#18600 The Entrance To The Newbie Zone~ Ahhh... the entrance to the newbie zone! Just the place you have been looking for. Well, when you've readied yourself you can enter to the north. ~ 186 4 1 D0 You see the start of the newbie zone. ~ ~ 0 -1 18601 D3 Back to the road that way... chickening out already? ~ ~ 0 -1 3061 S #18601 The Beginning Of The Passage~ You find yourself entering a long corridor. You can hear the sound of creatures roaming about, but you can't tell where the sound emanates from exactly. Exits lead to the east along the hallway, and south back to the entrance. ~ 186 8 0 D1 More of the hallway there... how exciting! ~ ~ 0 -1 18602 D2 The entrance to the newbie zone... how dull ~ ~ 0 -1 18600 S #18602 The Dirty Hallway~ You continue wandering down the hallway. Nothing much different here, but you are positive you here noises behind the door to the south, and coming from the east. The walls are a bit slimy and moldy here... yeech, couldn't they hire someone to clean this place? What will the newbies think? Oh well, you can continue along the hallway to the east or west. ~ 186 8 0 D1 More of the hallway there... how exciting! ~ ~ 0 -1 18603 D2 A small room lies to the south... you hear something moving about inside. ~ door~ 1 -1 18606 D3 More of the hallway there... how exciting! ~ ~ 0 -1 18601 S #18603 A Nexus~ Well... you've reached an intersection of two passages, to the north and east, the passage brightens, while the darker hallway continues to the south. ~ 186 8 0 D0 A brighter hallway leads off that way. ~ door~ 1 -1 18644 D1 A brighter hallway leads off that way. ~ door~ 1 -1 18646 D2 More of the hallway there... how exciting! ~ ~ 0 -1 18607 D3 More of the hallway there... how exciting! ~ ~ 0 -1 18602 S #18604 A Narrow Passage~ The thin passage is plain and undecorated, but still clean. It ends abruptly to the south at a small oak door, behind which you here movement... ~ 186 9 0 D0 A large domed room. ~ ~ 0 -1 18647 D2 A small cluttered room. ~ door~ 1 -1 18612 S #18605 The Dark Pit~ Ick... a dark damp dirty pit. Even worse, what is that dark damp dirty thing looking at you from the corner? Ewww... maybe you should go back up where it is a bit safer, unless you think you can tackle that thing in the corner. ~ 186 9 0 D4 You see a ladder leading up ~ grate~ 1 18608 18606 S #18606 A Small Room~ Hmmm... this is an interesting little room. Ack, and there is an interesting little creature staring at you too. He looks a bit surprised at your intrusion. You can leave via the doors north or east, or you can stay and annoy him a bit more. There also appears to be some type of well down here also, but it has a rather secure grate covering it. ~ 186 8 0 D0 More of the hallway there... how exciting! ~ door~ 1 -1 18602 D1 More of the hallway there... how exciting! ~ door~ 1 -1 18607 D5 A ladder leads down into darkness. ~ grate~ 1 18608 18605 S #18607 More Of The Hallway~ Oh joy! More of this annoying passage. Perhaps there is something more exciting through that door to the west? Or you can keep searching the hallways to the north or south. ~ 186 8 0 D0 More of the hallway there... how exciting! ~ ~ 0 -1 18603 D2 More of the hallway there... how exciting! ~ ~ 0 -1 18611 D3 ~ door~ 1 -1 18606 S #18608 An Open Field By The Great Field~ Finally, you are in an open field... it is so nice to breathe fresh air again! You can return to that dank, smelly place to the east, or take the exit to the north which appears to lead into a large field. ~ 186 4 0 D0 There appears to be a field road to the north. ~ ~ 0 -1 3061 D1 The end of that darn hallway lies back to the east. ~ ~ 0 -1 18609 S #18609 The End Of The Passage~ Ahhh... at last, the end of the hallway... you can exit into open air to the west,or return to the east and make sure you didn't miss anything. ~ 186 8 0 D1 More of the hallway there... how exciting! ~ ~ 0 -1 18610 D3 An open field near The Great Field of Midgaard can be seen. ~ ~ 0 -1 18608 S #18610 A Brighter Hallway~ The hallway continues on in a east-west direction... and it seems to be brightening up to the west. ~ 186 8 0 D1 A corner in the passage