6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#AREA        Dakar City~



#VERSION     11
#AUTHOR      Vladaar~
#DERIVATIVES ~
#COLOR       2
#HTOWN       ~
#DESC        ~

#RANGES
0 100 0 100
$

#SPELLLIMIT 0
#WEATHERCELL 0 0

#RESETMSG &cA horn sounds to call the changing of the guard.~

#FLAGS
49664

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 31250011 0 999999490 999999539 -1

#CLANNAME none~

#INFLUENCE 0

#MOBILES
#11200
yochlol priestess healer Sktael~
Priestess Sktael~
A yochlol priestess is performing her duties here.
~
A molten blob of wax wearing black robes with glaring red eyes looks at you.  ~
1
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+-25536 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if quest(dakar) == 3
  mppause 2
  mpechoat $n &CPriestess Sktael, 'What Sergeant Durgas is showing mercy?  Excellent
  mpechoat $n &Cjob.  Had this not been a hoax to test you for citizenship, we would
  mpechoat $n &Chave executed Sergeant Durgas.  The fool can play a role when his life
  mpechoat $n &Cdepends on it.  You have passed the citizenship test.  
  mppause 20
  mpcity $n 'Dakar City'
  mppause 20
  mpat 4 look
  mppause 10
  mpechoat $n &CPriestess Sktael says, 'Excellent another Dakar Citizen!
  mpechoat $n &CThere are some things you should know about being a citizen...
  mpechoat $n &CFirst off ALL citizens have the responsibility to defend their city
  mpechoat $n &Cduring sieges.  There are great rewards for defending your city.  The
  mpechoat $n &Cfirst thing you should do is head outside the north gate of Dakar.
  mpechoat $n &Clocate the enemies catapults, ballista, ram, and platforms.  SABOTAGE
  mpechoat $n &Cthem.  This will weaken the enemies siege attempt!'
  mppause 20
  mpat 4 look
  mppause 20
  mpechoat $n &Chint&c: Type &WHELP SABOTAGE&c and &WHELP SIEGE&c to learn more.
  mppause 8
  mpechoat $n &CPriestess Sktael says, 'That said, it is important to LAYSIEGE on the
  mpechoat $n &Cenemies cities.  It is known to us that every city has a sewer system.
  mpechoat $n &CIf you find the secret entrance to the city you can sneak into the
  mpechoat $n &Cafter you laysiege and sabotage their defenses.'
  mppause 10
  mpat 4 look
  mppause 20
  mpechoat $n &Chint&c: Type &WHELP LAYSIEGE&c to learn more.
  mpat 4 look
  mppause 10
  mpat 4 look
  mppause 20
  mpquest $n dakar 7
endif
if quest(dakarsalamanders) == 11
  mpechoat $n &CPriestess Sktael says, ' Hail, and well met!'&D
  mppause 2
  mpechoat $n &CPriestess Sktael says, ' Thanks for doing that for me, and here, for your troubles.'&D
  mpmset self bronze 100
  give 100 bronze $n
  mpquest $n dakarsalamanders 12
endif
if istagged($n, heal) 
  break
else
  c 'cure light' $n
  mptag timer 10 $n heal
  mppause 20
  c 'cure light' $n
endif
~
> speech_prog yes~
if quest(dakarsalamanders) < 1
  mppause 2
  mpechoat $n &CPriestess Sktael says, 'Oh good, well, you see...'&D
  mppause 3
  sigh
  mppause 10
  mpechoat $n &CPriestess Sktael says, ' There are some red spotted salamanders in the Kirwood Swamp&D
  mpechoat $n &Cto the north of the city, and they annoy me.  For no other reason than they just do,&D
  mpechoat $n &Cplease go kill ten of them and report back to me. Yeah, it's pointless, but you're&D
  mpechoat $n &Cgetting paid so don't complain.'&D
  mppause 10
  mpechoat $n &cPriestess Sktail waves at you to go away.&D
  mppause 1
  mpquest $n dakarsalamanders 1
endif
~
|
#11201
horse~
a riding horse~
A riding horse is standing here.
~
The horse appears to be slightly suffering from lack of nutrition, but
is a sturdy beast for riding.
~
1
Clanname none~
0
0
262401 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11202
orc animal trainer gyakas petshop~
Gyakas, the animal trainer~
A thickly muscled orc animal trainer is standing here.
~
The orc has a green sheen to his skin complexion.  He wears leather pants
with high boots and no shirt.
