#AREADATA Name Museum of Antiquities~ Builders Fluffy Halodar~ VNUMs 9400 9499 Credits {5 15} Glory Antique Museum~ Security 9 Version 1 End #MOBILES #9400 sculpture female drow~ {ya female drow{x~ {yA sculpture of a female drow.{x ~ This drow has black skin and flowing white hair. She wields the imfamous snake-headed whip, and seems to glare at you, ready to strike. ~ unique~ ABQ Z -750 0 9 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 FI Q L HNS stand stand female 0 AHZ ACDEFHJKLOPQUVWXY medium flesh #9401 student~ a student~ A student is here, rubbing his chin in thought. ~ You see a student dressed in garments befitting the upper-class. He is absorbed in the displays, nodding his head every so often and rubbing his chin constantly. ~ unique~ AGH D 250 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFN 0 0 C stand stand male 0 ABGV ACDEFHJKQV medium 0 #9402 museum curator~ the museum curator~ The museum curator turns and smiles at you. ~ The curator is a human wide of girth with thinning brown hair. He appears to be a bit overworked, but takes the time to exchange pleasantries. ~ unique~ ABG DFH 2 0 15 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFN 0 0 0 sit stand male 50 AHMV ABCDEFGHIJK medium 0 #9403 museum guard~ a museum guard~ A museum guard is here, guarding the precious artifacts. ~ He looks similar to the city guard, except he has cheap-quality equipment. He is used to the artifacts around him, probably from the months he's been servicing as guard for this museum. ~ unique~ AGT 0 0 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium 0 #9404 museum cleaner~ a museum cleaner~ A museum cleaner is here, cleaning the room. ~ He seems intent on making the room as clean as it can be. He carries a wooden bucket with a variety of small brooms and scrubs. ~ unique~ ACGH 0 1 0 2 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium 0 #9405 girl~ a small girl~ A small girl is running about, making a lot of noise. ~ You see a small girl, probably no older than three summers. She is jumping around and screaming, making a lot of noise and commotion for no reason at all. ~ unique~ AGH 0 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFN 0 0 0 stand stand female 0 AHMV ABCDEFGHIJK medium 0 #9406 museum worker~ a museum worker~ A museum worker is here, upkeeping the rooms. ~ The worker is very busy. He carefully examines the walls, displays, sculptures, and artifacts, making sure all is well. ~ unique~ AGH 0 100 0 3 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNU 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium 0 #9407 museum visitor~ a museum visitor~ A museum visitor is here, looking at the displays. ~ She seems to be part of the upper-class. She reads, examines, and sometimes touches the displays, very engrossed in it. ~ unique~ ABH 0 150 0 3 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNU 0 0 0 stand stand female 3 AHMV ABCDEFGHIJK medium 0 #9408 sprite sculpture~ {ya sculpture of a sprite{x~ {yA sculpture of a sprite.{x ~ It's a tiny sculpture of a sprite. It's of exceptional detail, with life-like elvish features,and wings that have intricate designs. ~ unique~ ABR T 500 0 8 0 0d0+0 0d0+0 0d0+0 slash 0 0 0 0 FK 0 F 0 stand stand male 0 AHMV ABCDEFGHIJK tiny flesh #9409 sculpture succubus~ {ya sculpture of a succubus{x~ {yA sculpture of a succubus.{x ~ The sculpture has captured the image of a succubus well. Ruby-red full lips, an hour-glass body, curves in all the right places, and complete with the demon set of wings. ~ unique~ ABG T -900 0 10 0 0d0+0 0d0+0 0d0+0 pound 0 0 0 0 F 0 HLQ IN stand stand female 0 AHMV ABCDEFGHIJKUVW medium unknown #9410 incubus sculpture~ {ya sculpture of an incubus{x~ {yA sculpture of an incubus.{x ~ The incubus represents the epitomy of physical and sexual traits, desired and dreamed by all women. ~ unique~ ABGT 0 -900 0 10 0 0d0+0 0d0+0 0d0+0 pound 0 0 0 0 CF 0 HLQ IN stand stand male 0 AHMV ABCDEFGHIJKUVW medium unknown #9411 darvier~ {yA sculpture of a darvier{x~ {yA sculpture of a darvier.