lies to the east. ~ ~ 0 -1 18611 D3 More of the hallway there... how exciting! ~ ~ 0 -1 18609 S #18611 Another Corner~ Another corner of the passage, and just as untidy as the rest of this place (maybe more so?). There is a door to the east though... wonder where that leads? Oh, and the hallway continues west and north. ~ 186 8 0 D0 More of the hallway there... how exciting! ~ ~ 0 -1 18607 D1 You peer into a cluttered little room to the east. ~ door~ 1 -1 18612 D3 More of the hallway there... how exciting! ~ ~ 0 -1 18610 S #18612 The Alchemist's Room~ Lots of bottles and flasks lie about this room, but it all looks like worthless clutter. It appears whatever alchemist has been working here is really very adept at his art. There are a lot of formulae and spells written on the walls too... couldn't he buy some paper? There is a door to the north, and also a dark stairway in the corner leading down, with a large sign next to it that you probably should read... ~ 186 8 0 D0 A nice shiny hallway! ~ door~ 1 -1 18604 D3 A corner in the passage lies to the west. ~ door~ 1 -1 18611 D5 A shadowed stairway leading down. ~ ~ 0 -1 18632 E sign stairs stairway~ The sign next to the stairs says: If you are below level 7 and alone, or below level 4 then bugger off! Or else don't blame me if you die... ~ S #18620 A Turn In The Passage~ This corner is much like all the others... except you see a strange glow coming from the south. Could be an exit... you hope. ~ 186 9 0 D1 The passage continues east quite a ways. ~ ~ 0 -1 18621 D2 You see an odd red glow from that direction. ~ ~ 0 -1 18629 S #18621 A T-Intersection In The Passage~ This is an intersection of a long east-west passage with a corridor leading south. The air seems a bit clearer here though, as if you were approaching an exit. ~ 186 9 0 D1 ~ ~ 0 -1 18622 D2 ~ ~ 0 -1 18633 D3 ~ ~ 0 -1 18620 S #18622 Another Corner~ The passage turns from north to west here. The walls are still covered with the same disgusting green fungus you have seen all along, and you hear sounds of creatures moving all around you... ~ 186 9 0 D2 ~ ~ 0 -1 18628 D3 ~ ~ 0 -1 18621 S #18623 A Corner In The Hallway~ You can hear creatures moving all around you... and it is not a comforting sound at all. The furnishing is nothing to speak of either, plain grey brick walls with green fungus (or something) growing on them. ~ 186 9 0 D1 ~ ~ 0 -1 18624 D2 ~ ~ 0 -1 18627 S #18624 Another Turn~ Hmmm... the passage turns south here. You beginning to realize you can easily lose your bearings if you aren't careful, and you don't think you would like spending too much time here... ~ 186 9 0 D2 ~ ~ 0 -1 18630 D3 ~ ~ 0 -1 18623 S #18625 A Large Room~ The passage opens into a large oval room. There really isn't much of interest here though. ~ 186 9 0 D1 ~ ~ 0 -1 18626 D2 ~ ~ 0 -1 18631 S #18626 A Long East-West Passage~ This is a long, narrow passage leading east and west. The walls are damp and covered with mildew and fungus. There is a very unhealthy air about this place and you're beginning to want out of here... soon. ~ 186 9 0 D1 ~ ~ 0 -1 18627 D3 ~ ~ 0 -1 18625 S #18627 A Crossing Of Corridors~ Here a narrow east-west passage crosses with a wider passage to the north and south. The air is dank, and has an odor of decay and debris. Not a nice place at all really... ~ 186 9 0 D0 ~ ~ 0 -1 18623 D1 ~ ~ 0 -1 18628 D2 ~ ~ 0 -1 18632 D3 ~ ~ 0 -1 18626 S #18628 A Corner Room~ This room is hardly more than a crossing of passages. You do sense a slight breeze wafting down the passage to the north though, but it smells altogether bad... ~ 186 9 0 D0 ~ ~ 0 -1 18622 D3 ~ ~ 0 -1 18627 S #18629 The Red Room~ It takes you a moment to realize that the red glow here is coming from a round portal on the floor. It looks almost as if someone had painted a picture of a dirt running through a field on the floor of this room. Oddly enough, it is so realistic you can feel the wind in the field coming out of the picture. ~ 186 9 0 D0 ~ ~ 0 -1 18620 D1 ~ ~ 0 -1 18630 D5 ~ ~ 0 -1 3061 E portal floor~ It looks as if you could go down into it... but you can't be sure of where you will end up, or if you