#AREA Turks~ #VERSION 1 #AUTHOR Sixteen~ #RANGES 0 65 0 65 $ #FLAGS 0 #ECONOMY 0 32184705 #CLIMATE 2 2 2 #MOBILES #10100 first mob~ a newly created first mob~ Some god abandoned a newly created first mob here. ~ ~ 3 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 #10101 Turk Guard~ Turk Guard~ A Turk guard stands here blocking the way. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 50 600000000 112 112 0 20 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 0 0 0 0 0 0 #10102 Turks Guard~ A Turk Guard~ A Turk Guard stands here guarding his HQ. ~ ~ 35 0 0 C 1 0 0 0d0+0 0d0+0 0 300000000 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 0 0 0 0 0 0 #10103 Mr X~ Mr. X~ Mr. X, the Tyrant from Hell stands here ready to KILL. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 2000000000 112 112 0 30 25 13 30 13 13 25 0 0 0 0 0 0 3 0 0 1 1 3 0 0 0 0 0 0 0 0 > fight_prog 20~ mea $n &zMr. X grabs you by the throat and chokes the life out of you. mea $n &zMr. X's grip gets tighter! [33] mer $n &RMr. X grabs $n by the throat and chokes the life out of $m. mer $n &RMr. X's grip gets tighter! [33] mpdamage $n 13 if hitprcnt($n) < 15 if rand(65) mprestore self 100 else endif endif ~ > death_prog 100~ smirk sa Nicely done. Well, not really. mpecho &zMr. X runs at the east wall, busting a huge hole it in. mpecho &zNext thing you know, he's gone. mpat $n mpclosepassage 10131 1 if rand(7) mpecho &WIt seems he left his trenchcoat behind. mpoload 10102 else endif ~ | #10129 Turk's Shopkeeper~ The Turk's Shopkeeper~ &WThe Turk's Shop Keeper Is Here Waiting To Sell. ~ ~ 67108867 0 0 S 1 0 0 0d0+0 0d0+0 0 500 112 112 0 #10200 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 3 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 #0 #OBJECTS #10100 first obj~ a newly created first obj~ Some god dropped a newly created first obj here.~ ~ 13 0 0 0 0 0 0 1 0 0 #10101 shard glass~ &WA Shard of Glass&D~ &WA shard of glass sits here almost camoflauged into the ground.&D~ ~ 69 0&16 1 0 0 0 0 1 0 0 #10102 Tyrant Trenchcoat~ &Y(&OArtifact&Y)&z Ty&rran&zt's &zTre&rnch&zcoat&D~ &rAn EXTREMELY valueable trenchcoat is folded up neatly here.&D~ ~ 9 0 1025 0 80 0 0 75000000 125000000 1 0 0 #10129 Turk's Insignia~ &YThe Turk's Insignia~ &RThe Turk's Insignia lays on the ground before you.~ ~ 9 0 257 0 25 30 0 10000000 125000000 1 20000 543 > wear_prog 100~ mea $n _whi You slip your arm into the ring and the insignia glows bright! ~ | #10200 last obj~ a newly created last obj~ Some god dropped a newly created last obj here.~ ~ 13 0 0 0 0 0 0 1 0 0 #0 #ROOMS #10100 &YThe Turk's Docking Bay~ >he smooth silver looking pad shows signs of an apparent battle. The trees and plant life around the pad look charred and dead. Small holes are all over the wall on closer inspection youd see they were from a fire arm. Tape that reads "police-do not cross" is strung all over the room, it looks like the tape leading towards the building has been cut. ~ 0 67108864 1 D0 ~ ~ 0 -1 10101 > speech_prog p transport me~ ~ | S #10101 &YPath Leading To The Turks HQ~ >he air come to a stop as you walk down the path. The walk way to the HQ is chipped and totally in ruin. Some fallen trees get in the way but you just climb right over them. The large tower stands tall in the sky as dark clouds circle around it, you get an odd feeling of discomfort. ~ 0 67108864 1 D0 ~ ~ 0 -1 10102 D2 ~ ~ 0 -1 10100 S #10102 &YPath Leading To The Turks HQ~ >he air come to a stop as you walk down the path. The walk way to the HQ is chipped and totally in ruin. Some fallen trees