legend/
legend/area/
legend/player/
#AREADATA
Name        Mud School (Refurbishment)~
Creator     Soran~
Builders    None~
VNUMs       3700 3760
Security    1
Flags       0
Aflags	16
Owned       0
End


#MOBILES
#3700
Librarian~
the librarian~
A Librarian directs you westwards towards more books
~
~
67 136 1000 S
90 -10 -20 1d1+29999 2d4+30
0 0
0 0 1
#3701
blob~
the blob~
The Mighty Blob is here, he waits for sign of vulnerability before eating you
~
He is big, he is bad.  You don't want to fight him when he isn't chained up.
Perhaps now would be a good time to flee from him!!!  If you don't flee, you
would really suffer the consequences.
~
67 8 0 S
160 20 -99 1d1+50 1d1+0
0 0
0 0 0
#3702
captive mudder~
Captive mudder~
A mudder who broke the rules is held here in captivity
~
He looks mean, but you feel comfortable that you can kill him, especially since
he is leashed up, and you are not.
~
3 0 0 S
46 20 10 1d1+10 1d3+0
100 0
0 0 0
#3703
mudder captive~
the captive mudder~
A captive mudder is here, silenced to prevent channel spam.
~
He looks wimpy.  You feel comfortable that you can kill him, especially since
he is leashed up, and you are not.
~
3 0 0 S
19 20 10 1d1+10 1d3+0
100 0
0 0 0
#3704
captive mudder~
the captive mudder~
A violent mudder is here spamming channels with insults.
~
He looks mean, but you feel comfortable that you can kill him, especially since
he is leashed up, and you are not.
~
3 0 0 S
30 20 10 1d1+10 1d3+0
100 0
0 0 0
#3705
captive mudder~
the cowardly annoying mudder~
This mudder is both annoying and unwilling to stand and fight
~
He looks mean, but you feel comfortable that you can kill him, especially since
he is leashed up, and you are not.
~
131 0 0 S
77 20 10 1d1+10 1d3+0
100 0
0 0 0
#3706
ancient warrior~
the ancient warrior~
An Ancient Warrior is your opponant
~
He is very big and powerful, you will require all your skills to defeat him.
~
3 512 0 S
82 19 9 2d2+20 1d4+1
200 0
0 0 0
#3707
Prison Guard~
The Prison Guard~
A Prison Guard ensures you are capable of dealing with these mudders
~
The Guard will heal and protect you if you return to him after each fight.
~
67 136 1000 S
44 -10 -20 1d1+29999 2d4+30
0 0
0 0 1
#3709
monster~
The Horrid Monster~
A Horrible Looking Monster roams this pit.
~
The monster is showing more teeth than you would see on any daytime 
Tv chat show hosts.  Thats a lot of teeth.
~
65 0 100 S
37 20 10 1d1+10 1d3+0
10 0
0 0 0
#3710
Giant Lizard~
the Giant Lizard~
A giant lizard eyes you carefully.
~
It smiles at you, and tries to eat your leg.
~
65 0 -100 S
56 19 9 2d2+20 1d4+1
10 0
0 0 0
#3711
Newbie Warrior~
Newbie Warrior~
A newbie warrior is more than a match for these monsters.
~
~
65 0 0 S
37 18 8 3d3+30 1d6+1
10 0
0 0 1
#3712
Scum~
the Scum~
A oozy scum slides across the floor.
~
Oooooh slime, doesn't it look wonderful.
~
65 0 100 S
57 20 10 1d1+10 1d3+0
10 0
0 0 0
#3713
Beast~
The Beast~
A giant beast is here craving your blood.
~
It big, its black, its horrid and you be afraid of it.
~
65 0 0 S
18 21 10 1d1+0 1d1+0
2 0
0 0 0
#3714
beast~
the beast~
A beast tries to feed off of you.
~
It looks mean.  You'd better run.
~
97 0 0 S
42 16 6 5d5+55 1d6+3
50 0
0 0 0
#3715
Chaos Spawn~
Chaos Spawn~
A giant Chaos Spawn has escaped from the pits of hell.
~
A giant pile of ooze with eyeballs from every angle.  Not the most
attractive thing you have ever seen.
~
65 0 0 S
21 17 7 4d4+44 1d6+2
40 0
0 0 0
#3716
Mutant~
the mutant~
A mutant is here gibbering to himself.
~
This mutated human looks quite insane.
~
65 0 0 S
18 17 7 4d4+44 1d6+2
40 0
0 0 0
#3717
Mudschool Shopkeeper~
the shopkeeper~
The Mudschool Shopkeeper is here.
~
~
67 136 1000 S
77 -10 -20 1d1+29999 2d4+30
0 0
0 0 1
#3718
Librarian~
The Librarian~
A librarian is here trying to sort out the books.
~
~
579 136 1000 S
15 -10 -20 1d1+29999 2d4+30
0 0
0 0 1
#3719
Librarian~
The Librarian~
The Librarian is here scribing additional notes into the great book.
~
~
1091 136 1000 S
56 -10 -20 1d1+29999 2d4+30
0 0
0 0 1
#3720
Armourer~
The Mudschool Armourer~
The Mudschool Armourer has some equipment for you, if you can take it.
~
~
3 512 0 S
33 18 8 2d4+30 1d6+1
300 0
0 0 0
#3721
loc greeter~
the Legend of Chrystancia Greeter~
The Greeter of Legend of Chrystancia stands here, helping you
~
The Guardian stands here guarding the portal to the outworld.  For eternity he
has stood here welcoming mortals to this realm and for eternity he shall stand
so that those who enter this world may stand a chance to live in this world of
death.
 