can get back. ~ S #18630 A Branching Passage~ The north-south passage branches to the east here. There is a queer red glow coming from that way as well, along with a faint breeze. ~ 186 9 0 D0 ~ ~ 0 -1 18624 D2 ~ ~ 0 -1 18634 D3 A very odd red glow emanates from that direction. ~ ~ 0 -1 18629 S #18631 A Passage~ Ick... this place is just disgusting. You try and stay clear of the walls, but the passage is so narrow you keep bumping them anyway. You are almost convinced that the fungus coating the walls is grabbing at you too. ~ 186 9 0 D0 ~ ~ 0 -1 18625 D1 ~ ~ 0 -1 18632 D2 ~ ~ 0 -1 18638 S #18632 The Entrance~ It is dark, dank, disgusting and cold up here. Plus you here the sounds of creatures all around you... and somehow they don't sound friendly. It is probably wise to exercise some degree of caution here... no telling what you may run into here. ~ 186 9 0 D0 ~ ~ 0 -1 18627 D2 ~ ~ 0 -1 18635 D3 ~ ~ 0 -1 18631 D4 ~ ~ 0 -1 18612 S #18633 Another Corner~ Well... what is there to say. More fungus, more weird sounds, and a slight breeze from the north. Bet you want to sign a lease, don't ya... ~ 186 9 0 D0 ~ ~ 0 -1 18621 D1 ~ ~ 0 -1 18634 S #18634 An Intersection Of Passages~ Cold, smelly, and coated with green fungus... just like last week's left-overs. Furthermore you want nothing to do with either, you just want out right now. ~ 186 9 0 D0 ~ ~ 0 -1 18630 D2 ~ ~ 0 -1 18637 D3 ~ ~ 0 -1 18633 S #18635 A Turn In The Passage~ This place is just plain nauseating... it certainly smells as if something (or someone) died in here. You hope you aren't next, but from the sounds you hear all around you, it seems as if something has other ideas about that. ~ 186 9 0 D0 ~ ~ 0 -1 18632 D1 ~ ~ 0 -1 18636 S #18636 A Branch To The South~ The east-west passage branches of to the south here. All around you is the odour of death. Actually, the mold and fungus on the walls is doing great, but otherwise... well... you don't want to think about what else lives here. ~ 186 9 0 D1 ~ ~ 0 -1 18637 D2 ~ ~ 0 -1 18639 D3 ~ ~ 0 -1 18635 S #18637 Yet Another Corner~ The passage turns here and heads north. You sense something up ahead that way, but you aren't sure what. You aren't sure if you want to know what either at this point. ~ 186 9 0 D0 ~ ~ 0 -1 18634 D3 ~ ~ 0 -1 18636 S #18638 A Large Room~ You almost stumble as you enter this room... the sudden feeling of no walls on either side of you makes you a bit nervous. Suddenly you are vulnerable on all sides. You can't even tell how big a room this is, because it extends to the east farther than you light will reach... ~ 186 9 0 D0 ~ ~ 0 -1 18631 D1 The room extends into shadows... ~ ~ 0 -1 18639 S #18639 A Large Room~ As you enter, you light glints of the wall to the east. There appears to be words scrawled on the wall, and a crude picture. To the west the room extends beyond the reach of your light, and the dark shadows make you paranoid... anything could be hiding there. You are painfully aware of how exposed you are without walls around you. ~ 186 9 0 D0 ~ ~ 0 -1 18636 D1 ~ ~ 0 0 4570 D3 The room extends as far as (and farther than) you can see... ~ ~ 0 -1 4570 E wall~ There is a crude picture of a man with the head of a bull with some writing next to it. ~ E writing words~ The writing appears to says 'beware the Minotaur...' ~ S #18640 The Statue's Room~ Here, the passage enters a small room. Exits lead to the east and south, and you notice a wonderful, large (and tastefully done) statue to the north. ~ 186 9 0 D1 A long hallway, ending in a set of steps. ~ ~ 0 -1 18641 D2 The hall extends to the south where it seems to darken somewhat. ~ ~ 0 -1 18603 E plaque nameplate name~ It says: Maynard, Death Jester of the Harlequins ~ E statue~ Upon closer inspection you see that the statue has a small plaque affixed to it. The face looks remarkably familiar also. ~ S #18641 The Hallway~ As you continue wandering down the hallway, you notice banners, pictures, and other fine decorations adorning the walls all along this passage. It seems very different from the dismal passage where you entered. ~ 186 9 0 D1 The hallway ends at a grand marble staircase. ~ ~ 0 -1 18642 D3 The passage leads into a small room. ~ ~ 0 -1 18640 S #18642 The North Stairs~ Here, the hall opens into a wide room, with a high domed roof. Now that that you have come clear of the enclosed passage, you can see that the stair leads upward to an open air balcony overlooking the area. To the south the room continues, and another stair is visible matching the one in front of you. ~ 186 9 0 D2 You see another staircase and two passages leading west and south. ~ ~ 0 -1 18647 D3 An entrance to a bright passage. ~ ~ 0 -1 18641 D4 An open air balcony. ~ ~ 0 -1 18643 E staircase stair stairs~ They are constructed of smooth, beautiful marble ~ S #18643 The Balcony~ Here you can look out and observe the world around. Constructed in a semi-circle around the dome of the room, the balcony allows you to look out in almost any direction. Wandering to the north end, you can see that the Great Fields north of Midgaard continue off towards the Dragonhelm Mountains to the north. ~ 186 9 0 D2 The south end of the balcony. ~ ~ 0 -1 18645 D5 Down the stairs to a large, domed room. ~ ~ 0 -1 18642 E staircase stair stairs~ They are constructed of smooth, beautiful marble ~ S #18644 A Bright Hallway~ Wow! What a change from the dismal passage to the south. Whoever keeps this room up must really like newbies. The walls and floor are clean, and tastefully decorated. You also notice an interesting design on the floor. ~ 186 9 0 D0 A small room with a statue in it. ~ ~ 0 -1 18640 D2 A intersection of passages. ~ door~ 1 -1 18603 E floor design~ It appears to be the Crest of the Harlequin Guild. ~ S #18645 The Balcony~ Here you can look out and observe the world around. Constructed in a semi-circle around the dome of the room, the balcony allows you to look out in almost any direction. Wandering to the south end, you can see the great city of Midgaard off to the south-west. ~ 186 9 0 D0 The north end of the balcony. ~ ~ 0 -1 18643 D5 Back down the south staircase. ~ ~ 0 -1 18647 E staircase stair stairs~ They are constructed of smooth, beautiful marble. ~ S #18646 A Bright Hallway~ Wow! What a change from the dismal passage to the west. Whoever keeps this room up must really like newbies. The walls and floor are clean, and tastefully decorated. You also notice an interesting design on the floor. ~ 186 9 0 D1 The passage opens into a domed room with a grand marble staircase. ~ ~ 0 -1 18647 D3 A dark intersection of passages. ~ door~ 1 -1 18603 E floor design~ It appears to be the crest of the Harlequin Guild. ~ S #18647 The South Stairs~ Here, the hall opens into a wide room, with a high domed roof. Now that that you have come clear of the enclosed passage, you can see that the stair leads upward to an open air balcony overlooking the area. to the north the room continues, and another stair is visible matching the one in front of you. ~ 186 9 0 D0 Another stairway is to the north, as well as a passage to the west. ~ ~ 0 -1 18642 D2 A narrow passage to the south, ending in a wood door. ~ ~ 0 -1 18604 D3 Back down the bright hallway. ~ ~ 0 -1 18646 D4 An open air balcony. ~ ~ 0 -1 18645 E staircase stair stairs~ They are constructed of smooth, beautiful marble. ~ S #18670 &09L&13o&09w &13L&09e&13v&09e&13l&09s &13D&09o&13j&09o&00~ Welcome to the newbie zone a nice nasty place designed to help you get from levels 1 to 200 but be careful the deeper you venture into this zone the harder the monsters will become and some wont wait till your ready for they find you a nice tasty treat . this is the first room or safe room were a warrior can rest and relax before the battles ahead. Word of advice CHECK YOUR GEAR! And stay here this Zone is coded to increase healing! ~ 186 65552 1 D0 North to intersection ~ n~ 0 0 1321 D1 First Zone ~ e~ 0 0 18671 D2 level 3 ~ s~ 0 0 18673 D3 level 2 ~ w~ 0 0 18672 D4 newbie shop ~ u~ 0 0 18674 S #18671 Baby level~ Welcome to the baby level This is the first level to start killing mobs you can start by doing a con baby or consider baby to compare the baby's power to yours , Once that's done you can kill baby or k baby to attack and kill the baby don't worry the monsters