get in the way but you just climb right over them. The large tower stands tall in the sky as dark clouds circle around it, you get an odd feeling of discomfort. ~ 0 67108864 1 D0 ~ ~ 0 -1 10103 D2 ~ ~ 0 -1 10101 S #10103 &YPath Leading To The Turks HQ~ >he air come to a stop as you walk down the path. The walk way to the HQ is chipped and totally in ruin. Some fallen trees get in the way but you just climb right over them. The large tower stands tall in the sky as dark clouds circle around it, you get an odd feeling of discomfort. ~ 0 67108864 1 D0 ~ ~ 0 -1 10104 D2 ~ ~ 0 -1 10102 S #10104 &YPath Leading To The Turks HQ~ >he air come to a stop as you walk down the path. The walk way to the HQ is chipped and totally in ruin. Some fallen trees get in the way but you just climb right over them. The large tower stands tall in the sky as dark clouds circle around it, you get an odd feeling of discomfort. ~ 0 67108864 1 D0 ~ ~ 0 -1 10105 D2 ~ ~ 0 -1 10103 S #10105 &YLeading Into The HQ~ &GYou stand on the stone steps that lead up to the only one way into the HQ. You hear the fluttering of some birds off into the distance that leaves an eerie feeling to the place. The building has some wear to it, but it looks like it could never fall. The door leading to the hq has no handles, it even looks like it was just painted on. A small sign below the door might be able to help. ~ 0 67108864 1 D2 ~ ~ 0 -1 10104 D3 ~ ~ 2048 -1 10106 E sign~ &R**************************** * Owned by * * * * SsHINayRA * **************************** ~ > speech_prog p shinra~ mea $n _yel The ground under you opens and you fall in! mer $n _yel $n falls through the open ground mptransfer $n 10109 mpat $n mpforce $n look mpat $n mer $n _yel $n has arrived from above ~ | S #10106 Floating in a void~ ~ 0 67108865 1 D0 ~ ~ 0 -1 10107 D1 ~ ~ 0 -1 10105 S #10107 Floating in a void~ ~ 0 67108865 1 D2 ~ ~ 0 -1 10106 D4 ~ ~ 0 -1 10108 S #10108 Floating in a void~ ~ 0 67108865 1 D4 ~ ~ 0 -1 10108 D5 ~ ~ 0 -1 10107 S #10109 &YTurk's Lobby~ >he lobby is in total ruin, but from what a past raid? The lights over head flicker on and off. The bones, from the members of the past clan, crumble under your feet and turn into a fine powder dissolving into the air. Weapons and armor lay all over the ground, none look like they are worth the effort to get. Bloody foot prints lead you to the north. ~ 0 67108864 1 D0 ~ ~ 0 -1 10110 S #10110 &YTurk's Lobby~ >he lobby is in total ruin, but from what a past raid? The lights over head flicker on and off. The bones, from the members of the past clan, crumble under your feet and turn into a fine powder dissolving into the air. Weapons and armor lay all over the ground, none look like they are worth the effort to get. Bloody foot prints lead you to the north. ~ 0 67108864 1 D2 ~ ~ 0 -1 10109 D6 ~ ~ 0 -1 10113 D7 ~ ~ 0 -1 10111 S #10111 &YDestroyed Stairs~ >he stairs shake and feel as if they are going to collapse at any moment. You look up at the second floor of the building and find it in a better shape then the rest of the buildings. ~ 0 67108864 1 D6 ~ ~ 0 -1 10112 D8 ~ ~ 0 -1 10110 S #10112 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. To your north there is a door. ~ 0 67108864 1 D0 ~ ~ 1 -1 10130 D1 ~ ~ 0 -1 10114 D8 ~ ~ 0 -1 10113 D9 ~ ~ 0 -1 10111 S #10113 &YDestroyed Stairs~ >he stairs shake and feel as if they are going to collapse at any moment. You look up at the second floor of the building and find it in a better shape then the rest of the buildings. ~ 0 67108864 1 D7 ~ ~ 0 -1 10112 D9 ~ ~ 0 -1 10110 S #10114 