#27700 A Dimly Lit Path~ This dark path winds through a deep, black forest, tree branches waving silently in the mild air. Ahead the lights and sounds of a peaceful village can be heard faintly, smells of farm animals and cooking food wafting on the breeze. ~ 277 0 0 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 27701 E credits info~ #SHOPS (in merc format) QQ13 17 0 0 0 0 150 50 0 23 innkeeper QQ18 13 5 15 1 17 150 50 0 23 shopkeeper QQ19 13 5 15 1 17 150 50 0 23 grocer QQ20 9 5 0 0 0 150 50 0 23 blacksmith QQ30 17 0 0 0 0 150 50 0 23 innkeeper 0 #SPECIALS (in merc format) M QQ00 spec_cast_mage Wizard M QQ01 spec_poison keeper M QQ10 spec_guard shiriff M QQ11 spec_guard shiriff M QQ12 spec_guard Thain M QQ16 spec_cast_mage elf M QQ17 spec_cast_mage dwarf M QQ21 spec_guard battlemaster M QQ22 spec_thief youth M QQ32 spec_guard shiriff S This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku. Links 50u ~ S #27701 A Dimly Lit Path~ This little winding path is not lit very well, dim shadows looming from the deep, dark forest all around. The bustling sounds of people and the workings of a little village can be heard coming from the north, the light shining brighter from that direction. ~ 277 0 0 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 27702 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 27700 S #27702 A Dimly Lit Path~ The forest seems fairly sparse here, growing denser to the south and less so to the north. Waving shadows dance across the ongoing path, growing less and less noticeable as the radiating light from the northern village increases. ~ 277 0 0 0 0 3 D0 The dimly lit path leads to a village. ~ ~ 0 -1 27703 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 27701 S #27703 Entrance to the Shire~ The green Shire looms ahead, little halflings scurrying here and there amongst peaceful animals and gently waving crops. Lush grasses thrive here, wisps of smoke unfurling from the tiny embedded chimneys in the hillsides. Bywater road can be seen travelling from east to west. ~ 277 0 0 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 27704 D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 27702 D3 To the west runs Bywater Road. ~ ~ 0 -1 27718 S #27704 Bywater Road~ This road continues on to the east, the busiest street in all of Shiredom, well evidenced by the worn surface, smoothed by the constant travels of hobbit feet. Much of the lush, flourishing Shire stretches to the west, and a little general store stands to the north. ~ 277 0 0 0 0 1 D0 The general store lies to the north. ~ ~ 0 -1 27705 D1 To the east runs Bywater Road. ~ ~ 0 -1 27706 D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 27703 S #27705 The General Store~ This is the general store of the Shire, the many wooden shelves stacked full with various items of usefulness and other goodies. The smell of pipeweed lingers warmly in the air, along with miscellaneous spices from some nearby cooking. The only exit is to the south. ~ 277 d 0 0 0 0 D2 The only exit lies to the south. ~ ~ 0 -1 27704 S #27706 Bywater Road~ Bywater Road continues peacefully on to both the east and west, murmuring sounds of Shire life breaking the quietness. A few wooden steps lead to the north and a little blacksmith's shop there, while to the south lies a pleasant looking nursery. ~ 277 0 0 0 0 1 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 27707 D1 To the east runs Bywater Road. ~ ~ 0 -1 27709 D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 27708 D3 To the west runs Bywater Road. ~ ~ 0 -1 27704 S #27707 The House of Arms~ Here is the finest weapons and armour shop in all of Shiredom, many fine daggers and other blades displayed proudly along the walls and within various cabinets. A few humble pieces of armour can be seen, most in fine shape although they look rarely used. ~ 277 d 0 0 0 0 D2 The only exit lies to the south. ~ ~ 0 -1 27706 S #27708 Kid'n Keep~ This one-stop nursery appears to be a convienient place for Shire parents to leave their children in safekeeping. The sounds of children's giggling fills the air while the nursemaids can be heard sighing in exasperation. Little wooden toys scattered across the floor where little feet have kicked them in their haste to run around and play. ~ 277 d 0 0 0 0 D0 The only exit lies to the north. ~ ~ 0 -1 27706 S #27709 A Bend in the Road~ Bywater Road curves around from the west to the south, tall crops and various orchard trees filling the air with the scent of plant life, as well as the buzzing of various bees about their work. A large, imposing building lies to the east and a homey looking Inn stands further to the south. ~ 277 0 0 0 0 1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 27710 D2 To the south runs Bywater Road. ~ ~ 0 -1 27712 D3 To the west runs Bywater Road. ~ ~ 0 -1 27706 S #27710 Shiriff Post of the Eastern Shire~ This formally furnished building is the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. Rich, warm hues of polished wood make the place seem welcoming, despite its stern purpose of keeping the local law in place. A door offers passage to the east. ~ 277 d 0 0 0 0 