~
11
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if level($n) >= 80
  if quest(jellyfish) < 1
    if quest(sandlizards) > 2
      mpechoat $n &CGyakas says, 'Oh you must be $n.'&D
      mppause 2
      mpechoat $n &cGyakas looks you up and down.&D
      mppause 2
      mpechoat $n &CGyakas says, 'I suppose you'll do.  I figured Annaliea would send someone more...oh well never mind, if you wanna hear my task just say yes.'&D
      mpechoat $n &cType &WSAY YES&c to accept this task.&D
    endif
  endif
endif
if quest(jellyfish) == 2
  mpechoat $n &CGyakas says, 'Good enough I guess...here.'&D
  mpwithdraw 1000 gold
  give 1000 gold $n
  mpquest $n jellyfish 3
  mppause 2
  mpechoat $n &CGyakas says, 'Oh yea, that lady from Paleon sent message, she'd like to see you again, Marlana.'&D
endif
~
> speech_prog p yes~
if level($n) >= 80
  if quest(sandlizards) == 3
    if quest(jellyfish) < 1
      mppause 2
      mpecohat $n &CGyakas says, 'Lemme think, yes I know what I'll have you do.'&D
      chuckle
      mppause 4
      mpechoat $n &CGyakas says, 'Ok, same place as you've been going, just kill ten jelly fish and report back to me ok? Sounds simple enough eh, go for it.'&D
      mpquest $n jellyfish 1
    endif
  endif
endif
~
|
#11203
lesser Imp Zarakai~
Lesser Imp Zarakai~
A hideously shaped Imp is flying about here.
~
&ONo more than two feet tall, this small, winged demon hovers here, his 
barbed tail whipping back and forward menacingly. Despite his small size, 
he seems to exude an aura of pure malevolence. Wearing a feral grin, he 
darts back and forward, his small wings flapping furiously.&d 
~
0
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
16 3 0 0 1 1 0
0 0 0 0 0 0 0 0
#11204
Dralak dark elf warlock magical~
Warlock Dralak~
A dark elf warlock is displaying his wares here.
~
The dark elf has a black robe on over the top of some elven chain mail.
~
13
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11205
ogre weaponsmith weapons weapon Daktar~
Daktar, the weaponsmith~
An ogre weaponsmith is displaying his wares here.
~
The massive ogre is wearing tanned trousers with no shirt on.  A massive
war hammer hangs from his belt.
~
2
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
5 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11206
goblin blacksmith repairs repair Takarz~
Takarz, the blacksmith~
A goblin blacksmith is repairing armor here.
~
The goblin has grayish skin, and long black hair.
~
13
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11207
orc armorsmith armorer Rautal~
Armorsmith Rautal~
A orc armor smith is displaying his wares here.
~
The orc has on black leather to protect him while working on the forge.
~
11
Clanname none~
0
0
1073872899 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11208
drow archery dealer~
an archery dealer~
A drow archery dealer is displaying his wares here.
~
The drow has on forestry colored clothing, and a long knife on his hip.
~
13
Clanname none~
0
0
1073872899 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 3 0 0 1 1 0
0 0 0 0 0 0 0 0
#11209
goblin banker bank grindatck~
Grindatck, the banker~
A goblin banker is counting money here.
~
The short and stout goblin is wearing a lavish gold and red robe.
~
13
Clanname none~
0
0
131075&262144 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 3 0 0 1 1 0
0 0 0 0 0 0 0 0
#11210
orc supplies supply trader~
An Orc Supply Trader~
An orc supply trader is displaying his wares here.
~
The orc is massive in size and has loose fitting leather clothing.
~
11
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 3 0 0 1 1 0
0 0 0 0 0 0 0 0
#11211
goblin pawn dealer warz~
pawn dealer Warz~
A goblin pawn shop dealer awaits your business here.
~
The goblin has a crafty look about him.  He is wearing a blue robe, and
has several crates of goods behind him.
~
13
Clanname none~
0
0
67239943 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
mppause 3
mpmset self gold 5000
mpmset self silver 5000
mpmset self copper 5000
mpmset self bronze 5000
if quest(warz) == 2
mpechoat $n &CPawn Dealer Warz says, 'Did you kill the frogman shaman?  Give me the corpse if so.'&D
endif
if quest(warz) == 4
mpechoat $n &CPawn Dealer Warz says, 'Did you kill the ogre guard? Give me the corpse if so.'&D
smile $n
endif
if quest(warz) == 6
mpechoat $n &CPawn Dealer Warz says, 'Did you kill the dwarven miner?  Give me the corpse if so.'&D
endif
if quest(warz) == 8
mpechoat $n &CPawn Dealer Warz says, 'Did you kill Lord Naker? Give me the corpse if so.'&D
endif
if quest(warz) == 9
mpechoat $n &CPawn Dealer Warz says, 'Here to Barter?  I am open for business.'&D
endif
if quest(warz) == 0
mpechoat $n &CPawn Dealer Warz says, 'Here to Barter?  I can't barter today, I have some debtors that have to dealt with unless 
mpechoat $n &Cyou want to deal with them for me.  I'd reward you for your time.'