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D1 ~ ~ 0 -1 10115 D3 ~ ~ 0 -1 10112 S #10115 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10119 D1 ~ ~ 0 -1 10116 D3 ~ ~ 0 -1 10114 S #10116 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D1 ~ ~ 0 -1 10117 D2 ~ ~ 0 -1 10118 D3 ~ ~ 0 -1 10115 S #10117 &YHealing Room~ >he tanks in the room still bubble, showing some hope that they may work! The control pannels light up and display some read outs to you, yes they do work. The pods are stand tall, but only big enough for one person. On the side of the pods it says "JENOVA". ~ 0 67125280 1 D3 ~ ~ 0 -1 10116 S #10118 &YTrap!~ &gHa! you fell for one of the clans old tricks...Before you realise what you did, you just hit the ground instead, maybe someone nice will aid you? ~ 0 67108864 1 D0 ~ ~ 0 -1 10116 > entry_prog 100~ Mprestore $n 100 Mpdamage $n 101 ~ | S #10119 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10120 D2 ~ ~ 0 -1 10115 S #10120 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10121 D2 ~ ~ 0 -1 10119 S #10121 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10122 D1 ~ ~ 0 -1 10123 D2 ~ ~ 0 -1 10120 S #10122 &YHolding Room~ &gThe Door behind you slams shut and you panic as you look around to find no way out! The walls are scratched from people stranded in here, someread "There is no escape" "HELP me...!". It doesnt look to good. A small sign reads "To leave say "Let me be". ~ 0 67108868 1 > speech_prog p let me be~ if rand(10) mea $n _whi You feel your body shift as you howl in pain! mea $n _whi You have been sparred! mer $n _whi $n has been sparred! mptrans $n 10121 mpat $n mpforce $n look else mea $n _red A laser beam shoots you right between the eyes! mer $n _red $n is shot with a laser beam between the eyes mpdamage $n 4 endif ~ | S #10123 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D1 ~ ~ 0 -1 10124 D3 ~ ~ 0 -1 10121 S #10124 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10125 D2 ~ ~ 0 -1 10126 D3 ~ ~ 0 -1 10123 S #10125 &YGravitron~ &GLights flicker on and off at your arrival. The out dated grav machine looks dead. The buttons are cracked and wires hang from above. The blood is still caked all over the floor and the smell of old decaying flesh fills the air. All of a suddenly you feel the gravity kick in for a brief second then die out. ~ 0 67117056&8 1 D2 ~ ~ 0 -1 10124 S #10126 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10124 D2 ~ ~ 0 -1 10127 S #10127 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10126 D2 ~ ~ 0 -1 10128 S #10128 &YTurk's Clan Hall~ &GYou stand in a white hall inside of The Turks HQ. The hall has been abandoned for quite a while. The Halls seem to have taken little to no damage and have been kept clean, by who though? Portraits of Important people from The Turks and Shinra are seen on the wall. ~ 0 67108864 1 D0 ~ ~ 0 -1 10127 D2 ~ ~ 2048 -1 10129 S #10129 &YTurk's Clan Shop~ &gWhats left of the clans old equipment can be found in here. The cases are smashed and have been looted. The small safe the shop keeper, keeps has been ripped from the wall. The shop keeper still stays loyal to the shop and has a few items on display. ~ 0 67108864 1 D0 ~ ~ 0 -1 10128 > speech_prog p to the office~ if isimmort($n) mea $n _yel You are transported to Sixteen's Office mer $n _yel $n is transported to Sixteen's Office mptrans $n 1206 mpat $n mpforce $n look mpat $n mer $n _yel $n has returned from the shop. else mea $n _red ***ACCESS DENIED*** endif ~ | S #10130 &YTransporter Room~ >he door creaks as you enter and you see a single pod