{x ~ The sculpture is almost a life-like model of the Darviers as they existed before. It stands about five feet in height, very muscular and bulky, and has a bulbous nose with the oversized head and hands. ~ unique~ AB 0 200 0 11 0 0d0+0 0d0+0 0d0+0 pound 0 0 0 0 0 0 LQ F stand stand male 0 AHMV ABCDEFGHIJK medium unknown #9412 trollein~ {ya sculpture of a trollein{x~ {yA sculpture of a trollein.{x ~ This trollein resembles a few features of the troll race, but it looks very beautiful and flawless in appearance. ~ unique~ ABG 0 700 0 12 0 0d0+0 0d0+0 0d0+0 pound 0 0 0 0 DFIK 0 BE HK stand stand female 0 ABHMV ABCDEFGHIJKUV large unknown #0 #OBJECTS #0 #ROOMS #9400 Museum of Antiquities~ The museum is bright and airy, the ceiling extending 16 feet above the floor. The floor and walls are of polished marble, and your footsteps echo loudly. ~ 0 8 0 D0 ~ ~ 0 0 9401 D1 ~ ~ 0 0 9407 D2 ~ ~ 0 0 9403 S #9401 Hall of Geology~ Rows of display cases line the walls. Within the blue velvet-lined cases are samples of beautiful moonrocks that have fallen from the red moon. The samples range in size, but all of them carry a reddish glow accentuated by the soft red lighting in the room. ~ 0 8 0 D0 ~ ~ 0 0 9402 D1 ~ ~ 0 0 9406 D2 ~ ~ 0 0 9400 D3 ~ ~ 0 0 3047 S #9402 Hall of Geology~ Suspended in the air are fiery rocks shed from the blue moon. They are surrounded by a magical force to prevent observers from touching them. Their intense heat would sear flesh from bone. ~ 0 8 0 D0 ~ ~ 0 0 9433 D1 ~ ~ 0 0 9405 D2 ~ ~ 0 0 9401 S #9403 Hall of Prehistory~ Before condemned to the inner caves, the Trolleins (or Trolls as they are now known) were a striking race, lithe in body and physically perfect. It is unknown how the Trolleins were cast into the dark confines of Alanthia, bound from exiting by magical sigils. They now exist today as malformed Trolls, offensive to behold. ~ 0 8 0 D0 ~ ~ 0 0 9400 D1 ~ ~ 0 0 9408 D2 ~ ~ 0 0 9404 S #9404 Hall of Prehistory~ The Darviers, distant cousins to the Dwarves, stood about 5 feet tall with the identifying bulbous noses and oversized heads and hands. They roamed freely across Alanthia, living as nomadic tribes of hunters and gatherers. One pivotal day, Dierdyn, leader of the Kardron tribe, discovered a brilliant red stone buried within a rocky crag. Word soon spread and all of the Darvier tribes began to relocate deeper into the Alanthian underground, mining the precious minerals. Over time, the race evolved into the Dwarves you see today. Beings of much smaller stature, but dense muscular build to allow for their mining professions. ~ 0 8 0 D0 ~ ~ 0 0 9403 D1 ~ ~ 0 0 9409 S #9405 Hall of Geology~ The room is dark with small bright lights aimed at the selection of moonrocks dropped from the white moon. The samples are roughly shaped with what appear to be sharp edges. They are sparkling white as if filled with hundreds of tiny diamonds. ~ 0 8 0 D1 ~ ~ 0 0 9410 D2 ~ ~ 0 0 9406 D3 ~ ~ 0 0 9402 S #9406 Hall of Geology~ A selection of crystals and gems inherent to the land are displayed here. Many thanks to the generous Dwarves, Darmik and Crathon, for making this possible. ~ 0 8 0 D0 ~ ~ 0 0 9405 D1 ~ ~ 0 0 9411 D2 ~ ~ 0 0 9407 D3 ~ ~ 0 0 9401 S #9407 Hall of Prehistory~ The Elven races have changed very little through the ages. They have honed their communion with the land, the adepts of the race learning to harness the gifts it offers. Though they have now divided themselves into factions, they exist together in peace with one notable exception, the Drow. The Drow embraced the darker influences of the land, taking the ugliness of it into their very souls. This darkness transformed their physical appearance and drove them into exile. ~ 0 8 0 D0 ~ ~ 0 0 9406 D1 ~ ~ 0 0 9412 D2 ~ ~ 0 0 9408 D3 ~ ~ 0 0 9400 S #9408 Hall of Prehistory~ It is not known when the fairy-folk first appeared in Alanthia. It is known, however, that they worship Cecilya. They are