mpechoat $n &cType &WSAY REWARD&c if you're interested.&D
endif
~
> speech_prog reward~
if quest(warz) == 0
mppause 3
cackle
mppause 2
mpechoat $n &CPawn Dealer Warz says, 'Very well the first one that needs to be dealt with the frogman shaman.  He is located
mpechoat $n &Cin Kirwood Forest and has not paid me my money.  Kill him and bring his corpse back to me!'
mpquest $n warz 1
endif
~
> act_prog p gives you the corpse of a frogman shaman.~
if quest(warz) == 2
  mpechoat $n &CPawn Dealer Warz says, 'That's one down.  Here take this as a reward.'
  mpoload 11223
  get roots
  give roots $n
  mpquest $n warz 3
endif
~
> act_prog p gives you the corpse of a ogre guard.~
if quest(warz) == 4
  mpechoat $n &CPawn Dealer Warz says, 'That's two down.  Here take this as a reward.'
  mpoload 11221
  get wand
  give wand $n
mpquest $n warz 5
endif
~
> act_prog p gives you the corpse of a dwarven miner.~
if quest(warz) == 6
  mpechoat $n &CPawn Dealer Warz says, 'That's three down.  Here take this as a reward.'
  mpoload 11226
  get war
  give war $n
mpquest $n warz 7
endif
~
> act_prog p gives you the corpse of Lord Naker.~
if quest(warz) == 8
  mpechoat $n &CPawn Dealer Warz says, 'That's the last one.  Here take this as a reward.'
  mpoload 11224
  get potion
  give potion $n
mpquest $n warz 9
endif
~
|
#11212
Blademaster teacher blade master Jardal~
Blademaster Jardal~
A muscular drow in elven chain mail is standing here.
~
The drow moves with grace of a cat, and has steel in his eyes.
~
13
Clanname none~
0
0
131075&512 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(dakar) == 1
  mptrans $n 11333
  mpat $n mpforce $n look
  mpat $n mpechoat $n &CBlade Master Jardal says, 'The enemy is weak! Do not ever show
  mpat $n mpechoat $n &Cthem mercy.  Kill the elf that our Throng has beaten half to death.' &D
  mppause 10
  mpat $n mpechoat $n &cBlade Master Jardal pulls a lever opening the cage, and a half
  mpat $n mpechoat $n &cbloodied elf crawls into the holding area.&D
  mpat $n mpmload 11238
endif
if quest(militia) == 4
  mppause 4
  laugh $n
  mppause 8
  mpechoat $n &CBlademaster Jardal says, 'Sergeant Durgas must not like you at all,&D
  mpechoat $n &Cthe pit is usually for more experienced soldiers.  However, it is&D
  mpechoat $n &Cmy pleasure to watch!'&D
  mppause 12
  mpechoat $n &cBlademaster Jardal reaches up and pulls a weighted chain.&D
  mppause 6
  mpechoat $n &cThe floor under you suddenly falls away!&D
  mpechoat $n &cOuch that hurt!&D
  mpdamage $n 1
  mptrans $n 11296
  mpat $n mpforce $n look
  mppause 6
  mpat 11296 mpechoat $n &CBlademaster Jardal shouts, 'Release the challenger!'&D
  mppause 6
  mpat $n mpquest $n militia 5
  mpat $n mpgenmob $n
  mppause 20
  mpat 4 look
  mppause 20
  mpat 11296 mpechoat $n &cType &WSAY RECALL&c to exit the pit.&D
  mppause 20
  mpat 4 look
  mppause 20
  mpat 11296 mpechoat $n &cType &WSAY RECALL&c to exit the pit.&D
else
  mppause 4
  mpechoat $n &CBlademaster Jardal says, 'The Master bids I train his soldiers well.  Do not fail him, or me!'&D
endif
if level($n) >= 20
  if quest(foxden1) < 1
    mpechoat $n &CBlademaster Jardal says, 'Hello $n, I've got a few jobs that need done, if you're interested.'&D
    mpechoat $n &cType &WSAY YES&c to accept.&D
  endif
endif
if level($n) >= 25
  if quest(foxden1) == 3
    if quest(foxden2) < 1
      mpechoat $n &CBlademaster Jardal says, 'Hello, if you want to take on the next job in Fox Den I have, just &WSAY YES&C.'&D
    endif
  endif
endif
if level($n) >= 30
  if quest(foxden2) == 3
    if quest(foxden3) < 1
      mpechoat $n &CBlademaster Jardal says, 'Hello, if you want to take on the next job in Fox Den I have, just &WSAY YES&c.'&D
    endif
  endif
endif
if level($n) >= 35
  if quest(foxden3) == 3
    if quest(foxden4) < 1
      mpechoat $n &CBlademaster Jardal says, 'Hello, if you want to take on the next job in Fox Den I have, just &WSAY YES&c.'&D
    endif
  endif
endif
if quest(foxden1) == 2
  mpechoat $n &CBlademaster Jardal says, 'Hail! I see you've done well $n, well here you go, and thanks for helping.'&D
  mpmset self gold 200
  give 200 gold $n
