Rooms in Animaland
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- A Bridge - You have come to a bridge, that crosses the Fulum to the north. Unfortunately, there has been a landslide on the far side, and passage further than this is now impossible. A foul stench arises from beneath the bridge... UPDATE : WORKERS HAVE MANAGED TO CLEAR THE RUBBLE AND YOU CAN NOW PROCEED TO THE NORTH. You see a placard mounted on the bridge.
- A Crossroads - You're still here? Sheesh...Well, you've reached a crossroads in the mine, from which point you can head north to an abandoned meeting hall, east to an armory, or south towards a horrid smell which could only herald the location of the Dwarven latrines...
- A Green Field - You are standing knee-deep in soft, green grass which covers this pleasant field as far as you can see. Narrow paths cut through the sward, going in many directions. Birds glance at you as they fly far overhead, and you fancy that you see a glimmer of intelligence in their beady eyes.
- A Grotto - You have stumbled onto the lair of the Lake Creature! And you're in luck! Its not here! Well, not at this MOMENT...Quickly, nip in and nab yourself some loot before it returns!
- A Marble Staircase - You have reached the base of a massive set of marble steps, flanked by columns and statues of famous inhabitants of Animaltown (including three seperate depiction of Bear Mayor...). The crenelated battlements of Castle Poodle tower far above you, surmounted by a merloned tower that must be the abode of the famous Wizard Owl.
- A Northern Path - You are heading along a path that heads north away from the grassy fields, and makes a sharp turn to the east, running parallel to the mighty Fulum, which makes a similar turn to the right, diverted by the steep, impenetrable mountains that rise to the north. It is rumored that the dire Warlock of Firetop Mountain holds residence there. Perhaps one day you will find out? :)
- A Path Heading South - You are heading south out of the fields. Shortly you reach a junction where you can continue south into a dark forest, or head east towards some strange-looking houses.
- A Road to the Mines - You have entered some hard foothills, following a dusty trail that leads to the mines of the Dwarves and to more of the dark forest you saw earlier. You also see a weatherbeaten sign.
- A Road to the Town - You have reached a point where you can head north to Animaltown. Alternatively you could continue east towards Castle Poodle, and pay your respects to the Count. But the Count is only a figurehead- real power rests with Mayor Bear, Chief Alderman of AnimalTown. You see a sign posted here.
- A Stairwell - This stairwell leads up to the second level. You can hear some grunting noises coming from above, however. You'd better be careful, buster.
- A Tower by a Ford - As you near the ford, you also grow nearer this weathered stone tower, which looks older than your Aunt Ethyl... A very odd-looking coat of arms hangs above the door, which is stoutly locked (you can't go in, so don't bother with this 'look door', 'op n', 'op door' crap ok? :P). The ford look simple enough- step on and across the shallow bit to the other side, which is very green and rather pleasant-looking.
- Abandoned Meeting Hall - You have entered a former meeting hall of the Dwarves who once inhabited this once-prosperous mine before the witch's minions drove them away. The leader of the anti-dwarves now uses this as a meeting hall. You notice a curiously-untouched parchment tacked to one wall...
- AnimalTown - Welcome to Animaltown! You can head north to the town well, east and west towards some local businesses, or back south out of town (which Bear Mayor would prefer).
- Another Bend - The path bends AGAIN, heading east once more, but this time it seems the path remains straight, for it extends as far as you can see to the east. A bridge that crosses the Fulum is up ahead on the left.
- Another Junction - You have entered another grassy field and come to another junction. A huge castle looms large to the east, while a town is visible to the north. The south contains a hilly area that shows some evidence of having been mined, as well as another stretch of the Dark Wood. It has been rumored that interdimensional archways occasionally materialize here.
- Bedroom - You have entered the Bedroom. OH MY GOD!! Look at the size of that bed. It looks like the size of three king-size beds. Who lives here and more importantly, Do you want to find out? Hey is that a refrigerator over there in the corner? Inside it are fruit and a can of whip topping. What have you gotten yourself into?
- Continuing... - Ah, this house you are now nearing appears to have been fashioned from sticks and bits of wood. How PostModernist! How &$%ing tacky! Why don't you huff and puff and blow it down? Or better yet, *LOOT* it?
- Continuing... - Hmph. Finally, someone with sense has built a good, solid house of bricks and mortar. Hmph. Still, wouldn't hurt to go in and have a good bash, y'know, check the structural integrity and all. Oh, and collect a small fee for your work..
- Entrance to the Manse - Yup. It is a house. You are standing outside it right now. In fact, the front door is open and all, so why don't you poke your head in and have a look around...Heck, I might as well let you this time, you're going to barge in and loot it anyway:) You see a tiny sign above the door.
- Entrance to the Mines - You have reached the entrance to the mines, a gaping maw that looms in the side of a dark and forbidding cliff-face. With some trepidation, you prepare to go in, but a sudden short burst of maniacal laughter followed by a wet squelching sound makes you consider heading to the forest instead...
- Further Along the Path - You have pentrated further into the dark forest. To the south you can see a brightly-lit cottage, while a house made entirely from candy and gingerbread lies to the west...YUM!
- Further Inside - This mine is dark, cramped and smelly. You begin to feel nauseous. Skeletons poke out from piles of rusted tools, junk and other debris that looks suspiciously like mortal remains of your own species! Looks like these Dwarves hate EVERYONE...