Those who wish items to defend themselves can ask him for items of armour or
a sword with which they can slay their enemies.  Those who seek fiends to fight
can ask him where to find the demi-realms of the Smurfs, the Gnomes, The Shire
and the Dwarven Drop off Centre.
~
3 16936 1000 S
1 2 2 1d1+30000 1d8+32
100000 0
0 0 1
#3748
Shadow Shadowed One~
The Shadowed one~
A shadowed one is chained to the wall of this dungeon.
~
~
3 0 0 S
81 0 0 0d0+0 0d0+0
0 0
0 0 0
#0



#OBJECTS
#3700
mace~
a sub issue mace~
You see a sub issue mace here.~
~
5 64 8193
0 2 3 7
5 0 0
A
19 1
A
18 1
E
mace~
You see a mace of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3701
dagger~
a sub issue dagger~
You see a sub issue dagger here.~
~
5 64 8193
0 2 3 11
5 0 0
A
19 1
A
18 1
E
dagger~
You see a dagger of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3702
sword~
a sub issue sword~
You see a sub issue sword here.~
~
5 64 8193
0 2 3 3
5 0 0
A
19 1
A
18 1
E
sword~
You see a sword of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3703
vest~
a sub issue vest~
You see a sub issue vest here.~
~
9 0 9
2 0 0 0
5 0 0
E
vest~
You see a vest of great but cheap craftsmanship.  Stamped on the side is:
Merc Industries
~
#3704
shield~
a sub issue shield~
You see a sub issue shield here.~
~
9 0 513
2 0 0 0
5 0 0
E
shield~
You see a shield of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3705
cloak~
a sub issue cloak~
You see a sub issue cloak here.~
~
9 0 5
2 0 0 0
5 0 0
E
cloak~
You see a cloak of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3706
helmet~
a sub issue helmet~
You see a sub issue helmet here.~
~
9 0 17
2 0 0 0
5 0 0
E
helmet~
You see a helmet of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3707
leggings~
a pair of sub issue leggings~
You see a pair of sub issue leggings here.~
~
9 0 33
2 0 0 0
5 0 0
E
leggings~
You see leggings of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3708
boots~
a pair of sub issue boots~
You see a pair of sub issue boots here.~
~
9 0 65
2 0 0 0
5 0 0
E
boots~
You see boots of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3709
gloves~
a pair of sub issue gloves~
You see a pair of sub issue gloves here.~
~
9 0 129
2 0 0 0
5 0 0
E
gloves~
You see gloves of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3710
sleeves~
a pair of sub issue sleeves~
You see a pair of sub issue sleeves here.~
~
9 0 257
2 0 0 0
5 0 0
E
sleeves~
You see sleeves of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3711
cape~
a sub issue cape~
You see a sub issue cape here.~
~
9 0 1025
2 0 0 0
5 0 0
E
cape~
You see a cape of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3712
belt~
a sub issue belt~
You see a sub issue belt here.~
~
9 0 2049
2 0 0 0
5 0 0
E
belt~
You see a belt of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3713
bracer~
a sub issue bracer~
You see a sub issue bracer here.~
~
9 0 4097
2 0 0 0
5 0 0
E
bracer~
You see a bracer of great but cheap craftsmanship.  Imprinted on the side is:
Merc Industries
~
#3714
key~
a key~
You see a very important key here!~
~
18 0 1
0 0 0 0
1 0 0
#3715
The Mudschool Helm~
mudschool Helm~
The helm given to those who complete mudschool lies here~
~
9 64 16401
0 0 0 0
1 0 0
A
4 1
A
5 1
A
18 4
A
19 4
A
13 50
#3716
banner~
a war banner~
A war banner is on the floor here.~
~
1 65 1
0 0 -1 0
1 0 0
A
17 -1
A
24 -1
E
banner~
This is the official Merc war banner to see you through the darkest realm!
~
#3718
mudschool Helm~
mudschool Helm~
A mudschool helm is lying here.~
~
9 64 17
0 0 0 0
1 0 0
A
13 100
A
19 5
A
18 5
#3750
collar of the Pit~
collar of the Pit~
A Collar used for chaining powerful creatures lie here.~
~
9 0 5
0 0 0 0
50 0 0
A
13 25
A
19 4
A
18 4
#3752
shackles of the pit~
shackles of the Pit~
Shackles used to trap captured pit creatures lie here.~
~
9 0 4097
0 0 0 0
0 0 0
A
13 25
A
19 4
A
18 4
#3753
ring of the Pit~
ring of the Pit~
A ring that identifies the wearer as a pit warrior lies here.~
~
9 0 3
0 0 0 0
0 0 0
A
13 25
A
19 4
A
18 4
#3755
sleeves of the Pit~
sleeves of the Pit~
A pair of sleeves dropped by a fallen warrior lie here.~
~
9 0 257
0 0 0 0
0 0 0
A
13 25
A
19 4
A
18 4
#3756
leggings of the pit~
leggings of the Pit~
Leggings dropped by a previous pit fighter lie here.~
~
9 0 33
0 0 0 0
5 0 0
A
13 25
A
19 4
A
18 4
#0



#ROOMS
#3700
Legend of Chrystancia welcome room~
Welcome to the Mud School of the Legend of Chrystancia.  North of here
you will find help and Information that will benefit you during your first
few hours on this mud.  Those of you who have travelled this Mud School
before may prefer to go straight to the arena to the south.  A small sign is
here type 'look sign' to view it.  
~
0 12 0
E
sign~
This Mud School is a variation of the generic Merc Mud School created by
Hatchet and this modified version does not mean to disrespect his hard work
on the original.
                                               ---Soran 4/2000
~
D0
You see the doorway into the Mud School Building.
~
~
0 0 3757
D1
~
~
0 0 16850
D2
You see the one way door into the Arena of Mud School.
~
door~
3 -1 3744
D3
~
~
0 0 18600
D4
~
~
0 0 16800
D5
You see the Temple of Midgaard.
~
~
0 0 3001
T
|class*clan*~
The spirit says 'Legend of Chrystancia offers a varied range of classes'.

The spirit says 'We have Vampires, Demons, Mages, Werewolves, Drows, Ninjas, Highlanders, Monks, and other classes'.

The spirit says 'If you wish to join a clan type help <clanname> for requirements'.

The spirit says 'Remember this is a player killing and stealing mud, so once you'

The spirit says 'Train avatar, you are fair game.'

The spirit smiles happily.