  mpquest $n foxden1 3
  mppause 2
  mpechoat $n &CBlademaster Jardal says, 'Now come back when you get a little stronger, and I'll give you another job.'&D
endif
if quest(foxden2) == 2
  mpechoat $n &CBlademaster Jardal says, 'Very good $n, very good indeed. Well here is your reward for your help.'&D
  mpmset self gold 300
  give 300 gold $n
  mpquest $n foxden2 3
  mppause 2
  mpechoat $n &CBlademaster Jardal says, 'Now come back when you get a little stronger, and I'll give you another job.'&D
endif
if quest(foxden3) == 2
  mpechoat $n &CBlademaster Jardal says, 'Very good $n, very good indeed. Well here is your reward for your help.'&D
  mpmset self gold 400
  give 400 gold $n
  mpquest $n foxden3 3
  mppause 2
  mpechoat $n &CBlademaster Jardal says, 'Now come back when you get a little stronger, and I'll give you another job.'&D
endif
if quest(foxden4) == 2
  mpechoat $n &CBlademaster Jardal says, 'Very good $n, very good indeed. Well here is your reward for your help.'&D
  mpmset self gold 500
  give 500 gold $n
  mpquest $n foxden4 3
  mppause 2
  mpechoat $n &CBlademaster Jardal says, 'Now come back when you get a little stronger, and I'll give you my last task.'&D
endif
if level($n) >= 40
  if quest(foxden4) == 3
    if quest(lanoir) < 1
      mpechoat $n &CBlademaster Jardal says, 'Hello, if you want to take on the last job in Fox Den I have, just &WSAY YES&C.'&D
    endif
  endif
endif
if quest(lanoir) == 2
  mpechoat $n &CBlademaster Jardal says, 'Very good $n, here is your reward, good job!'&D
  mpmset self gold 1000
  give 1000 gold $n
  mpquest $n lanoir 3
  mppause 2
  mpechoat $n &CBlademaster Jardal says, 'That's all I have for you now.'&D
endif
~
> speech_prog yes~
if level($n) >= 20
  if quest(foxden1) < 1
    mppause 1
    mpechoat $n &CBlademaster Jardal says, 'Very well then! Well here's the deal, there is a place called fox den north in the mountains of the wilderness populated with lots of, well, fox clan religious fanatics.'&D
    mppause 3
    grin
    mpechoat $n &CBlademaster Jardal says, 'I wanna see what you can do, so go kill ten redfox clergyman and report back to me so I can make sure you're good enough.'&D
    mpquest $n foxden1 1
  endif
endif
if level($n) >= 25
  if quest(foxden1) == 3
    if quest(foxden2) < 1
      mppause 1
      mpechoat $n &CBlademaster Jardal says, 'Ok then, well lets move onto harder prey shall we?'&D
      snicker
      mppause 2
      mpechoat $n &CBlademaster Jardal says, 'Now, kill ten redfox guards for me, and report back to me.'&D
      mpquest $n foxden2 1
    endif
  endif
endif
if level($n) >= 30
  if quest(foxden2) == 3
    if quest(foxden3) < 1
      mppause 1
      mpechoat $n &CBlademaster Jardal says, 'OK! Looks like you're about ready to get a real hunt going.'&D
      snicker
      mppause 2
      mpechoat $n &CBlademaster Jardal says, 'Now, kill ten watchfoxes for me, and report back to me.'&D
      mpquest $n foxden3 1
    endif
  endif
endif
if level($n) >= 35
  if quest(foxden3) == 3
    if quest(foxden4) < 1
      mppause 1
      mpechoat $n &CBlademaster Jardal says, 'OK! Your almost ready to take on some really big game, do this one and I know you're ready!'&D
      snicker
      mppause 2
      mpechoat $n &CBlademaster Jardal says, 'Now, kill ten assassin foxes for me, and report back to me.'&D
      mpquest $n foxden4 1
    endif
  endif
endif
if level($n) >= 40
  if quest(foxden4) == 3
    if quest(lanoir) < 1
      mppause 1
      mpechoat $n &CBlademaster Jardal says, 'OK! This is what you've been gunning for this whole time, the fox king Lanoir. In the caves there is a place called "Moonless Hall". Look for the door and now that you've proven yourself, I'll make it open, just get there and wait, be careful, it could open or close at anytime, but you have more then one chance.'&D
      snicker
      mppause 4
      mpechoat $n &CBlademaster Jardal says, 'Now, kill the Fox King, Lanoir and report back to me!'&D
      mpquest $n lanoir 1
    endif
  endif
endif
~
|
#11213
Korlok barkeeper tavern~
Barkeeper Korlok~
A fat bellied goblin barkeeper is standing here.
