as decoration, almost hidden along the walls are tiny oil paintings, several dozen in all that show beings in various states of tasteful augmentation.. The images ranging from simple grafting processes to complete merging of two beings and so forth. Each image has a small glowstone over it which explains the process detailed in the image in terse but bland and polite terms.
  591. Obvious Exits:
  592.    (Out) , Consult Office - (A1) , Design Office - (A2) , Factory(Fac) , General Hallway - Blue Sector (Blue), General Hallway - Red Sector (Red), General Hallway - Yellow Sector (Yellow) , Lazarus Chamber (Laz), and Relaxation Office - (A3) 
  593. Contents: Button: Factory Assistant - 001 - Frost Dark.
  594. look Frost
  595. You see nothing special.
  596. Blue
  597. Primary Hallway - Blue Sector(#28748RLJ)
  598.  
  599. This long hallway is of a cheery sort of white and blue marble pattern, done in a classic tiling style. It has gold tone strips along the floor and overhead inset lights of blown glass that bear a subtle blue tone to them. The air here is cool and crisp, flowing gently. This hallway seems to only have a handful of offices for staff members numbering about ten. Each office is a empty room at the moment, waiting to be filled with employees. Each of the offices have a iron and brass door on them with a heavy handle and, interestingly enough a blue glowing digital keypad at knob level.
  600. (Willing to let others @link offices of their choosing to this hallway!)
  601. Obvious Exits:
  602.    Lobby (Lobby) 
  603. WHO
  604. Player Name           On For Idle   Doing...
  605. fluffy                 00:13   2m @ music and science
  606. NovaSquirrel           00:32  12m @ 
  607. Agris                  00:46   0s   
  608. Dawnwing               00:55  31s @ 
  609. Nova                   00:56  12m @ 
  610. Claude                 01:07   1m @ Lazing about.
  611. Beltrami               01:08  32s @ 
  612. Kandra                 01:16   1m @ 
  613. Niny'ah                01:36   7m @ 
  614. Sirianna               01:39   7m @ All men dream: but not equally.
  615. Myril                  02:20   1m @ 
  616. Kiree                  03:01  27m   
  617. Borris                 03:15   3m   Looking for a Seal
  618. Voksa                  03:18   7m @ 
  619. Kamare                 04:36   2s @ 
  620. 000                    04:42  30s @ 
  621. Vahno                  05:55  18m @ 
  622. Amy                    05:56  15m @ 
  623. Chevesh                06:34   1m @ 
  624. Patashu                07:50   1m   
  625. Fisset                 08:36  10m @ 
  626. Speckles               08:36  10m @ 
  627. Spots                  08:36  10m @ 
  628. Mote                   08:36  10m @ 
  629. Simon                  09:16  16m @ Processing...
  630. Mako                   10:49   1m @ Frog Blast The Vent Core!
  631. 26 players are connected.  (Max was 42)
  632. whereis Kamare
  633. Kamare is in Patashu's Personal Quarters.
  634. whereis Chevez
  635. I don't know who you mean.
  636. whereis Chevez
  637. I don't know who you mean.
  638. whereis Chevesh
  639. Chevesh is in Drakesroot - RP Room.
  640. In a page-pose to you, Kamare waves.
  641. page Kamare=:waves back =)
  642. You page-pose, "Agris waves back =)" to Kamare.
  643. Kamare pages, "Can I help you?" to you.
  644. page Kamare=: coldwetnoses you
  645. You page-pose, "Agris coldwetnoses you" to Kamare.
  646. In a page-pose to you, Kamare gasps. Licks the nose.
  647. examine #1
  648. Amalfi is a player.
  649. pinfo Amalfi
  650. Amalfi Player Information
  651. .
  652. {no entry}
  653. whereis Amalfi
  654. Amalfi is in Rose Shore (N0 E1), and is asleep.
  655. examine Agris
  656. Agris(#32770PBJ)  Shinies: 2054  
  657. Type: PLAYER  Flags: BUILDER JUMP_OK
  658. {looknotify+}{eval:{list:redesc}}
  659. Key: *UNLOCKED*
  660. Chown_OK Key: *UNLOCKED*
  661. Container Key: *UNLOCKED*
  662. Force Key: *UNLOCKED*
  663. Created:  Thu Dec  9 12:47:36 PST 2021
  664. Modified: Mon Dec 20 21:49:20 PST 2021
  665. Lastused: Mon Dec 20 22:40:29 PST 2021
  666. Usecount: 6
  667. [ Use 'examine <object>=/' to list root properties. ]
  668. Memory used: 3711 bytes
  669. Home: Newcomer's Island(#1603RDA)
  670. Location: Primary Hallway - Blue Sector(#28748RLJ)
  671. No actions attached.
  672. examine Azure
  673. I don't see that here.
  674. examine Agris=/
  675. - dir /_/:(no value)
  676. - dir /_board/:(no value)
  677. - dir /_feel/:(no value)
  678. - dir /_hand/:(no value)
  679. - dir /_morph#/:(no value)
  680. - dir /_page/:(no value)
  681. - dir /_prefs/:(no value)
  682. - dir /_say/:(no value)
  683. - str /_scent:Ozone and Alpine
  684. - dir /_taste/:(no value)
  685. - dir /_tel/:(no value)
  686. - dir /_whisp/:(no value)
  687. - str /redesc#/:1
  688. - dir /RIDE/:(no value)
  689. - str /species:Vulpes Flourinectie
  690. - dir /whereis/:(no value)
  691. 16 properties listed.