here are not aggressive and not friendly to each other so you can attack them one at a time. Once done don't forget to get all corpse to get the money from the baby if more then one body piles up you can always to a get all all to gather all the money from the corpse. ~ 186 0 1 D3 Starting zone ~ w~ 0 0 18670 S #18672 Toddler Room Level 2~ Welcome to level 2 This zone like the first will have some helpful hints to help you along the way if you haven't already wear all , Next try typing in help . Once you've read that you can read Help newbie for some tips . Here's the last tip of this room you can heal faster by first typing in camp then resting or sleeping sleep is better then rest. Word of caution sleep shuts you out making you unable to communicate to the rest of the world. The mobs here are much like the baby room but much harder. ~ 186 0 1 D1 Starting room ~ e~ 0 0 18670 S #18673 Level 3~ Welcome to the last level with helpful hints from this point on the rooms are built with a more rp feel to it as the rest of the mud is built not only to level but to role play as well. To make a long story short here is the last few tips to help you get started their are many shops you just have to look for them. When you find a shop do list to see all available and buy <name> to purchase what you want. Last but not least to learn abilities to help you in your battles use the learn command and learn <name> to learn the skill all else has help files witch will aid you understand the mud better. HAVE FUN! ~ 186 0 1 D0 Starting zone ~ n~ 0 0 18670 D2 danger zone ~ s~ 0 0 18675 S #18674 Newbie Shop~ Welcome to the newbie shop a Great place to get your starting gear with the money you get from the mobs in the newbie area if you haven't learned it from the rooms below to see what's available do a list. To purchase buy <name> or buy #<number> of the item you wish. To wear the item simply wear all if you are already wearing something you wanna replace you must first REMOVE the previous item before wearing the other. you must WIELD weapons and HOLD flashlights. ~ 186 16777368 0 D5 Down to start ~ d~ 0 0 18670 S #18675 Danger~ Danger You have entered the last room of the official low level newbie zone and entered the actually battle grounds from this point on your on your own enter at your own risk as some monsters will attack on sight or even remember they were fighting you! Enjoy The room you have entered seem to a barren wasted land but all about you can see tiny forms moving about perhaps somewhere here their i something far more dangerous far more evil lurking about. ~ 186 0 1 D0 level 3 ~ n~ 0 0 18673 D5 down into the pit ~ d~ 0 0 18676 S #18676 Hole in Ground~ You have entered a hole in the ground thankfully you were able to brace yourself to keep from sliding deeper into the hole. The air seems stale even slightly moldy but your not that far from the surface thankfully that their is some light provided though below you the light seems to have hit an impasse going deeper will require a light. Before moving on you notice a symbol craved no clawed into a rock that of a skull and cross bones with a arrow pointing downward this picture doesn't bode well. ~ 186 364 0 D4 upwards to the light ~ u~ 0 0 18675 D5 down deeper ~ d~ 0 0 18677 S #18677 Deeper into the hole~ You have moved deeper into the Pit the air seems damp and moldy like before but now carries a foul rancid smell along with it , you occasionally hear the flap of wings as if some creature is trying to escape this hole much as you are trying to move within it. the very walls seems to be made of Mud and rock but something in the air tells you something more is at work as the very walls pull all sound and light from around you. ~ 186 361 0 D4 up and away ~ u~ 0 0 18676 D5 down deeper into hell ~ d~ 0 0 18678 S #18678 Deeper into the hole~ You have moved deeper into the Pit the air seems damp and moldy like before but now carries a strong rancid smell along with it , And your very limb seem to grow heavy the air seems to grow thick and hard to breath in . The very walls seems to be made of Mud and rock but something in the air tells