~
The fat bellied goblin is wearing a grease covered apron.  The goblin 
has no hair on his head, but thick hair covers his green ears.
~
13
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(militia) == 1
or quest(militia) == 2
  mppause 1
  mpmload 11217 
  mppause 3
  mpechoat $n &cYou hear 'militia' whispered, and a sudden silence falls over the tavern.&D
  mppause 10
  mpechoat $n &CTavern Keeper Korlok says, 'Please do not break anything... If it's
  mpechoat $n &CNaete you want, he's right there!'&D
  mppause 10
  mppause 2
  mpquest $n militia 2
  if mobinroom(11217) > 0 
    mpechoat $n &cNaete screams at you while drawing his dagger!&D
    mpforce naete mpkill $n
  endif
else
  mppause 3
  mpechoat $n &CTavern Keeper Korlok says, 'Welcome to the Tavern of the Dead Goblin.'&D
endif
~
|
#11214
Shaman Ulthas~
Shaman Ulthas~
An orc shaman dressed in dark black robes stands here.
~
The shaman has a foreboding look about him.  An overwhelming sense of
power seems to radiate from the orc wrapped in black robes.
~
13
Clanname none~
0
0
1073872899 4194304 0 C
101 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11215
wild dog~
a wild dog~
A wild dog is standing here.
~
The wild dog has it's hair standing on end, as it growls at you menacingly.
~
0
Clanname none~
0
0
1073741825 0 0 C
2 0 0 0d0+20 0d0+0
0 0 0 0 0 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
28 4 0 0 1 1 0
0 0 65576 0 0 0 0 0
#11216
Sergeant Durgas black tower orc militia~
Sergeant Durgas~
An orc militia sergeant stands here.
~
&ONearly a giant in his own right, this gargantuan orc peers down at you 
over two sharpened tusks, his eyes red and beady. Watching over the 
barracks, he is adorned with the standard soldier's uniform for Dakar 
City, and wears his Sergeant insignia proudly. &d 
~
11
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
20 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> act_prog p wakes and stands up.~
mppause 6
mpechoat $n &cAn Orc Sergeant of Militia is kicking you and others to wake up.
mppause 8
mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Listiin upp, trooops!  
mpechoat $n &CThis tis whaats it bee.  Youse now city Militia.  Youse doo tasks tooo 
mpechoat $n &Cproove worrth.'
mppause 20
mpechoat $n &cType &WSAY TASKS&c to find out what is the first task.
~
> speech_prog tasks~
if quest(militia) > 2
  mppause 2
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'I taakes youse&D
  mpechoat $n &Cearrs ifs youse doo noot lissten firsst time!'&D
else
  mppause 4
  mpquest $n militia 1
  mppause 10
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Tis a traaitor in&D
  mpechoat $n &Cthee Deed Goblin Taveeern.  Gooo Kill Naete noow!!'&D
  mppause 3
  mpechoat $n &cThough his speech is poor you make out that the sergeant wants you to&D
  mpechoat $n &chead to &WTAVERN OF DEAD GOBLINS&c find a fellow named &WNAETE&c and&D
  mpechoat $n &WKILL NAETE&c.&D
endif
~
> all_greet_prog 100~
mppause 5
if quest(dakar) == 2
  mpechoat $n &cAs you walk in you see Sergeant Durgas showing mercy to a young solider.
  mppause 8
  mpechoat $n &cSergeant Durgas abruptly starts cussing out the soldier, and glares at
  mpechoat $n &cyou when you walk in.
  mppause 15
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Yoouse, noot see me
  mpechoat $n &Cgive mercy yoouse here foor citizenship?
  mpechoat $n &Chint:&c Type &WSAY MERCY&c or &WSAY CITIZENSHIP&c.
endif
if quest(dakar) == 5
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Yoouse proove self!'
  mpcity $n 'dakar city'
  mppause 10
  mpechoat $n &CSergeant Durgas says, 'Excellent another Dakar Citizen!
  mpechoat $n &CThere are some things you should know about being a citizen...
  mpechoat $n &CFirst off ALL citizens have the responsibility to defend their city
  mpechoat $n &Cduring sieges.  There are great rewards for defending your city.  The
  mpechoat $n &Cfirst thing you should do is head outside the north gate of Dakar.