  692. WHO
  693. Player Name           On For Idle   Doing...
  694. Gwen                   00:18  41s @ Gremliny things...
  695. Charlotte              00:18  18m @ Surfin' the Web
  696. Nova                   00:27  49s @ 
  697. Ariadne                00:46   1m @ 
  698. Patashu                01:05  10m @ 
  699. Austin                 01:09   1m @ me @ "So I hear" notify
  700. fluffy                 01:28   1m @ music and science
  701. Agris                  02:02   0s   
  702. Dawnwing               02:11   4m @ 
  703. Claude                 02:22  14m @ Lazing about.
  704. Kandra                 02:32  16m @ 
  705. Niny'ah                02:52  30m @ 
  706. Myril                  03:36   5m @ 
  707. Borris                 04:31   1m   Looking for a Seal
  708. Voksa                  04:33   5m @ 
  709. Kamare                 05:52   2m @ 
  710. 000                    05:58  30s @ 
  711. Vahno                  07:10   2m @ 
  712. Chevesh                07:50   3m @ 
  713. Fisset                 09:52  19m @ 
  714. Speckles               09:52  19m @ 
  715. Spots                  09:52  19m @ 
  716. Mote                   09:52  19m @ 
  717. Simon                  10:32  12m @ Processing...
  718. Mako                   12:05  10m @ Frog Blast The Vent Core!
  719. 25 players are connected.  (Max was 42)
  720. wa
  721. WhereAre 1.3b -- 116 Characters awake -- 1 to show a room
  722. -Location--------------Characters-Comments-----------------------------------
  723. Rec Room                        1 The heart of industry!
  724. -    Present: Vanna(Z) 
  725. = Directions: t #16965 or luge n11 w2,b,n,n,w
  726. AAPC - Sociology Laboratory     1 It's not that you're not good enough...
  727. -    Present: November(Z) 
  728. = Directions: :luge S5 E1, d, nw, n
  729. Off-Brand Candy Shop            1 ch, n, sw, 108
  730. -    Present: Berkeley(Z) 
  731. = Directions: ch, n, sw, 108
  732. Quodlibet-Spengo High Orbit     1 Space!
  733. -    Present: Sunskimmer(Z) 
  734. = Directions: rose; up, up, o, ho
  735. Patashu's Personal Quarters    14 The heart of industry! (Yep, it's public!)
  736. -    Present: Gwen Arkara(Z) Ariadne Chevesh Kamare Dawnwing Kandra 
  737. -             Amaranth(Z) Jericho_Tayne(Z) Vahno Niny'ah Patashu Raindrop(Z) 
  738. = Directions: t pquarters or luge n11 w2,b,n,sw
  739. Spaceport                       1 The heart of industry!
  740. -    Present: Talvas(Z) 
  741. = Directions: t #29408
  742. Industrial Cyber Forest         1 The heart of industry! (Yep, it's public!)
  743. = Directions: t #29446 or luge n11 w2,b,n,ne,ne
  744. Simulation Dome                 1 The heart of industry!
  745. -    Present: .Dawnwing(Z) 
  746. = Directions: t #29453 or luge n11 w2,b,n,ne,ne,ne
  747. The Rose Garden                 6 The Rose Garden, center of the world!
  748. -    Present: Austin fluffy Borris Nova Mako 
  749. = Directions: rose
  750. Tin Lizzie's Sleek Fittings     1 Clothing for all forms and all occasions
  751. -    Present: Sonja(Z) 
  752. = Directions: luge N3 E0, SF
  753. The Grand Library               1 The heart of industry!
  754. -    Present: Li-Ge-IA-6(Z) 
  755. = Directions: t ##30928 or luge n11 w2,b,tgl
  756. Telescope Dome                  1 Qualia Hoard of Voksa.
  757. -    Present: Voksa 
  758. = Directions: Luge N10 W3, In, T
  759. Observatory Foyer               1 Qualia Hoard of Voksa.
  760. -    Present: Lucid Proxy(Z) 
  761. = Directions: Luge N10 W3, In
  762. Courtyard                       3 The hub of 000's nanotechnology! (Public)
  763. -    Present: .Patashu(Z) Derek_Swift(Z) FL000F(Z) 
  764. = Directions:  t #3333
  765. Recycling Center Backyard       1 Where even machines are quiet
  766. -    Present: Clanky(Z) 
  767. = Directions: luge s2 e8, re, b
  768. -----------------------------------------------------------------------------
  769. 15 rooms listed.