A pair of torches rests at the end of the hallway, casting a dancing light across the arched doorway that leads onward. |
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest |
Map: wl-wehntoph-1310775397.png |
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Exit
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Connecting Room
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;e target_room_id = 6202; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6202
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;e target_room_id = 6203; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6203
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;e target_room_id = 6204; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6204
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;e target_room_id = 6205; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6205
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;e target_room_id = 6206; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6206
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;e target_room_id = 6207; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6207
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;e target_room_id = 6208; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6208
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;e target_room_id = 6210; maze_rooms = [6210, 6208, 6203, 6205, 6204, 6207, 6206, 6209, 6202]; $minotaur_maze_dirs ||= Hash.new; loop { if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; start_room = Room.current; $minotaur_maze_dirs[start_room.id] ||= Hash.new; dir = $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[start_room.id][d] == target_room_id } || XMLData.room_exits.find { |d| $minotaur_maze_dirs[start_room.id][d].nil? } || $minotaur_maze_dirs[start_room.id].keys.find { |d| $minotaur_maze_dirs[$minotaur_maze_dirs[start_room.id][d]].values.include?(target_room_id) } || XMLData.room_exits[rand(XMLData.room_exits.length)]; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end_room = Room.current; $minotaur_maze_dirs[start_room.id][dir] = end_room.id; if end_room.id == target_room_id; break; elsif not maze_rooms.include?(end_room.id); dir = end_room.wayto[start_room.id.to_s]; if dir.class == Proc; dir.call; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; elsif dir.class == String; move dir.dup; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; end; end }
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6210
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