  mpechoat $n &Clocate the enemies catapults, ballista, ram, and platforms.  SABOTAGE
  mpechoat $n &Cthem.  This will weaken the enemies siege attempt!'
  mppause 20
  mpat 4 look
  mppause 20
  mpechoat $n &Chint&c: Type &WHELP SABOTAGE&c and &WHELP SIEGE&c to learn more.
  mppause 8
  mpechoat $n &CSergeant Durgas says, 'That said, it is important to LAYSIEGE on the
  mpechoat $n &Cenemies cities.  It is known to us that every city has a sewer system.
  mpechoat $n &CIf you find the secret entrance to the city you can sneak into the
  mpechoat $n &Cafter you laysiege and sabotage their defenses.'
  mppause 10
  mpat 4 look
  mppause 20
  mpquest $n dakar 7
endif
if quest(militia) == 2
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Tanzean'al's Armees
  mpechoat $n &Creewaards thoose whooss servve.  Youse shaall hass tis warr paate.'&D
  mppause 1
  mpoload 11226 1
  get paint
  give paint $n
  mppause 10
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Yousse reddy foor
  mpechoat $n &Cseconnd taask?'&D
  mppause 10
  mpechoat $n &cType &WSAY SECOND &cfor next task.&D
  mpquest $n militia 3
else
  if quest(militia) == 5
    mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'I seees youse done
    mpechoat $n &Cwhaats Iiise asssks.  Takes thiis rring.'&D
    mpoload 11244
    give filthy $n
    mpoload 11244
    give filthy $n
    mpechoat $n &cType &WSAY THIRD&c for the next task.&D
  endif
endif
~
> speech_prog mercy~
mppause 5
if quest(dakar) == 2
    mpechoat $n &CSergeant Durgas drawls, 'Yoouse not reeport me to Yoouchlol.'
    mpquest $n dakar 3
endif
~
> speech_prog citizenship~
mppause 5
if quest(dakar) == 2
    mpechoat $n &CSergeant Durgas drawls, 'struggles as he says, 'Yoouse diisgust me
    mpechoat $n &Ca Dakar Citizen wiill reeport those shoowing mercy.  Youse hass one
    mpechoat $n &Cmoore chance or wee kills you!'
    mpquest $n dakar 4
    mppause 5
    mpechoat $n &cSergeant Durgas drawls, 'Fiinds a seecret Entrance into Paleon City.'
    mppause 8
endif
~
> speech_prog second~
if quest(militia) < 3
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Youse noot reedy yet.'&D
else
  if quest(militia) == 3
    mppause 4
    mpquest $n militia 4
    mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Finees Blaademaaster Jardal&D
    mpechoat $n &Ctells him youse needs speeecial traening in thee Pittt!!'&D
  endif
endif
~
> speech_prog third~
if quest(militia) == 5
  mppause 5
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Tooday youse musst&D
  mpechoat $n &Cfiind aaan foollow Vaskar thee Drow.  Hees daangeroos and caautios man.'&D
  mppause 20
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Fiinds hiis hiddeout aan&D
  mpechoat $n &Creeports baack heere.'&D
  mppause 2
  mpquest $n militia 6
endif
~
> speech_prog 'VASKAR SOUTHERN GORATH SECRET LEVER'~
if quest(militia) == 8
  mppause 2
  mpquest $n militia 9
  mppause 3
  mpechoat $n &CSergeant Durgas drawls in broken common tongue, 'Tanzean'al's Armees&D
  mpechoat $n &Creewaards thoose whooss servve.  Youse shaall hass tis Militia Maask.'&D
  mpoload 11227 2
  get mask
  mppause 2
  give mask $n
  mpechoat $n &CSergeant Durgas drawls in broken common tongue,'There tiis noothinng ellse&D
  mpechoat $n &Cheere foor youse.'&D
endif
~
|
#11217
Traitor Naete goblin~
Traitor Naete~
A stoutly built goblin wearing black trousers is here
~
&wJust over four feet tall, this goblin glances frantically to and fro. 
His eyes seem to bulge outwards from their sockets, and it seems likely 
they will fall out completely due to his shaking. His pointer finger is 
missing off of his left hand; a badly scarred stump evidence of the poor 
job done in caring for the wound.&d 
~
13
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11218
drow Vaskar~
Drow Vaskar~
A black cloaked drow is standing here.
~
&wStanding near to a head shorter than the average human, the drow before 
you has backed himself into the corner of the room, his cloak wrapped 
tightly about his slender frame. Covered head to toe in black garb, his 
ebony skin seems to almost mould into the fabric that he has wrapped 
himself in. Over the top of the cloak, his face is just barely visible. 