you something more is at work as the very walls pull all sound and light from around you. ~ 186 131433 0 D4 exit upwards ~ u~ 0 0 18677 D5 down into hell ~ d~ 0 0 18679 S #18679 Deeper into the hole~ You have moved even deeper into the Pit the air is hot growing warm as if you traveled far deeper then you belive , And your very limbs still seem heavy and the air has become even more unbearable to breath in . The very walls seems to be made of Mud and rock but something in the air tells you something more is at work as the very walls pull all sound and light from around you. ~ 186 131433 0 D4 up and away ~ u~ 0 0 18678 D5 down towards a slight light ~ d~ 0 0 18680 S #18680 Welcome Area hell lvl 1~ As you exit the hole you notice a Giant NEON sign with a neon red and pink devil the sign has BIG Bright colors starting WELCOME TO HELL! that when you realize your in the first stage of the Christian version of hell and the fact that their seems to be a great many demons here beating on helpless people your guessing this were the demons welcome people ~ 186 1073873096 0 D4 Door to heaven it maybe a demon has the key! ~ up~ 1 12039 18679 S #18681 Castle Smithy~ This room seems to almost glow, as it is bathed in the heat of an open forge used to make the weapons that the warriors of the castle use. Tools both ancient and ultramodern are used to craft the deadly works of art that are the castle blacksmith's weapons. ~ 186 16908440 0 D0 back to the castle ~ n~ 0 0 18683 S #18682 Gates of the castle~ You stand under the stone gates to a huge castle, looking at the training grounds within to the east. Back to the west a stone path extends toward a vibrant city of Saiyajins. Here is where Vegeta began to rebuild his empire and rebuild the reputation of the Saiyans as being the most feared race in the universe. ~ 186 1073872896 1 D0 ~ ~ 0 0 18684 D1 ~ east~ 1 18676 18683 D3 ~ ~ 0 0 458 S #18683 Courtyard~ The inside of the castle is ringed by huge high walls that would take a few minutes for a fast flyer to reach the top of. The ground has been beaten and worn down from the many feet that pass through here daily. Sounds of training can be heard coming from the grounds to the north, and a small hut to the south rings with the constant sound of hammer on steel. Farther east you can see the doors to the interior of the castle as well as a launching area. ~ 186 131072 1 D0 ~ ~ 0 0 2452 D1 ~ ~ 0 0 18686 D2 ~ ~ 0 0 18681 D3 ~ west~ 1 18676 18682 S #18684 Gate house~ You are standing inside a small circular building which houses the gatekeeper and his equipment. Every now and then a ray of light catches the walls of the room, revealing a strange bluish sheen that acts as a barrier. There are no furnishings except for a chair or two and some books to read while waiting for the unknown to occur. ~ 186 131080 1 D2 ~ ~ 0 0 18682 S #18685 Firing Range~ Various dummies made of straw and stone line the far edge of this open spot in the castle training grounds, a firing range where warriors work to improve their accuracy with ki blasts. A large screen set up on the wall blocking off the training area from this place shows the amount of power in each blast fired by a warrior. ~ 186 131072 0 D1 ~ ~ 0 0 2452 S #18686 The Inner Keep~ Inside the inner keep and in front of the castle doors, a pair of black doors bound by steel and Kami knows what else to secure it against attack guard the entrance to the hallowed halls of the Inner Keep. To the north is the launching area where Vegeta sends his warriors to distant lands. To the south is a small hut. ~ 186 131072 0 D1 Nothing. ~ east~ 1 0 2451 D2 ~ ~ 0 0 18689 D3 ~ ~ 1 0 18683 S #18687 Healing Chamber~ Doctors move around this area, making sure that their patients are as comfortable in their healing tanks as possible. Warriors recovering from all manners of wounds from scratches to amputations float in the tanks of bluish medical liquid, a fast alternative to simply licking one's wounds. ~ 186 196888 0 D3 ~ ~ 0 0 2453 S #18688 &09Cypress's&15 Office~ Welcome To &09Cypress's&15 Office it everything and nothing of what you'd expect for the lord of everything walls