merry creatures with beauty, sharply contrasting with some of the destructive races in the world, such as drow. ~ 0 8 0 D0 ~ ~ 0 0 9407 D2 ~ ~ 0 0 9409 D3 ~ ~ 0 0 9403 S #9409 Hall of Prehistory~ There was created a race of creature powerful to behold. Immense wings sprouted from their shoulder blades, and their finely structured bodies gave them the strength to suppress all those that stood in their way. Demons. Evil incarnate. ~ 0 8 0 D0 ~ ~ 0 0 9408 D3 ~ ~ 0 0 9404 S #9410 Hall of Natural History~ A rare plant, the surduma, is displayed here, harvested from the Isle of Omichle. It is rumored that the Kesthai have found a powerful use for surduma. If this is true, they are retaining their knowledge as a closely held secret. ~ 0 8 0 E surduma~ The plant gives off a strong, pleasing aroma even through the display case. ~ D1 ~ ~ 0 0 9415 D2 ~ ~ 0 0 9411 D3 ~ ~ 0 0 9405 S #9411 Hall of Natural History~ The Isle of Omichle rests southwest of mainland Alanthia. Dre'Kesthai, home to the Kesthai, was discovered there in recent history. The Kesthai existed in relative seclusion for several centuries, worshipping their patron dragons. It is said they have been blessed with the spirit of the dragon living as servents to the powerful beings. A display shows the beautiful landscape of the island. ~ 0 8 0 D0 ~ ~ 0 0 9410 D1 ~ ~ 0 0 9416 D2 ~ ~ 0 0 9412 D3 ~ ~ 0 0 9406 S #9412 Hall of Oddities~ Objects which look like weaponry are displayed here, though you wouldn't have the slightest idea how to use them. One in particular stands out. Its handles are crossed and have several metal barbs lining them. Each handle ends in a leather sling. Was this a weapon, or a gaming tool? All that can be said with any certainty is the wielder must have had protective covering over their grip. A sign below the artifact indicates it was unearthed near Mahn-Tor. ~ 0 8 0 D0 ~ ~ 0 0 9411 D1 ~ ~ 0 0 9417 D2 ~ ~ 0 0 9413 D3 ~ ~ 0 0 9407 S #9413 Hall of Oddities~ Far above you is a glass skylight that allows the sunlight to stream in, warming the room. In the center of the room is a very large circular glass casing that stretches to the ceiling. Within the casing is the most beautiful bird you have ever seen. It is perched upon a white birch tree, its wings filled with the colors of the rainbow. A complex hypnotic tune issues forth from its throat. A sign on the casing indicates the bird was captured within the Holy Grove. ~ 0 8 0 D0 ~ ~ 0 0 9412 D2 ~ ~ 0 0 9414 S #9414 Hall of Oddities~ This display shows a recreation of the murky bogs found on the western mainland of Alanthia. Captured within the display is a tangible mist with bright twinkling lights. It darts about within the casing and you can't help but become mesmerized by the balls of light. A brass plaque below the display identifies this creature as the rare will o' wisp. ~ 0 8 0 D0 ~ ~ 0 0 9413 S #9415 Hall of Natural History~ Nestled among the northern plains, past the rocky foothills, is the city of Belua. Here reside the lycanthrops of the land. The city stretches wide across the plains and is most active at night. It is a very young city, constructed in recent history. Its residents are marauders of the land, living off instinct. Displayed here are sculptures of the first meeting of the Beluan Council consisting of the Wolven, Felis, and Ursus leaders. ~ 0 8 0 D1 ~ ~ 0 0 9420 D2 ~ ~ 0 0 9416 D3 ~ ~ 0 0 9410 S #9416 Hall of Natural History~ There came to be a city of ill-repute within Alanthia. It is unknown where it is located. The rulers of Alanthia hoped to limit their citizens' access to Xeryl in hopes of preserving their innocence. Temptation is an incredibly powerful force. Xeryl is never lacking for visitors. Imaged here is the raucous tavern of Xeryl with all of its heathen patrons. ~ 0 8 0 D0 ~ ~ 0 0 9415 D1 ~ ~ 0 0 9421 D2 ~ ~ 0 0 9417 D3 ~ ~ 0 0 9411 S #9417 Hall of Oddities~ A variety of oddly shaped herbs and roots are scattered along small tables in the room. There is a low humming