The spirit says ' Enjoy your time here.'~
copy~
all~
1048576 0 3721
T
|dwarven*drop*~
The spirit says 'To get to the dwarven drop-off centre from recall,'.

The spirit says 'Go 2 south, 6 east, 1 down, then go south.'.~
copy~
all~
1048576 0 3721
T
|shire*~
The spirit says 'To get to the shire from recall,'.

The spirit says 'Go 2 south, 5 west, and then keep going north.'.~
copy~
all~
1048576 0 3721
T
|gnome*~
The spirit says 'To get to the gnome village from recall,'.

The spirit says 'Go 2 south, 5 east, and then go south.'.~
copy~
all~
1048576 0 3721
T
|smurf*~
The spirit says 'To get to the smurf village from recall,'.

The spirit says 'Go 2 south, 3 west, and keep going north!'.~
copy~
all~
1048576 0 3721
T
|arena*~
The spsirt says 'To get to the newbie arean from recall.'.

The spirt says 'Go 2 south, 3 west, 3 south, and continue west!'.~
copy~
all~
1048576 0 3721
T
&what*do*~
The spirit says 'Just go north and follow the signs!'.~
copy~
all~
1048576 0 3721
T
&where*go*~
The spirit says 'First you should go north through mud school.'.~
copy~
all~
1048576 0 3721
T
|help*~
The spirit says 'Look at me to see what I can do.'~
copy~
all~
1048576 0 3721
T
|yes*~
The spirit says 'Sorry $n but you'll need to be more specific.'.~
copy~
all~
1048576 0 3721
T
|hello*hi *~
The spirit says 'Hello there $n, can I be of service?.'.~
copy~
all~
1048576 0 3721
T
&thank*spirit*~
The spirit says 'You are welcome, $n.'.~
copy~
all~
1048576 0 3721
T
>ENTER<~
The spirit says 'Welcome to the Legend of Chrystancia mud school, $n!'

The spirit says 'If you need any help, just ask.'~
copy~
all~
1048576 0 3721
S
#3701
The Linking Corridor~
Now you have passed the first two libraries you will understand how
to advance yourself within this game.  West of here is the Circle of Libraries 
knowledge ranging from questing to playerkilling will be covered.  Beyond that
the first combat challenges will begin.
~
0 12 0
D2
You see a path into another room.
~
~
0 -1 3757
D3
You see a path into another room.
~
~
0 -1 3702
S
#3702
The Circle of Knowledge~
You are in the centre of a number of smaller chambers all of which contain 
scrolls and tomes detailing important information about the mud.  
To the west you can learn about how to quest and the various quests available.  
To the South scrolls record details of the mighty Avatars.  Up from here you
can learn how to compare yourself to other players connected and Down details
challenges and how to answer a challenge.
East returns you to the starting corridor and north takes you towards the first
combat challenges of the mud.
~
0 12 0
D0
You see the room north that will lead you to the next section.
~
~
0 0 3703
D1
You see a room.
~
~
0 0 3701
D2
You see a room.
~
~
0 0 3705
D3
You see a room.
~
~
0 0 3704
D4
You see a room.
~
~
0 0 3708
D5
You see a room.
~
~
0 0 3707
S
#3703
A Corridor~
You are in a north-south corridor.  North from here the combat tests begin and 
south takes you to the circle of knowledge where general mud information can be 
discovered.
You hear a whispering coming from somewhere in the room it says '#CScore#n'.
~
0 12 0
E
score~
#pScore#n
Basic information about your character can be recieved by typing #rScore#n 
Classed characters get additional commands listing what powers they can use.
~
D0
You see the next station ahead.
~
~
0 -1 3709
D2
You see the central room.
~
~
0 0 3702
S
#3704
The Library of Quest Knowledge.~
Quests are a important feature of this mud quest points
Allow you to advance in the higher levels of legend status,
Improve your equipment and allow clan founders to improve
clan headquaters.  This Library was set up to provide those
passing through with basic information about quests and how
to complete them.  Books range from basic #cQuest#n Information
and scriptures describing the creation of a Quest #cCard#n.  Right
through to the #cWar#n which occasionally occurs in this land.
Smaller books describe how to #cSpend#n quest points once earned
and what to do with the small #cGold#n quest pieces that can be 
found on the bodies of the fallen. 
 
~
0 12 0
E
quest war~
#pQuests and Wars#n
There are two types of quest here at Legend of Chrystancia
the most common type of quest are those that are dictated
by Quest #rcards#n.  These quests involve collecting certain
items and then returning to the quest machine west of #rRecall#n
to recharge them in return for a certain quantity of quest points.
 
The Second Type of quest is a #rWar#n these can only be started by 
a immortal and this will result in every player who joins the war
being transferred to a single area where the last player alive wins 
a amount of quest points.  
#rDO NOT ASK FOR WARS TO START OR THEY WILL NOT BE RUN#n
~
E
card~
#pQuesting Using Quest Cards#n
To quest using quest cards you must first create a quest card
to do this you must gather together enough experience to 
create a card and practice the quest spell to 100%.  
 
To create a card train your primal points (#rTrain Primal#n) 
up to the value of the card you wish the maximum value of 
a card is 100 so the most efficient card to have while questing
is a card created with 100 primal.  Once you have the Primal 
to a level you wish the card to be #rCast Quest#n.  
 
You will now have a quest card in you inventory the next thing to
do is to find out what you require to complete the card to do this 
type.
 
#rComplete card#n  
 
 
A list of 4 items (occasionally a item is repeated more than once on
Card) will be listed.  You must now collect these items from the 
Mud zones and type.
 
#rComplete card #g[Item Name]#n
 
The item will disappear from the card
 
When the card is complete (No more items to collect) go to the
quest machine (1 West of recall) and type 
 
#rRecharge card Machine#n
 
You will receive a new card as well as a token for the value of 
Your card.  This token should be eaten and it will then appear 
on #rScore#n
 
~
E
spend spending~
#pSpending Quest points#n
Quest point can be use to enhance mud items or
to create your own personalised items.  To see the cost
of adding certain things to items type #rQuest#n and a 
list of various powers or statistics will appear.
 
