Room Information

Room description and navigation information for [Marshtown, Abandoned Courtyard]
Description: This abandoned courtyard appears to be used predominately for storage. Stacks of crates and the ubiquitous Marshtown barrel are piled high in the open space. Barely visible within the maze of wooden containers is a bricked-over white marble archway at the back of the courtyard.
Obvious Paths: Obvious paths: out
Tags: private property
Exit Command Connecting Room ID
;e if GameObj.inv.find {|obj| obj.noun == "key"};fput "go brick-covered door";else;empty_hand;multifput "get my #{UserVars.safe_harbor} from my #{UserVars.keysack}","go brick-covered door","put my key in my #{UserVars.keysack}";fill_hand;end 33351
out 5728

Full Room Data

Full Room Info (JSON Data)
{ "description": [ "This abandoned courtyard appears to be used predominately for storage. Stacks of crates and the ubiquitous Marshtown barrel are piled high in the open space. Barely visible within the maze of wooden containers is a bricked-over white marble archway at the back of the courtyard." ], "id": 33350, "location": "Safe Harbor, inside the seaside town of Solhaven", "paths": [ "Obvious paths: out" ], "tags": [ "private property" ], "timeto": { "33351": 0.2, "5728": 0.2 }, "title": [ "[Marshtown, Abandoned Courtyard]" ], "uid": [ 730326 ], "wayto": { "33351": ";e if GameObj.inv.find {|obj| obj.noun == \"key\"};fput \"go brick-covered door\";else;empty_hand;multifput \"get my #{UserVars.safe_harbor} from my #{UserVars.keysack}\",\"go brick-covered door\",\"put my key in my #{UserVars.keysack}\";fill_hand;end", "5728": "out" } }

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