sound around you. You realize it is emanating from the protective barriers surrounding each table. Much of the plants displayed here have powerful magical uses, a tempting opportunity for thieves. ~ 0 8 0 D0 ~ ~ 0 0 9416 D1 ~ ~ 0 0 9422 D2 ~ ~ 0 0 9418 D3 ~ ~ 0 0 9412 S #9418 Hall of Infamy~ A great chamber encases this portion of the Hall of Infamy. All around are mirrors and fragments of the same. Each glows with a luminescent aura. This resplendant display is breathtakingly beautiful and horrifying in the same instant. A glass sculpture on a silver pedestal is in the center of the mirrored chamber. The light reflecting off the mirrors illuminates the faceted glass, revealing the thousand eyes carved therin. The room is surprisingly cold for how bright it is, much like a winter's day with the sun reflecting intensely off the snow. ~ 0 8 0 E mirrors~ Each of the many mirrors glows with a different colored light, their auras melding into a common brightness. They are all-seeing and all-revealing. They represent the truest of judges, the reflection. ~ E glass eyes~ The carved glass sculpture is of a faceted orb, engraved into which are a thousand glass eyes. This is the visual representation of Sadiq, the Judge. It shines with the brightness and beauty of the stars in the heavens, and looks with an icy truth-seeking stare upon everyman's heart. ~ E silver pedestal~ The silver pedestal is simply, but solidly made. It is a single, flawless pillar of mirror-like silver. The only engravings are the name "Sadiq" and a single eye with a star where the pupil would be. ~ D0 ~ ~ 0 0 9417 D1 ~ ~ 0 0 9423 D2 ~ ~ 0 0 9419 S #9419 Hall of Infamy~ This portion of the hall is lined with stone. The stone is lifeless and dull, unlike the stones of the forest, and more like rocks in the desert. A fountain in the center of the room, also stone, gushes an endless stream of blood. Depictions of foul deeds and chaos are carved into the stone. Various pieces of weaponry and objects of torture decorate the fountain. ~ 0 8 0 E blood~ Blood spurts and gushes over this fountain as though from a great wound. Only Nikos himself knows whose blood fills his alter. The destruction of Nikos be upon those who dare to sip of this blood! ~ E fountain weapons torture~ This elaborate fountain is the sole object in the room. Crafted from volcanic stone, it almost resembles a volcano in the way it spews thick blood like lava, and spills it over its sides. Weapons and torture devices line the edges of the fountain, seemingly decoration, but also protection of the sacred blood. They glint with a morbid red light, and would be lethal to touch. ~ D0 ~ ~ 0 0 9418 D1 ~ ~ 0 0 9424 D2 ~ ~ 0 0 9425 S #9420 Hall of Natural History~ There existed upon this land a Titan city, the grandeur unmatched even to this day. It is not known what caused its demise other than tales of jealousy and deceipt amongst its leaders. Lorakai, a high standing ranger of Alanthia, stumbled upon the remains of this great city as he was travelling the River of Lost Souls. The event has been captured in time with this display. The original name of the city has been lost through the ages, though the tales have referred to Harash'nik and K'o'Ballah. Perhaps someday the truth will be discovered. Until that day, the ruined city has been dubbed the Spawning Pit. ~ 0 8 0 D2 ~ ~ 0 0 9421 D3 ~ ~ 0 0 9415 S #9421 Hall of Oddities~ Captured behind a thick glass display is a nest of Cendrids. These odd creatures make their home in Xeryl. They are about 4 feet long with bodies of hardshelled centipedes. Their heads are that of human infants, and their eyesockets are covered with patches of skin, rendering them blind. The glass panels are soundproof so that their cries do not disturb you. They rarely reach maturity as their food source, germia, is all but extinct from Alanthia. To the east, a bright comfortable room looks inviting. ~ 0 8 0 D0 ~ ~ 0 0 9420 D1 ~ ~ 0 0 9432 D2 ~ ~ 0 0 9422 D3 ~ ~ 0 0 9416 S #9422 Hall of