If you are planning to modify items remember than 
created items can hold a far greater number of quest points
than modified mud items.  Created items once they
reach a certain number of quest points can also be 
improved via the #gImprove#n spell.  To hold an 
additional amount of qps equal to that of a basic
mud item. 
~
E
War~
#pWar#n
When an immortal calls for a War to occur messages 
will be flashed to your screen indicating that a war is about
to start.  If you wish to join the war type #rJoinWar#n once
you have done this you will not be able to quit the mud until 
the war has finished.  
 
When the timer for the war has run down the war will begin
and you will be transferred to the war arena.  You are now in 
a last man standing battle with only one winner.  If you manage
to mortally wound a player type #rEliminate #g[Player name]#n
and that player will we transferred out of the arena.  
 
 If you are the last player in the arena you will win the war and
receive a quest point sum.
 
Present war stats can be seen by typing #rViewwar#n
~
E
Gold Piece~
#pGold Quest Piece#n
Occasionally you will discover a gold quest piece 
within the bodies of mobiles you slay.  These can be
sold at the quest shop in Midgaard (2 South 1 East 1 North
of main recall) for 15 quest points each.  A nice easy way
of picking up your first few points.
~
D1
You see the central room.
~
~
0 0 3702
S
#3705
Avatar knowledge room~
A single book lies on a old wooden table, its cover reads #CAvatar#n.
~
0 12 0
E
avatar~
#pAvatars#n
Avatars are one of the most important features of the mud
once you train avatar you can join one of the classes and 
be safe from death by mobiles. 
You also do not need to eat or drink.
 
#rOnce you are an avatar you are considered to be a willing#n
#rplayerkiller and victim so do not train avatar unless you are#n 
#rwilling to be killed.#n
 
~
D0
You see the central room.
~
~
0 0 3702
S
#3707
Challenges~
You are in a large circular room that is well lit from above.  In the center of 
the room a large carved stone pillar stands its form covered in strange
#cRunes#n.
~
0 12 0
E
runes~
#pChallenges#n
Should you wish to compare yourself to other players
without risk of losing status or other player 
intervention you can challenge other players to combat in 
the arena. 
 
To challenge type:
#rChallenge #g[Playername]#n
 
The opponent must be on full hit points for the challenge to 
work.  If the challenge is valid an info message will be displayed 
to the target announcing your challenge they can then accept
or refuse to fight you by typing.
#rArenaagree#n
or to refuse
#rArenadecline#n
 
You will both remain it the arena until one character is placed 
on negative hit points at which point you will both be transferred
to the arena winners and losers enclosures to resume normal 
Play.
~
D4
You see the central room.
~
~
0 0 3702
S
#3708
The Scrolls of Knowledge~
An array of scrolls lie scattered across ancient wooden tables.  All seem to
relate to divination methods and ways of judging the power of others.  Scrolls
immediately of note include #cTotal#n, #cTop#n and #cLeader#n.
~
0 12 0
E
leader~
#pLeader#n
The leader command shows the greatest player killers on the mud.  Players
are ranked based on number of playerkills they have achieved and the number
of player deaths they have suffered.
~
E
top~
#pTop#n
Top will list the 5 highest ranked players based on experience gained and quest
point earned.  Generally if someone is above you on top they will be more 
powerful.
~
E
total~
#pTotal#n
Total gives you basic information statistical information about your character.
based upon how fast you gain experience. Level of stances and spell levels and
toughest opponant killed.  #cTotal all#n lists the 3 highest ranked players 
connected based upon their Total score.
~
D5
You see the central room.
~
~
0 0 3702
S
#3709
Combat begins~
Down from here is your first combat challenge once
you have killed the blob you will have a quantity of
experience to spend.  As a newbie it is wise to use 
this to #cClaim#n your equipment.
~
0 12 0
E
claim~
#pClaim#n
If you die you are returned to the temple of midgaard
without any equipment.  To regain your equipment you
will need to find your corpse and take it from the corpse.
If you are unfamiliar with the mud layout or died in a 
hard to reach area this can prove difficult so as an 
alternative you can spend experience to claim items
of equipment.  
Claimed items will automatically return
to you once you die and you can #rCall all#n claimed
items should you lose them in general mud play. 
~
D3
You see the next station of Mud School.
~
~
0 -1 3711
D5
You see a cage.
~
~
0 0 3710
S
#3710
The Blob Cage~
You are in a large cage surrounded by reinforced iron bars.  Ooze trickles down
the bars where the blob has tried to escape by throwing itself against them.
A small piece of #cPaper#n lies on the floor.
~
0 8 0
E
paper~
First of all #rConsider#n the blob to discover if you are powerful enough
to stand a chance.  Setting a #rWimpy#n may be wise so you will automatically
try to #rFlee#n if things go badly.
~
D4
You see a safe room up.
~
~
0 0 3709
S
#3711
Above the Prision Cells~
You are above the prison cells, down from here you will learn to fight.
~
0 12 0
E
sign~
Down from here are the combat training rooms, you will be facing
Those mudders who have for some reason been sentenced to remain
In this place forever.  
Some carry equipment remember to use the #rIdentify#n spell to find 
Out whether it is worth using or not.
~
D1
You see the next station of Mud School.
~
~
0 0 3709
D5
You see the combat hall.
~
~
0 0 3712
S
#3712
The Central Room~
You are in the central room of the mudschool cell block.  All around you old
annoying mudders including those that continually break rules, moan at being 
killed or just spam channels have been imprisioned here as eternal punishment
for their crimes.
~
0 12 0
D0
You see the aggressive monster inside!
~
~
0 -1 3713
D1
You see the unmodified monster inside!
~
~
0 -1 3716
D2
You see the wimpy monster inside!
~
~
0 -1 3715
D3
You see the aggressive wimpy monster inside!
~
~
0 -1 3714
D5
You see the next station below.
~
~
0 -1 3717
S
#3713
A Cell~
You are in a cell containing a annoying mudder, conditions 
are poor in here and the poor chap looks unfed.  It is best to 
put him out of his misery.  An exit leads South to the central room.
~
0 8 0
D2
You see the Cage Room.
~
~
0 -1 3712
S
#3714
A Cell~
You are in a cell containing a annoying mudder, conditions 
are poor in here and the poor chap looks unfed.  It is best to 
put him out of his misery.  An exit leads East to the central room.
~
0 8 0
D1
You see the Cage Room.
~
~
0 -1 3712
S
#3715
A Cell~
You are in a cell containing a annoying mudder, conditions 
are poor in here and the poor chap looks unfed.  It is best to 
put him out of his misery.  An exit leads North to the central room.
~
0 8 0
D0
You see the Cage Room.
~
~
0 -1 3712
S
#3716
A Cell~
You are in a cell containing a annoying mudder, conditions 
are poor in here and the poor chap looks unfed.  It is best to 
put him out of his misery.  An exit leads west to the central room.
~
0 8 0
D3
You see the Cage Room.
~
~
0 -1 3712
S
#3717
Near the end~
You are nearing the end of your challenge.  To the south
a small store is willing to buy your battle trophies and sell
items that may be of use in the real world.  To the East the 
final conflicts begin.
~
0 12 0
D1
You see the next station of Mud School.
~
door~
0 -1 3719
D2
You see the Shop.
~
~
0 0 3718
D4
You see the Cage room.
~
~
0 -1 3712
S
#3718
The Supplies Store~
You are in the shop, a sign hangs above the counter
it reads '#cHow#n' to shop 
~
0 8 0
E
sign~
The sign reads:

   Buy   - Buy something from the storekeeper.
   List  - The storekeeper will tell you what's for sale.
   Value - The storekeeper will tell you how much he will give to you for
           that item.
   Sell  - Sell that item to the storekeeper.
~
E
how~
#pShops#n
Type the following commands
#rList#n to list what is available to buy.
#rValue#g [Itemname]#n to find out the value of a item.
#rSell#g [Itemname]#n to sell a item from your inventory.
#rBuy#g [Itemname]#n to buy a item.
~
D0
You see the only exit out of here.
~
~
0 0 3717
S
#3719
The Final Corridor~
You are in the last corridor of your newbie quest.
To the north your combat challenges end, to the east
you can collect your prize for completing mudschool
and enter the real world. 
~
0 12 0
D0
You see a darkened room inside.
~
~
0 0 3720
D1
You see the next station of Mud School.
~
door~
0 3714 3721
D3
You see the room you just came from.
~
door~
0 -1 3717
S
#3720
The Warriors Den~
You are standing in the Cave where an ancient warrior
has been positioned to provide you with one last battle
undefeated as yet he plans to destroy you.  You may flee
to the south if you so wish.
~
0 9 0
D2
You see the room that you have come from.
~
~
0 0 3719
S
#3721
The Final Room~
You have now completed mudschool, to the north
the battle pit offers you your first real combat and beyond
that the world beckons.
A small sign offers you some final #radvice#n.
~
0 8 0
E
advice~
#pNewbie Advice#n
You are now ready to enter into the wide world before 
you lies the battle pit where numerous creatures offer 
combat.  Weaponskills and stances are very important 
and enhance you combat changes considerably I would 
suggest unless you are a experienced godwars code player
that you max at least 1 weaponskill and stance before 
advancing beyond the pit.
Should you be in difficulty you can #rRecall#n from combat 
which will take you back to midgaard temple.  To return to 
the pit from the recall room go up and south.
 
Ask other players for advice or help some may even offer to 
help you gain experience especially if you wish to join their
class/clan.
 