of the room are taken up by book case stacked with every kind of book imaginable as well as decorations from all over the universe to one side you see a working model of a galaxy on closer inspection you realize it is a galaxy! to the right is a strange computer terminal that allow cypress and only cypress access to all the knowledge of the universe. ~ 186 536878600 0 D0 ~ ~ 0 0 20008 S #18689 Small Hut~ The inside of this small hut is quite strange. All about are pieces of equipment that have been half finished or half dismanteled. It looks as if a mad scientist was at work here- bubbling liquids in glass vials line the walls of the room. ~ 186 131072 0 D0 ~ ~ 0 0 18686 S #18690 Second hallways~ Only Saiyans who are the best of the best, the super elite, manage to enter these hallowed halls of ancient stone. The hall stretches on to the east almost into infinity, guarded by the elite guards who have pledged their lives to their leaders. ~ 186 131072 0 D1 ~ ~ 0 0 18691 D3 ~ ~ 0 0 2451 S #18691 End of hallway~ Only Saiyans who are the best of the best, the super elite, manage to enter these hallowed halls of ancient stone. A pair of elegantly carved double doors lead into what could only be the royal throne room to the east. A pair of hallways branch off from this one, heading to the north and the south. ~ 186 131072 0 D0 ~ ~ 0 0 18694 D1 ~ east~ 1 0 18692 D2 ~ ~ 0 0 18697 D3 ~ ~ 0 0 18690 S #18692 Throne Room~ Inside the throne room is huge massive in fact you can barley see the room it's so high that it's almost beyond your view all along the sides their are guards and saiyan elites milling about their are several tables set up along here for when ever vegeta plans for a feast . Up a set of stairs is the throne of vegeta . ~ 186 131072 0 D3 ~ west~ 1 0 18691 D4 ~ ~ 0 0 18693 S #18693 Throneroom of Vegeta~ This is the Spartan throne room of the king of Vegeta, the man whom was named after the planet, Vegeta. The only thing of elegance in the room is the massive throne on which the ruler typically sits, which is crafted of gold, silver, and obsidian which seems to have jutted out of the floor and spiked upwards toward the stone ceiling. ~ 186 131072 0 D5 ~ ~ 0 0 18692 S #18694 Hallway~ There is little to no decoration on the polished stone walls of this massive hallway, giving you a sense of detachment as you travel down it. In fact, the only decorations seem to be paintings of glorious battles from ages past. This is truly a warrior's castle. ~ 186 131072 0 D0 ~ ~ 0 0 18695 D2 ~ ~ 0 0 18691 S #18695 Hallway~ There is little to no decoration on the polished stone walls of this massive hallway, giving you a sense of detachment as you travel down it. In fact, the only decorations seem to be paintings of glorious battles from ages past. This is truly a warrior's castle. ~ 186 131072 0 D0 ~ ~ 0 0 18696 D2 ~ ~ 0 0 18694 S #18696 Kitchen~ You enter a massive kitchen all about people move and bussy the sounds of cooking and yelling can be heard as the massive slave here try to cook for all teh hungry saiyans around the clock as saiyans return from thier long voyages looking for home cooked meals. ~ 186 131136 0 D2 ~ ~ 0 0 18695 S #18697 Hallway~ There is little to no decoration on the polished stone walls of this massive hallway, giving you a sense of detachment as you travel down it. In fact, the only decorations seem to be paintings of glorious battles from ages past. This is truly a warrior's castle. ~ 186 0 0 D0 ~ ~ 0 0 18691 D2 ~ ~ 0 0 18698 S #18698 Hallway~ There is little to no decoration on the polished stone walls of this massive hallway, giving you a sense of detachment as you travel down it. In fact, the only decorations seem to be paintings of glorious battles from ages past. This is truly a warrior's castle. ~ 186 0 0 D0 ~ ~ 0 0 18697 D2 ~ ~ 0 0 31500 S #18699 Healing Tank~ In this room is where you can heal, There are many people just standing around here waiting for their hp to rise. All of a sudden there is a flash and someone walks out of the room unharmed and looks like in excellent condition. SIGN: Syntax: Heal <hp/ki/en> You have to pay. ~ 186 268501248 0 S $~