Oddities~ This display contains a male and female reptite nesting in a corner. Their bodies are reptilian, and their eyes are a bright glowing green. What's left of this race can be found beneath the Mists of Dreams. This room is kept dim with soft blue and green balls of light donated by the Mage's Guild. ~ 0 8 0 D0 ~ ~ 0 0 9421 D2 ~ ~ 0 0 9423 D3 ~ ~ 0 0 9417 S #9423 Hall of Infamy~ You enter into a spherical silver chamber, much like being inside a bubble. The walls swirl around you in various shades of metallic grey. A prismatic pillar rises from floor to ceiling, revolving slowly and refracting rainbows onto the swirling silver walls. To gaze into the prism is to dream, and to leave this room is to wake up from a pleasant rest. ~ 0 8 0 E prismatic pillar~ A thick, faceted prism creates a pillar of lighted color reaching from the floor to the ceiling of the silver chamber. Gazing into the prism, you see swirling colors, and a name. The name is "Sahma, Goddess of Mystics and Creator of Dreams". ~ D0 ~ ~ 0 0 9422 D2 ~ ~ 0 0 9424 D3 ~ ~ 0 0 9418 S #9424 Hall of Infamy~ This part of the hall is a pond, perfectly circular with a circular island in the center. A small, delicately carved ivory footbridge creates a graceful arch to the island. The water is a perfect blue, and hundreds of small, fragrant candles dot the water with spots of brilliant light. The island contains one large, blue candle in a silver holder. Carved in a spiral on the silver candle-stand is a fine inscription that requires close examination to make out. ~ 0 8 0 E carvings~ Your gaze falls deeper into the shifting carvings, and your mind begins to wander. Dreams from your past come to your mind, the dreams which came to you in your earliest days. Your mind begins to drift away into darkness.. You awake on the floor, unaware of how much time has passed. A soft voice whispers into your ear "Thank you". ~ E design~ As you look closer, the design now appears to be a complete whole, a strange series of interlocking, lopsided cubes. The grooves in the stone are encrusted with a powdered crystal which gives off a pale green light. A small caption below the design reads: "The Tesseract, as seen in the Year of The Falling Dragon". ~ E silver candle-stand island inscription holder~ The silver candle-stand is smooth and polished, and engraved with fine lettering. It reads: Let the candle-light of CeleDi guide your thoughts, and let your thoughts guide your heart, and your heart guide your actions, so that you may impart the grace of CeleDi on those around you, and only then may you receive her grace yourself. ~ D0 ~ ~ 0 0 9423 D2 ~ ~ 0 0 9426 D3 ~ ~ 0 0 9419 S #9425 Hall of Infamy~ The smell of the sea-breeze wafts through the air, and sand scatters the ground here. Wavelets lap at the sand from a vast ocean, until all the sand is gone and the waters become still. Slowly, the waters recede, and a rocky mass emerges from the depths. As the water falls, the mountain rises, while shrubs, ice, and grass form on its surface. Before you, the mountain crumbles into boulders, the boulders into rocks, and gradually the rocks into sand. A dry wind scorches your eyes, and the water begins to return, with small wavelets lapping at the shore. ~ 0 8 0 D0 ~ ~ 0 0 9419 D1 ~ ~ 0 0 9426 D2 ~ ~ 0 0 9427 S #9426 Hall of Infamy~ Several trees surround this part of the hall, making a secluded clearing. The boughs hang overhead to make a dense, leafy ceiling, and soft grass lines the floor. Tucked into the corners at the base of the trees are a variety of fragrant herbs and mosses. Upon closer examination, one finds that they are beneficial herbs that may be used as medicine. The grass is soft and inviting, and the herbs' fragrance is rather intoxicating. ~ 0 0 0 D0 ~ ~ 0 0 9424 D2 ~ ~ 0 0 9428 D3 ~ ~ 0 0 9425 M 100 H 200 S #9427 Hall of Infamy~ This portion of the hall is a neat, organized library. Tall, beautifually carved wooden bookcases reach to the high ceiling. The floor is crafted