Most of all have fun and try not to annoy to many people
until you have become fairly powerful. 
~
D0
You see the Arena ahead.
~
gate~
0 -1 3722
S
#3722
The South Wall of the Pit~
You are against the south wall of the Pit.  Terrible beasts
can be seen in almost every direction.  A #rRope#n dangles
from the ceiling here.
~
0 8 0
E
rope~
To Climb the Rope type #rUp#n
~
E
rope~
To Climb the Rope type #rUp#n
~
D0
~
~
0 0 3729
D1
~
~
0 0 3725
D3
~
~
0 0 3723
D4
You see the EXIT.
~
~
0 0 3760
S
#3723
The South Wall of the Pit~
You are against the south wall of the Pit.  Terrible beasts
can be seen in almost every direction.  A #rRope#n dangles
from the ceiling here.
~
0 8 0
E
rope~
To Climb the Rope type #rUp#n
~
E
rope~
To Climb the Rope type #rUp#n
~
D0
~
~
0 0 3728
D1
~
~
0 0 3722
D3
~
~
0 0 3724
D4
You see the EXIT.
~
~
0 0 3760
S
#3724
The South West corner of the Pit~
You are in the South West corner of the Battle pit.  All around you
Battles rage against the creatures of the pit.  On the west wall a #rladder#n
offers you a route of escape.
~
0 8 0
E
Ladder~
The giant ladder can be used by typing #rUp#n to escape the pit.
~
D0
~
~
0 0 3727
D1
~
~
0 0 3723
D4
You see the EXIT.
~
~
0 0 3760
S
#3725
The South Wall of the Pit~
You are against the south wall of the Pit.  Terrible beasts
can be seen in almost every direction.  A #rRope#n dangles
from the ceiling here.
~
0 8 0
E
rope~
To Climb the Rope type #rUp#n
~
E
rope~
To Climb the Rope type #rUp#n
~
D0
~
~
0 0 3730
D1
~
~
0 0 3726
D3
~
~
0 0 3722
D4
You see the EXIT.
~
~
0 0 3760
S
#3726
The South East corner of the Pit~
You are in the South East corner of the Battle pit.  All around you
Battles rage against the creatures of the pit.  On the East wall a #rladder#n
offers you a route of escape.
~
0 8 0
E
Ladder~
The giant ladder can be used by typing #rUp#n to escape the pit.
~
D0
~
~
0 0 3731
D3
~
~
0 0 3725
D4
You see the EXIT.
~
~
0 0 3760
S
#3727
The West Wall of the Pit~
You are against the western wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3732
D1
~
~
0 0 3728
D2
~
~
0 0 3724
D4
You see the EXIT.
~
~
0 0 3760
S
#3728
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3733
D1
~
~
0 0 3729
D2
~
~
0 0 3723
D3
~
~
0 0 3727
D4
You see the EXIT.
~
~
0 0 3760
S
#3729
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3734
D1
~
~
0 0 3730
D2
~
~
0 0 3722
D3
~
~
0 0 3728
D4
You see the EXIT.
~
~
0 0 3760
S
#3730
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3735
D1
~
~
0 0 3731
D2
~
~
0 0 3725
D3
~
~
0 0 3729
D4
You see the EXIT.
~
~
0 0 3760
S
#3731
The East Wall of the Pit~
You are against the eastern wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3736
D2
~
~
0 0 3726
D3
~
~
0 0 3730
D4
You see the EXIT.
~
~
0 0 3760
S
#3732
The West Wall of the Pit~
You are against the western wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3737
D1
~
~
0 0 3733
D2
~
~
0 0 3727
D4
You see the EXIT.
~
~
0 0 3760
S
#3733
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3738
D1
~
~
0 0 3734
D2
~
~
0 0 3728
D3
~
~
0 0 3732
D4
You see the EXIT.
~
~
0 0 3760
S
#3734
The Centre of the Pit~
You are in the dead centre of the Battle Pit a #rLadder#n
leads down to the dungeon where even more powerful creatures
are trapped.  The #rLadder#n continues upward providing exit 
from the Pit. 
~
0 8 0
E
Ladder~
The giant ladder can be used by typing #rDown#n to reach
The Dungeon or #rUp#n to escape the pit.
~
D0
~
~
0 0 3739
D1
~
~
0 0 3735
D2
~
~
0 0 3729
D3
~
~
0 0 3733
D4
You see the EXIT.
~
~
0 0 3760
D5
You see a dark murky dungeon below.
~
grate~
0 -1 3748
S
#3735
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3740
D1
~
~
0 0 3736
D2
~
~
0 0 3730
D3
~
~
0 0 3734
D4
You see the EXIT.
~
~
0 0 3760
S
#3736
The East Wall of the Pit~
You are against the eastern wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3741
D2
~
~
0 0 3731
D3
~
~
0 0 3735
D4
You see the EXIT.
~
~
0 0 3760
S
#3737
The West Wall of the Pit~
You are against the western wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3742
D1
~
~
0 0 3738
D2
~
~
0 0 3732
D4
You see the EXIT.
~
~
0 0 3760
S
#3738
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
E
rope~
To Climb the Rope type #rUp#n
~
D0
~
~
0 0 3743
D1
~
~
0 0 3739
D2
~
~
0 0 3733
D3
~
~
0 0 3737
D4
You see the EXIT.
~
~
0 0 3760
S
#3739
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3744
D1
~
~
0 0 3740
D2
~
~
0 0 3734
D3
~
~
0 0 3738
D4
You see the EXIT.
~
~
0 0 3760
S
#3740
The BattlePit~
The Floor is covered with a layer of blood stained sand.
Chains and ropes dangle from the ceiling offering a exit from
the pit to those who go up.
~
0 8 0
D0
~
~
0 0 3745
D1
~
~
0 0 3741
D2
~
~
0 0 3735
D3
~
~
0 0 3739
D4
You see the EXIT.
~
~
0 0 3760
S
#3741
The East Wall of the Pit~
You are against the eastern wall of the pit.  Above
you various ropes and chains can be reached to offer
access to above.
~
0 8 0
D0
~
~
0 0 3746
D2
~
~
0 0 3736
D3
~
~
0 0 3740
D4
You see the EXIT.
~
~
0 0 3760
S
#3742
The North West Corner of the Battle Pit~
You are in the north west corner of the pit.  To the south and
east more carnage can be seen.  Escape lies up from here via a 
#rladder#n.
~
0 8 0
E
ladder~
To climb the ladder type #rup#n
~
D1
~
~
0 0 3743
D2
~
~
0 0 3737
D4
You see the EXIT.
~
~
0 0 3760
S
#3743
The North Wall of the Pit~
You are against the north wall of the Pit.  Terrible beasts
can be seen in almost every direction.  A #rRope#n dangles 
from the ceiling here.
~
0 8 0
E
Rope~
To climb the rope type #rUp#n
~
D1
~
~
0 0 3744
D2
~
~
0 0 3738
D3
~
~
0 0 3742
D4
You see the EXIT.
~
~
0 0 3760
S
#3744
North Wall of the Pit~
You are in the north wall of the battle pit.  The walls are
splattered with the blood of those that have passed before,
beneath your feet you can feel the crunch of bone and the 
squish of dead flesh.  #rRope#n dangles from the ceiling providing
a escape for those tired of the bloodletting.
~
0 8 0
E
rope~
To climb the rope type #rup#n.
~
D1
~
~
0 0 3745
D2
~
~
0 0 3739
D3
~
~
0 0 3743
D4
You see the EXIT.
~
~
0 0 3760
S
#3745
The North Wall of the Pit~
You are against the north wall of the Pit.  Terrible beasts
can be seen in almost every direction.  A #rRope#n dangles 
from the ceiling here.
~
0 8 0
E
Rope~
To climb the rope type #rUp#n
~
D1
~
~
0 0 3746
D2
~
~
0 0 3740
D3
~
~
0 0 3744
D4
You see the EXIT.
~
~
0 0 3760
S
#3746
The North East Corner of the Pit~
You are against the north east corner of the Pit. 
To the south and east battles continue against
the beasts.  A #rLadder#n is attached to the east wall.
~
0 8 0
E
Ladder~
To climb the Ladder type #rUp#n
~
D2
~
~
0 0 3741
D3
~
~
0 0 3745
D4
You see the EXIT.
~
~
0 0 3760
S
#3748
The Center of the Dungeon~
You are in the center of a large room.  A faint light from above shows that
the floors are all covered with slime.  A feeling of dread comes over you as
you notice that this is NOT a great place to go.  Exits go in all directions.
Of special note is the one that brings you back up!!!
~
0 8 0
D0
You see the north wall.
~
~
0 0 3750
D1
You see the east wall.
~
~
0 0 3753
D2
You see the south wall.
~
~
0 0 3755
D3
You see the west wall.
~
~
0 0 3752
D4
You see safety!
~
grate~
0 -1 3734
S
#3749
The North West Corner of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D1
You see the north wall.
~
~
0 0 3750
D2
You see the south wall.
~
~
0 0 3752
S
#3750
The North Wall of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 8 0
D1
You see the north east corner.
~
~
0 0 3751
D2
You see the center of the dungeon.
~
~
0 0 3748
D3
You see the north west corner.
~
~
0 0 3749
S
#3751
The North East Corner of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D2
You see the east wall.
~
~
0 0 3753
D3
You see the north wall.
~
~
0 0 3750
S
#3752
The West Wall of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D0
You see the north west corner.
~
~
0 0 3749
D1
You see the center of the dungeon.
~
~
0 0 3748
D2
You see the south west corner.
~
~
0 0 3754
S
#3753
The East Wall of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D0
You see the north east corner.
~
~
0 0 3751
D2
You see the south east corner.
~
~
0 0 3756
D3
You see the center of the dungeon.
~
~
0 0 3748
S
#3754
The South West Corner of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D0
You see the north wall.
~
~
0 0 3752
D1
You see the south wall.
~
~
0 0 3755
S
#3755
The South Wall of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D0
You see the center of the dungeon.
~
~
0 0 3748
D1
You see the south east corner.
~
~
0 0 3756
D3
You see the south west corner.
~
~
0 0 3754
S
#3756
The South East Corner of the Dungeon~
You are against a wall in the dungeon.  It is quite dark here.  The lack of
any windows in the area explains the smell around you.
~
0 9 0
D0
You see the east wall.
~
~
0 0 3753
D3
You see the south wall.
~
~
0 0 3755
S
#3757
The start of your quest.~
You are in the First room of the Mud School before you continue please
note that any words you see in this area that are highlighted hold
additional #cInformation#n.  To see this extra information please type 
'Look #cKeyword#n' for example now type 'look Information'
 