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 27711 D3 To the west you can see Bywater Road. ~ ~ 0 -1 27709 S #27711 Thain's Office~ This is the office of the Thain, the police protectorate of the great Shire. Brightly lit, and well built from the finest rich woods, this building has an air of importance and respect not common to hobbit dwellings. An open window allows fresh green-scented air to flow in, a door to the west leading the way to the Shiriff Post. ~ 277 d 0 0 0 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 27710 S #27712 Bywater Road~ Bywater Road runs from north to south, little dust clouds kicking up as the air wafts lazily about, carrying golden scents of honeysuckle and luscious ripe fruits. Bright pollen sparkles here and there like tiny fireflies dancing in the breeze. The sounds of an instructor's monotone voice can be heard faintly, perhaps from the grounds to the east. ~ 277 0 0 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 27709 D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 27717 D2 To the south runs Bywater Road. ~ ~ 0 -1 27713 S #27713 Bywater Road~ Stretching lazily to the north, Bywater Road continues on, offering easy passage through much of Shiredom. Strong smells of baking and frying mushrooms permeate the air from the residences to the east and west. To the south, the Ivy Bush inn stands, much fabled for its hospitality and services. ~ 277 0 0 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 27712 D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 27715 D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 27716 D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 27714 S #27714 A Smial~ This humble smial is basically a hole in the ground which serves as the proper dwelling place for halflings. Little round windows allow a view of the green Shirelands outside, the curving walls and gentle colours making this home a very restful place to be in. ~ 277 d 0 0 0 0 D1 The only exit lies to the east. ~ ~ 0 -1 27713 S #27715 A Smial~ This little round hobbit dwelling is warm and cozy, welcoming colours and comfortably padded wooden furniture making it a most hospitable place. Gentle heat wafts from a flickering fireplace, the smells of some savoury stew filling the room deliciously. ~ 277 d 0 0 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 27713 S #27716 The Ivy Bush~ This is the much loved Ivy Bush, one of the most famous inns in all of Shiredom. Local folk and seasoned travelers alike fill the confines of the room with gay and lively talk. Hearty laughter echoes off the rounded walls, and the high notes of inebriated hobbits singing from time to time. ~ 277 d 0 0 0 0 D0 The only exit lies to the north. ~ ~ 0 -1 27713 S #27717 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 277 0 0 0 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 27712 S #27718 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 277 0 0 0 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 27703 D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 27719 D3 To the west runs Bywater Road. ~ ~ 0 -1 27720 S #27719 Shiriff Post of the Bridge~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 277 d 0 0 0 0 D0 The only exit is to the north. ~ ~ 0 -1 27718 S #27720 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 277 0 0 0 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 27731 D1 To the east runs Bywater Road. ~ ~ 0 -1 27718 D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 27721 D3 To the west runs Bywater Road. ~ ~ 0 -1 27722 S #27721 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 277 d 0 0 0 0 D0 The only exit is to the north. ~ ~ 0 -1 27720 S #27722 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 277 0 0 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 27720 D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 27723 D3 A small hill to the west blocks your view. ~ ~ 0 -1 27726 S #27723 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 277 0 0 0 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 27722 D2 A watermill meets your gaze. ~ ~ 0 -1 27724 S #27724 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and to toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 277 d 0 0 0 0 D0 You see the entrance. ~ ~ 0 -1 27723 D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 27725 S #27725 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 277 d 0 0 0 0 D0 A watermill meets your gaze. ~ ~ 0 -1 27724 D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 27746 S #27726 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Midgaard to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows by lazily nearby. ~ 277 0 0 0 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 27722 D3 You see a grassy field to the west. ~ ~ 0 -1 27728 S #27727 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. ~ 277 0 0 0 0 2 D2 You see a grassy field. ~ ~ 0 -1 27728 S #27728 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 277 0 0 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 27727 D1 A small hill to the east blocks your view. ~ ~ 0 -1 27726 D2 You see a grassy field. ~ ~ 0 -1 27729 D3 