of finely polished wooden panels, vered by an ornate rug woven of burgundy, blue, and silver threads into an intricate design. Some titles that you can make out are "Self-Defense for the Advanced student," "The Mind and Soul," and "How to Think." A glove of the world rests in the center of the room. Recognizable places may be found on it, such as Midgaard and New Thalos, as well as some less travelled areas, like the Marsh. However, the globe is faded, and it seems that it is not quite so complete. ~ 0 0 0 D0 ~ ~ 0 0 9425 D1 ~ ~ 0 0 9428 D2 ~ ~ 0 0 9429 S #9428 Hall of Infamy~ The intoxicating aroma of fermenting grapes and other fruit arrests your senses the second you enter the room. A mural on the wall depicts townspeople partaking in various sorts of merriment and revelry. A winepress adorns the center of the room. A small table next to the press holds a vintage bottle of wine and an empty glass. ~ 0 0 0 E table small~ This wooden table, shockingly, has been carved with the image of a voluptuous young woman holding a tray which then serves as a table. She is clad with a smile and a wink, and nothing more. Rudah would approve. ~ D0 ~ ~ 0 0 9426 D2 ~ ~ 0 0 9430 D3 ~ ~ 0 0 9427 S #9429 Hall of Infamy~ One entire wall is taken up by a gigantic furnace with numerous glowing, fiery embers inside, making the room incredibly hot. A solid iron anvil shoots out of the floor in the middle of the room. Weapons hang on the other wall of all types, and gleaming in the firelight. ~ 0 0 0 D0 ~ ~ 0 0 9427 D1 ~ ~ 0 0 9430 S #9430 Hall of Infamy~ This dark corner of the hall resembles a mage's laboratory. Books of spells are strewn about, as well as some wands, various stones, potions, and some other things of importance to a mage. This room is a monument to deities of Alanthia, none in particular. ~ 0 0 0 E alter~ This alter is a well-worked thing of beauty. The top is stone, but the base is wood. Carved into the base are the symbols of all the gods and goddesses of Alanthia. Embedded in a pattern near the floor are a prism, a vial of blood, and a blue candle. More candles are hung on the wall in golden sconces, lighting the shrine to the gods. ~ D0 ~ ~ 0 0 9428 D3 ~ ~ 0 0 9429 S #9432 The Library~ Towering bookshelves reach toward the high, faceted ceiling. Light filters through the crystalline structure and envelops the room in dazzling light. Nestled into the polished maple shelves are an assortment of books. These books contain all the information about the varied clans of Alanthia. Situated in the middle of the room is a small indentation in the floor, containing a circular couch around its periphery. The couch surrounds a small, round table above which floats a gentle blue-green sphere of light. ~ 0 1036 0 D3 ~ ~ 0 0 9421 S #9433 Chambers of Meditation~ Stained mohogany rises high on every side up to the cathedral ceilings that cap the graceful arched walls of these chambers. An enormous bench sits in the middle of the room, with a set of chairs of various sizes in front of it, laid out in a small semi-circle. The rich furnishings are further offset by a trio of tapestries depicting the history of the land on the wall behind the bench. ~ 0 12 0 D2 ~ ~ 0 0 9402 S #0 #SPECIALS M 9400 spec_cast_cleric M 9408 spec_cast_mage S #RESETS M 0 9405 7 9401 1 M 0 9401 5 9402 1 M 0 9402 1 9403 1 M 0 9412 1 9403 1 M 0 9411 1 9404 1 M 0 9405 7 9404 1 M 0 9403 7 9406 1 M 0 9400 1 9407 1 M 0 9408 1 9408 1 M 0 9405 7 9408 1 M 0 9401 5 9408 1 M 0 9405 7 9409 1 M 0 9407 3 9410 1 M 0 9404 4 9410 2 M 0 9403 7 9410 1 M 0 9407 3 9411 1 M 0 9401 5 9411 1 M 0 9404 4 9413 2 M 0 9403 7 9414 1 M 0 9405 7 9415 1 M 0 9406 8 9415 1 M 0 9409 1 9416 1 M 0 9410 1 9416 1 M 0 9406 8 9416 1 M 0 9406 8 9417 1 M 0 9406 8 9418 1 M 0 9401 5 9418 1 M 0 9406 8 9419 1 M 0 9406 8 9420 1 M 0 9407 3 9420 1 M 0 9405 7 9421 1 M 0 9403 7 9421 1 M 0 9401 5 9422 1 M 0 9403 7 9422 1 M 0 9406 8 9423 1 M 0 9403 7 9423 1 M 0 9403 7 9424 1 M 0 9406 8 9424 1 M 0 9405 7 9424 1 S #SHOPS 0 #$