Red eyes and long white hair, tied carefully into a ponytail, stand out in 
stark contrast to the rest of his dark being. A pair of throwing knives 
rests on his belt, situated next to a black, adamantite rapier.&d 
~
13
Clanname none~
0
0
131075 4194304 0 C
50 0 0 0d0+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 160&3 -536870656
> act_prog p gives you a parchment of plans.~
if quest(changeofheart) == 4 )
  mpechoat $n &CVaskar says, 'Very well I am convinced that you are sincere.
  mpquest $n changeofheart 5
  mpechoat $n &CVaskar says, 'Which city do you wish to forsake Dakar for?'
  mpechoat $n &cType &WSAY PALEON&c or &WSAY FORBIDDEN&c.
  mpat 4 drop plans
endif
~
> speech_prog paleon~
if quest(changeofheart) == 5 
  mppause 5
  mpechoat $n &CVaskar says, 'Very well may you find peace if it exists for
  mpechoat $n &Cone like you.'
  mphtown $n Paleon City
endif
~
> speech_prog forbidden~
if quest(changeofheart) == 5 
  mppause 5
  mpechoat $n &CVaskar says, 'Very well may you find peace if it exists for
  mpechoat $n &Cone like you.'
  mphtown $n Forbidden City
endif
~
> all_greet_prog 100~
mppause 4
if quest(militia) != 6
mpechoat $n &cVaskar looks up from his desk, and draws two swords.
mppause 5
endif
if quest(changeofheart) == 2 
  mpechoat $n &CVaskar says, 'Well that is a start, but it's not unlike
  mpechoat $n &CSergeant Durgas to sacrifice fifty men to get a spy in place.
  mpechoat $n &CYour next task will truly show your commitment.  I need you
  mpechoat $n &Cto go into the black tower.  In the Master Bedroom of the
  mpechoat $n &CFifth Floor there should be plans of raiding the Alliance.
  mpechoat $n &CSteal the plans and return here.'
  mpquest $n changeofheart 3
endif
if quest(changeofheart) < 1 
if quest(militia) != 6
  mpechoat $n &CVaskar says, 'The fact that you found me in this abandoned
  mpechoat $n &Cwarehouse means, you are either here to try to kill me, or
  mpechoat $n &Cyou have a change of heart, and want to my connections to
  mpechoat $n &Chelp you go over to the other side.'
  mpechoat $n &cType either &WSAY KILL&c or &WSAY CHANGE&c.
endif
endif
~
> speech_prog kill~
mppause 5
mpechoat $n &CVaskar says, 'I'm not an easy kill that is why I have lasted
mpechoat $n &Cso long.  Die!
~
> speech_prog change~
mppause 5
mpechoat $n &CVaskar says, 'Well many spies have died pretending they want
mpechoat $n &Cto change.  We have developed a system of weeding them out.
mpechoat $n &CThe first task to ensure your not a spy, is for you to kill
mpechoat $n &Cfifty goblins from the Merchant Discovery area.  Do that and
mpechoat $n &Ccome back to see me.'
mpquest $n changeofheart 1
~
|
#11219
scholar demoz tactician~
Scholar Demoz, the Tactician~
Scholar Demoz, an extraordinary tactician, stands here wearing all black clothes. 
~
&wAbout waist high to most, this goblin leans against his spear before the mass of maps. A wicked grin evident upon his features, he drums
on the spear with one hand, the other rubbing his pointed chin. Sunken, red eyes dart from sketch to sketch as he quietly mumbles to 
himself.&d
~
13
Clanname none~
0
0
1179651 6815912 -1000 C
76 0 0 0d0+7200 0d0+0
0 0 0 0 0 
0
115 115 1
25 25 25 25 25 25 25
0 0 0 0 0
9 18 0 0 91377 1 12
0 0 0 0 0 0 67109488&3 33560587
> speech_prog learn~
mpechoat $n &CDemoz says, 'Oh My, Well there are several things I could teach you...'&D
mppause 3
hrm
mppause 2
mpechoat $n &CDemoz says, 'Well, I do know how to speak, 'elven', 'dwarven', 'ogrian', 'orcish', 'trollese', 'goblic', and 'centaurian'.'&D
mppause 6
mpechoat $n &CDemoz says, 'Just use '&Wlanguage learn <language>&C' to learn how to speak any of these.'&D
mppause 3
mpechoat $n &CDemoz says, 'Is there anything else, you would like me to teach you?'&D
~
|
#11220
Undertaker HaKast~
Undertaker HaKast~
A foreboding creature stands here.