- Guest Rooms - Tayn presses her Coat of Arms and hops through a vortex The Entrance to Castle Poodle Whew! What a climb. Breathing hard, you pause to catch your breath, looking about you as you do so. Straight in front of you looms the massive entrance to Castle Poodle, from which you can head north or south into the castle proper. Huge portraits of Count Poodle, Cowntess Heifer and (of course) Bear Mayor abound.
- Inside Bear Mayor's Office - You are inside Bear Mayor's (or Mayor Bear's- he uses both titles with impunity) air-conditioned office. Portraits of famous animals, all signed, line the walls, and an impressive collection of animal-related literature is held in a solid oak set of shelves behind his huge timber desk. The desk itself is scattered with papers that relate to the day to day runnings of AnimalTown, including details of accounts, budgets, administration and payoffs...
- Inside Guard Room - Oh boy. You are dead. You have entered the sanctum of the berzerk Rhino guard of the Castle. There must be half a dozen in here, and they are all glaring at you!
- Inside the Mine - Uh Oh...You don't know whether it's the bones and gore scattered and smeared all over the place here, or the huge sign that reads "SOD OFF", but SOMETHING tells you that proceeding any further into the mines may not be too good for your health...
- Mickey's Room - You are in the room reserved for Mickey Mouse. Little else needs to be said about the decor, I'd imagine...
- Mutt Road - You are strolling along Mutt Road, but there are no stray dogs in this town- the stary dogs are the citizens. In fact, they probably consider YOU a stray- (look at that humanoid wandering the streets unattended- how revolting! Call the Mayor!).
- Outside A Brightly-Lit Cottage - You are now standing outside the cottage, a standard bungalow-style peasant abode. You are not certain, but you think you can hear the whining tones of pre-adolescent children, and your hand instinctively strays to your weapon...
- Outside Bouncy's Room - You are standing outside the room where Poodle keeps the guard dog he stole from Rumblebottom and Cushioncheeks the Giants in the clouds.
- Outside the Blacksmith and Inn - You have reached another bend in the road, but here you also have the option of entering the Blacksmith to the west, or the Inn to the north.
- Outside the House of Candy - Tayn presses his Coat of Arms and hops through a vortex Inside the House Eeyew! This house ain't half as nice inside as it was outside. But what did you expect? King Kandy? No, this is the house of a WITCH, and doubtless she's in here somewhere, waiting to eat you! Mind you don't trip on all the corpses, skins, pelts and spell components!
- Outside the Mayor's Office - You are standing outside Bear Mayor's humble abode. Bear Mayor is always happy to receive visitors (especially voters) and thus his door is always open. But be careful that you don't offend him- he has a vicious temper...
- Pantry - This well-stocked larder is full of jars of preserved foods and jacks of ale, but most of it looks inedible. There are a couple of jars, however, that seem to contain palatable foodstuffs.
- Path Leading to the Castle - You are nearing Castle Poodle, home of Count Poodle and his wife Cowntess Heifer. The path bends sharply to the right here, heading east towards a giant marble staircase.
- Some Strange Houses... - You are heading along a road that is bordered on the left hand side by three strange houses. The one nearest you is fashioned from straw, while the ones in the distance are fashioned of other materials.
- The Bottom of the Lake - Donner MAULS you with his MAULS!! Donner MAULS you with his MAULS!! Donner INJURES you with his MAULS. Donner INJURES you with his MAULS. Donner hits Tayn with a shockwave! Donner MUTILATES you with his MAULS!! Donner INJURES you with his MAULS. Donner rips apart the fabric of time and space A Dead End You have come to an impenetrable wall of rock rising from the depths and blocking your progress. But you feel that you are not alone...
- The Dark Forest - This section of the forest doesn't smell or *feel* half as bad as the other expanse to the west, and you actually find it quite pleasant, as far as dark forests go. If only it wasn't so DARK...
- The Entrance to Castle Poodle - Whew! What a climb. Breathing hard, you pause to catch your breath, looking about you as you do so. Straight in front of you looms the massive entrance to Castle Poodle, from which you can head north or south into the castle proper. Huge portraits of Count Poodle, Cowntess Heifer and (of course) Bear Mayor abound.
- The Ford - You are crossing the swift-flowing River Fulem, at the point where it starts to REALLY pick up momentum, pouring south into distant Lake Cungerell, where the mysterious Lake Creature is rumored to store his fabulous wealth...Now if only you had a boat...
- The Latrines... - You have entered the latrines. You are nuts. Before you gag and retch on account of the unspeakably vile smell that is emanating from a most sinister pit in the center of the room, you are horrified to notice that some-one actually LIVES here!
- The Path Bendeth... - At the point the path bends again, this time heading north, back towards the river and the mountains beyond again. You fancy that you can spy a secluded manse off to the right of the path up ahead, but you can't be sure from here.
- The Path leading to Animaland - You are strolling along a well-trodden path that leads towards the boundaries of the mysterious realm of Animaland. At this point it may not be inappropriate to consult your history books and learn about the place '). You see a broad, swiftly- flowing river up ahead, which you can cross via a ford. However, a well-armored knight standing outside a stone tower near the ford makes you hesitate... There is a sign here you may want to read...
- The Smithy - You have entered the Smithy, and are greeted gruffly by its doughty owner. If you have items that are broken, he's the one to help you- if not, you're wasting his time, and he stares at you impatiently, eager to get back to his work.
- Well - You have reached the well, which used to provide the town's drinking water, but has long since dried up, meaning that the townsfolk have to go as far abroad as the River Fulem for their water. Tipsy, the town sot, can usually be found lying around here- he continually forgets that its empty and ends up falling in while trying to get a drink of water.