To the west of here you will find a room explaining how to advance your
characters skills.  To the east basic information about Class's can be found.
~
0 0 1
E
Information~
Many topics covered also have help files associated with them to view 
these help files type 'help Topic' for example 'help class' will give you
basic information about the classes available here.
~
E
informationdesc~
You are in the First room of the Mud School before you continue please
note that any words you see in this area that is highlighted hold
additional #cInformation#x.  To see this extra information please type
'Look #cKeyword#x' for example now type 'look Information'
To the west of here you will find a room explaining how to advance your
character skills.  To the east basic information about Class's can be found.
~
D0
You see the next station of Mud School.
~
~
0 0 3701
D1
You see Hatchet's Guild Room.  Go there to practice your skills.
~
~
0 0 3759
D2
You see the entrance to Mud School.
~
~
0 0 3700
D3
You see Furey's Training Room.  Go there to train your attributes.
~
~
0 0 3758
S
#3758
The Library of Skill Enhancement.~
In this room various exercise journals and books
detailing every detail in performing difficult tasks lie strewn
across the floor.  Three books catch your eye as being particularly
weighty.  The book of #cPractice#n, Ye Olde Book of the #cTrain#n
skill and The Newbies guide to #cSkills#n.
The main corridor is east of here.
~
0 0 1
E
practice~
#pThe Practice Command#n
Basic skills and spells can be learnt by use of the practice command
To list what skills you can presently practice type '#rPractice#n'.  Once you 
have decided upon which skill to practice you type '#rPractice #g[skill name]#n'
Each skill has a rating on #o0 -100%#n this is your base chance of succeeding in 
the use of a skill.  Skills can often be used simply by typing in the name of 
the skill followed by a target for example '#rBackstab Fox#n' would attempt to 
backstab a mobile named fox if one is in the room. 
Some skills also have other requirements to ensure success for example the 
backstab skill requires you to be wielding a piercing or stabbing type of 
weapon.
 
Spells on the other hand require casting and a prerequisite amount of mana 
stored before you can use them.  They are cast using the syntax:
 
#rCast#g 'Spell' #rTarget#n
 
The ' before and after the spell name is important especially if the name of 
the spell is two words such as cure light.
~
E
train~
#pThe Train Command#n
The train command is used to enhance the base statistics of your 
Character.  These include Hit points (HP), Mana, Move.  Weapon 
and skill resistances, Primal points (which are used for quests and 
some class powers when you are a little more advanced) and 
Legend status (also not important until you are more advanced).
Each of these cost experience points with the cost increasing as the
number of hp/resistances/primal you have increases.
 
Type #RTrain#n for a list of what you can presently train and for what
cost
~
E
skills~
#pWeaponskills, Stances and Spell levels#n
If you type #rLevel#n or #rExp#n you will receive a list
of all the weapon types, stances and spell colours available
in the game.  Each has a number between #o0 - 200#n next to
it.  This number represents your present level of experience using
that ability.  Unlike specific spells or skills you cannot train these
skills using experience and can only be advanced by use during 
play.  
Help on stances and what they do is available on help stance
 