there for exiting the building. Its a wonder the pod even works. Upon entry of the room the pod glows up and boots into "Safe Mode", guess it works after all. A voice comes over head "To return to the Dock say "Transport Me" and have a nice day". ~ 0 67108864 1 D2 ~ ~ 1 -1 10112 > speech_prog p transport me~ mea $n _red *ACCESS DENIED* mea $n _yel The ground under you opens and you fall in! mer $n _yel $n falls through the open ground mptransfer $n 10131 mpat $n mpforce $n look mpat $n mer $n _yel $n has arrived from above. ~ | S #10131 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10139 D2 ~ ~ 0 -1 10132 > entry_prog 100~ if mobcount(10131) == 0 mea $n &zYou hear something in the wall to the east of you. mea $n &zMabye it would be a good idea to get out of here. if rand(10) mea $n &zSSSSSMMMMMMMMMMMMMMMMMMMASSSSSSSSSHH! mea $n &rThe wall gets destroyed, smoke fills the air. You hear footsteps around you. mpmload 10103 mpat $n mpopenpassage 10131 10150 1 mpat x mpforce x say I will END you. mpat x mpforce x mpkill $n else endif endif ~ | S #10132 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10131 D1 ~ ~ 0 -1 10136 D6 ~ ~ 0 -1 10133 D7 ~ ~ 0 -1 10134 S #10133 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D9 ~ ~ 0 -1 10132 S #10134 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10135 D8 ~ ~ 0 -1 10132 S #10135 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D2 ~ ~ 0 -1 10134 S #10136 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D1 ~ ~ 0 -1 10137 D2 ~ ~ 0 -1 10145 D3 ~ ~ 0 -1 10132 S #10137 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10138 D2 ~ ~ 0 -1 10141 D3 ~ ~ 0 -1 10136 S #10138 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D1 ~ ~ 0 -1 10149 D2 ~ ~ 0 -1 10137 D7 ~ ~ 0 -1 10140 S #10139 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D1 ~ ~ 0 -1 10140 D2 ~ ~ 0 -1 10131 S #10140 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D3 ~ ~ 0 -1 10139 D8 ~ ~ 0 -1 10138 S #10141 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10137 D2 ~ ~ 0 -1 10144 D6 ~ ~ 0 -1 10142 S #10142 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D6 ~ ~ 0 -1 10143 D9 ~ ~ 0 -1 10141 S #10143 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D9 ~ ~ 0 -1 10142 S #10144 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10141 S #10145 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10136 D2 ~ ~ 0 -1 10146 D9 ~ ~ 0 -1 10147 S #10146 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10145 S #10147 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D2 ~ ~ 0 -1 10148 D6 ~ ~ 0 -1 10145 S #10148 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 67108864 1 D0 ~ ~ 0 -1 10147 D2 ~ ~ 0 -1 10100 > entry_prog 100~ if wasinroom($n) == 10147 mea $n _yel You see the light! endif ~ | S #10149 &YHQ Basement~ &gYou stand in a corridor of the hq basement. A green moss covers the walls and ground, making the basement even look alive! Halls shift around and wind endlessly. Small light bulbs over head swing back and forth with each foot step, making the shadows dance. The smell down here is horrible and almost makes you lose your lunch. It would be good to get out of here. ~ 0 83886080 1 D3 ~ ~ 0 -1 10138 > act_prog p finds some~ mpoload 10101 mpoload 10101 give shard $n give shard $n ~ | S #10150 &rA Destroyed Room&D~ ~ 0 1073741824 1 D3 ~ ~ 0 -1 10131 S #0 #RESETS M 1 10102 1 10102 M 1 10101 1 10105 M 1 10101 2 10110 B 1 10149 1073741827 16777216 M 1 10129 1 10129 G 1 10129 1 G 1 3216 1 S #SHOPS 10129 0 0 0 0 0 120 90 0 23 ; The Turk's Shopkeeper 0 #REPAIRS 0 #SPECIALS S #$