alanthia/area/
alanthia/gods/
alanthia/player/
#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.  
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D0
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0 0 9401
D1
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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.  
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0 8 0
D0
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0 0 9402
D1
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0 0 9406
D2
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0 0 9400
D3
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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
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~
0 0 9433
D1
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~
0 0 9405
D2
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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
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~
0 0 9400
D1
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0 0 9408
D2
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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
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~
0 0 9403
D1
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~
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
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~
0 0 9410
D2
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~
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
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~
0 0 9411
D2
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0 0 9407
D3
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~
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
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0 0 9406
D1
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0 0 9412
D2
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0 0 9408
D3
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~
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
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~
0 0 9409
D3
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~
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
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~
0 0 9415
D2
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0 0 9411
D3
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~
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
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0 0 9410
D1
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~
0 0 9416
D2
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0 0 9412
D3
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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
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0 0 9411
D1
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0 0 9417
D2
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0 0 9413
D3
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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
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~
0 0 9416
D3
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~
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
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~
0 0 9415
D1
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~
0 0 9421
D2
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0 0 9417
D3
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~
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
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~
0 0 9422
D2
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0 0 9418
D3
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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
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~
0 0 9423
D2
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~
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
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~
0 0 9424
D2
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~
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
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~
0 0 9420
D1
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0 0 9432
D2
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0 0 9422
D3
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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
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~
0 0 9421
D2
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~
0 0 9423
D3
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~
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
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~
0 0 9424
D3
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~
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
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~
0 0 9426
D3
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~
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
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~
0 0 9419
D1
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0 0 9426
D2
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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
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0 0 9424
D2
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0 0 9428
D3
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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
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0 0 9425
D1
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0 0 9428
D2
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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
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~
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
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M 0 9406 8 9424 1
M 0 9405 7 9424 1
S



#SHOPS
0



#$