To ensure you use a stance in every fight it is best to set your 
autostance straight away by typing.  
#gAutostance #r[Stance Name]#n
~
D1
You see the room you came from, and the room you should go to.
~
~
0 0 3757
S
#3759
The Library of the Races.~
Eight pedestals encircle this great room upon each resides a 
great tome of knowledge.  Walking to the first you decipher the
ancient script embyossed in brass upon its covers it reads #cDemon#n.  
To the next you swiftly travel, you notice its cover has been heavily 
damaged by claws and tooth.  The Silver embossed script reads #cWerewolf#n.
Crossing the room to the next pedestal you discover the pages of this 
tome are written in the blood of man or beast, Its cover reads Vampire.
Next you discover a tome that glows with its own inner light created b
Numerous runes scribed onto its pages.  The Leather cover reveals the
Name #cWarlock#n. The Fifth Tome puzzles you for it is thin and contains
Far less information that the others the cover reads #cNinja#n.  
The Sixth book is the most unusual of all for it contains no words but 
Eminates heat in such away to be strangely decipherable as information.  
You believe the Cover states the word #cDrow#n.  Two more tomes are to 
Visit passing quickly along them both you recognise the words #cHighlander#n
And #cMonk#n.
In the centre of the room a giant #cBook#n contains general class information.
~
0 0 1
E
book~
#pGeneral Class Information#n
To be classed you will need to decide which class you
wish to be basic information about the classes is found  
in the tomes of this room and more can be found on the 
suggested help files.  
Once a class is chosen type #rHelp Clan#n this will
show you the various clans of each class as well as the clan
founder names.  Most clans will of posted requirements 
listing what weaponskill levels, Hit points, mana etc they 
require for new member to be classed.  To discover these
requirements type #rHelp #g[founder-name]#n.  For example
to discover the requirements for Drow House Nearth you
must type #rHelp #gDrizzt#n
Once you have the requirements try to see the clan head on line
or another member of their clan who has the ability to class and
ask to be inducted.  It is often best to check a class can induct new
members before trying to reach their reqs as imbalance in class/clan
member numbers occasionally requires some clans having induct
commands disabled.
 
~
E
monk~
#pMonks#n
Once a peaceful union of people who joined together 
to aid each other in the quest for enlightenment the monk
orders have now gone to war to defend themselves from
the attacks of the other races.  Using the great martial 
arts skills they have honed from birth they can prove
a difficult challenge for anyone.
 
 
#Ghelp #rMonk#n for more information
~
E
highlander~
#pHighlanders#n
Ancient Humans who for unknown reason have gained
the power of the immortals.  Now forever living they
spend their time mastering the arts of war becoming far
superior to any other in a multitude in weaponry.
#Ghelp #rHighlander#n for more information
~
E
drow~
#pDrow#n
From early days these Dark Elves have fought to
reclaim the lands taken from them by man.  Now they
have emerged from their underdark homes to take
back what was once theirs.  Dedicated to the service of 
the spider queen Lloth these nocturnal marauders strike 
down  all without mercy.
 
 
#Ghelp #rDrow#n for more information
~
E
ninja~
#pNinja#n
Silence and swiftness are the powers of these ancient
warriors.  Few shall see the blade coming from the
shadows of the room fewer still shall live to tell others 
of the terror this blade brought to them.  
 
#Ghelp #rNinja#n for more information
~
E
warlock~
#pWarlock#n
Great is the power of the Magic users, quests pose
little difficulty for those adept in the use of sphere magic
and should they come into combat they can strike down 
enemies from afar using their great true magic or close for
the kill using the power of the runes. 
Those caught drained of raw power can prove easier pickings
however for those who seek such prized heads.
 
#Ghelp #rMage#n for more information
~
E
werewolf~
#pWerewolves#n
Shapeshifters for ever bound to the power of great Luna
rage against the creatures of darkness bringing destruction
to all who come across their path.  Not even the mighty 
Demonlords dare face a wolf during the full moon
for as the moon grows the power of the wolf is strong.
#Ghelp #rWerewolves#n for more information
~
E
demon~
#pDemons#n
Demons are creatures of chaos calling on powers inparted 
into them from their demonlords and wearing mighty armour 
forged from hellfire itself they are fierce close combat
opponants.
 
#Ghelp #rDemon#n for more information
~
D3
You see the room you came from and the room you should go to.
~
~
0 0 3757
S
#3760
The Sanctuary~
You have escaped the pit and now stand in the sanctuary.  This room is NOT Safe 
from mobile or player attacks so you can't use this place to rest and heal before
going up to face the challenges of Midgaard.
~
0 12 0
E
safe~
#pSafe Rooms#n
A safe room is a room that has been set to prevent player
characters or Mobiles engaging in combat.  They should be
used as a opportunity to heal in safety.  The main safe room of
the mud is the Altar in the temple of Midgaard (1 north of where 
you go when you type #rRecall#n).  Safe rooms are also 
often used for spell botting (The repeated casting of spells to 
raise magic levels).  Please note that Mud rules (#rHelp Rules#n)
ban the use of the Temple Safe room for this purpose.
 
~
D4
You see the Temple of Midgaard.
~
~
0 0 3001
S
#0



#SPECIALS
M 3707 spec_cast_adept Load to: The Prison Guard
M 3714 spec_fido Load to: the beast
S



#RESETS
D 0 3700 2 3
M 0 3748 4 3752
E 0 3750 0 4
E 0 3750 0 3
M 0 3748 4 3750
E 0 3753 0 2
E 0 3753 0 1
M 0 3748 4 3755
E 0 3752 0 15
E 0 3752 0 14
M 0 3748 4 3753
E 0 3756 0 7
E 0 3755 0 10
M 0 3721 1 3700
M 0 3700 1 3701
M 0 3701 1 3710
M 0 3702 1 3716
E 0 3705 0 3
E 0 3705 0 4
M 0 3703 1 3715
E 0 3706 0 6
E 0 3711 0 12
M 0 3704 1 3713
E 0 3707 0 7
E 0 3712 0 13
M 0 3705 1 3714
E 0 3708 0 8
E 0 3713 0 14
M 0 3717 1 3718
G 0 3138 0
G 0 3031 0
M 0 3706 1 3720
E 0 3709 0 9
E 0 3710 0 10
E 0 3714 0 17
E 0 3713 0 14
M 0 3709 4 3734
M 0 3710 3 3742
M 0 3711 3 3746
M 0 3712 3 3726
M 0 3713 5 3724
M 0 3714 1 3749
M 0 3715 2 3751
M 0 3716 2 3754
M 0 3707 1 3712
M 0 3720 1 3721
E 0 3718 0 6
M 0 3718 1 3758
M 0 3719 1 3759
S



#SHOPS
3717 1 15 17 19 0 100 100 0 23
0



#$