You see a grassy field. ~ ~ 0 -1 27730 S #27729 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 277 0 0 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 27728 S #27730 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 277 0 0 0 0 2 D1 You see a grassy field. ~ ~ 0 -1 27728 S #27731 Brandywine Bridge~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 277 0 0 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 27732 D2 To the south runs Bywater Road. ~ ~ 0 -1 27720 S #27732 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 277 0 0 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 27733 D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 27744 D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 27731 S #27733 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 277 0 0 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 27734 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 27745 D2 You see Delving Lane. ~ ~ 0 -1 27732 D3 You see a grassy field. ~ ~ 0 -1 27738 S #27734 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 277 0 0 0 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 27735 D2 You see Delving Lane. ~ ~ 0 -1 27733 S #27735 Bag End~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 277 d 0 0 0 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 27737 D2 You see Delving Lane. ~ ~ 0 -1 27734 D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 27736 S #27736 Bedroom~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 277 d 0 0 0 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 27735 S #27737 Pantry~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 277 d 0 0 0 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 27735 D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 27756 S #27738 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 277 0 0 0 0 2 D0 You see a large barn. ~ ~ 0 -1 27742 D1 You see Delving Lane. ~ ~ 0 -1 27733 D2 A rather large pig pen is to the south. ~ ~ 0 -1 27739 S #27739 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 277 0 0 0 0 1 D0 You see a grassy field. ~ ~ 0 -1 27738 D3 A small path winds its way eastward. ~ ~ 0 -1 27740 S #27740 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 277 0 0 0 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 27741 D1 A rather large pig pen is to the east. ~ ~ 0 -1 27739 S #27741 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 277 d 0 0 0 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 27740 S #27742 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 277 d 0 0 0 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 27743 D2 You see a grassy field. ~ ~ 0 -1 27738 S #27743 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 277 d 0 0 0 0 D2 You see a large barn. ~ ~ 0 -1 27742 S #27744 The Green Dragon~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 277 d 0 0 0 0 D3 You see Delving Lane. ~ ~ 0 -1 27732 D4 You see the reception. ~ ~ 0 -1 27757 S #27745 Shiriff Post of Delving Lane~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 277 d 0 0 0 0 D3 You see Delving Lane. ~ ~ 0 -1 27733 S #27746 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 277 ad 0 0 0 0 D1 You see a dark tunnel. ~ ~ 0 -1 27747 D4 You see a portal which leads to a small room. ~ ~ 0 -1 27725 S #27747 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 277 ad 0 0 0 0 D1 You see a dark tunnel. ~ ~ 0 -1 27748 D3 You see a dark tunnel. ~ ~ 0 -1 27746 S #27748 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 277 ad 0 0 0 0 D1 You see a dark tunnel. ~ ~ 0 -1 27749 D3 You see a dark tunnel. ~ ~ 0 -1 27747 S #27749 A three way intersection~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 277 ad 0 0 0 0 D0 You see a dark tunnel. ~ ~ 0 -1 27751 D1 You see a dark tunnel. ~ ~ 0 -1 27750 D3 You see a dark tunnel. ~ ~ 0 -1 27748 S #27750 End of a dark tunnel~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. ~ 277 ad 0 0 0 0 D3 You see a dark tunnel. ~ ~ 0 -1 27749 S #27751 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 277 ad 0 0 0 0 D0 You see a dark tunnel. ~ ~ 0 -1 27752 D1 You see a halfling hole. ~ ~ 0 -1 27754 D2 You see a dark tunnel. ~ ~ 0 -1 27749 D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 27753 S #27752 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 277 ad 0 0 0 0 D0 You see a dark tunnel. ~ ~ 0 -1 27756 D2 You see a dark tunnel. ~ ~ 0 -1 27751 D3 You see a halfling hole. ~ ~ 0 -1 27755 S #27753 Shiriff Post of the Lower Shire~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 277 ad 0 0 0 0 D1 You see a dark tunnel. ~ ~ 0 -1 27751 S #27754 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 277 ad 0 0 0 0 D3 You see a dark tunnel. ~ ~ 0 -1 27751 S #27755 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 277 ad 0 0 0 0 D1 You see a dark tunnel. ~ ~ 0 -1 27752 S #27756 End of a dark tunnel~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 277 ad 0 0 0 0 D2 You see a dark tunnel. ~ ~ 0 -1 27752 D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 27737 S #27757 The Inn of the Green Dragon~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 277 de 0 0 0 0 D5 ~ ~ 0 -1 27744 S $~