dpr/cnf/
dpr/lib/
dpr/lib/house/
dpr/lib/misc/
dpr/lib/text/clan/
dpr/lib/text/help/
dpr/lib/world/
dpr/lib/world/qst/
dpr/src-backup/src/util/
dpr/src/
dpr/src/src code added/
#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
$~