~
&zFlickering in and out of visibility, this ghostly stands shade here, 
arms dropped to either side and staring away into nothingness. Behind him, 
a glyph is etched into the ground, and the inescapable smell of decay 
seeps from within. A dark, enveloping robe encompasses him. This, coupled 
with his already insubstantial nature, could easily give one the 
impression that the Reaper stands before them.&d 
~
11
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
mppause 2
mpechoat $n &CUndertaker Hakast says, 'If youse neeeds a corpse retrieved I can helps.'&D
mppause 10
if level($n) < 10 
  mpechoat $n &CUndertaker Hakast says, 'Give me 10 copper coins and I'll get your corpse.'&D
endif
if level($n) > 9
  if level ($n) < 21
    mpechoat $n &CUndertaker Hakast says, 'Give me 25 bronze coins and I'll get your corpse.'&D
  endif
endif
if level($n) > 20
  if level ($n) < 31
    mpechoat $n &CUndertaker Hakast says, 'Give me 5 gold coins and I'll get your corpse.'&D
  endif
endif
if level($n) > 30
  mpechoat $n &CUndertaker Hakast says, 'Give me 10 gold coins and I'll get your corpse.'&D
endif
~
> act_prog p gives you 10 copper coins.~
if level($n) < 10
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 10 copper coins
else
  mpechoat $n &CUndertaker Hakast says, 'That is not the price I told you.'&D
endif
~
> act_prog p gives you 10 gold coins.~
if level($n) > 30
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 10 gold coins
else
  mpechoat $n &CUndertaker Hakast says, 'That is not the price I told you.'&D
endif
~
> act_prog p gives you 5 gold coins.~
if level($n) > 20
  if level($n) < 31
    mpbodybag $n
    drop all
    mpclearbodies
    mpat 4 drop 5 gold coins
  else
    say That is not the price I told you.
  endif
endif
~
> act_prog p gives you 25 bronze coins.~
if level($n) > 9
  if level($n) < 21
    mpbodybag $n
    drop all
    mpclearbodies
    mpat 4 drop 25 bronze coins
  else
    mpechoat $n &CUndertaker Hakast says, 'That is not the price I told you.'&D
  endif
endif
~
|
#11221
drow craftsman resizer Paetael~
Craftsman Paetael~
A drow craftsman is standing here.
~
The massive ogre is wearing tanned trousers with no shirt on.  A massive
war hammer hangs from his belt.
~
13
Clanname none~
0
0
131075&1024 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
mppause 6
mpechoat $n &CPaetael says, 'I can resize equipment if the price is right.'&D
~
|
#11222
goblin guild master Vecnia~
Guild Master Vecnia~
A short and stout goblin guild master stands here.
~
&wCovered head to toe with soot, the goblin before you could almost be 
mistaken for a malformed drow, at first glance. Closer inspection reveals 
his true heritage, through his bulbous nose, and his scrunched, pointed 
facial structure. Even for one of his kind, he is short; barely topping 
four feet tall. Despite his stature, however, he is powerfully built from 
years at the forge.&d 
~
13
Clanname none~
0
0
67239939 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(trade) == 3
  mppause 6
  mpechoat $n &CGuild Master Vecnia snarls, 'Ahh yes, you did pay the fee.'&D
  mppause 8
  mpquest $n trade 4
  mpechoat $n &CGuild Master Vecnia snarls, 'Now you will need equipment, I do happen to sell it.'&D
  mppause 10
  mpechoat $n &CGuild Master Vecnia snarls, 'Also, if you're a blacksmith or jeweler, you need to mine 
  mpechoat $n ore in the wilderness, there should be some ore sites near any mountains out there. Bakers 
  mpechoat $n and carpenters can gather ingredients many places in wilderness where things grow.  Tanners 
  mpechoat $n must hunt their prey in the wild, and return to tan.'&D
else
  if quest(trade) > 3
    mppause 6
    nod $n
  else
    if quest(trade) == 1
      mppause 6
      mpechoat $n &CGuild Master Vecnia snarls, 'I cannot help you until you pay the City Manager 10 gold.'&D
    else
      mppause 6
      mpechoat $n &CGuild Master Vecnia snarls, 'What business do you have with Trade Skills Denizens!'&D
      mppause 20
      mpechoat $n &CGuild Master Vecnia snarls, 'Are you here to learn a craft?'&D
      mpechoat $n &cType &WSAY YES&c or go &WNORTH&c.&D
    endif
  endif
endif
~
> speech_prog yes~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well which profession are you interested in?'
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'We have Blacksmith, Baker, Carpenter, Jeweler and Tanner'
mpechoat $n &cType SAY <&WPROFESSION&c> that you would like to learn.
~
> speech_prog blacksmith~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Vecnia snarls, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog baker~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Vecnia snarls, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog jeweler~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Vecnia snarls, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog carpenter~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well, the first thing you need to do is pay for your apprenticeship card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Vecnia snarls, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog tanner~
mppause 6
mpechoat $n &CGuild Master Vecnia snarls, 'Very well, the first thing you need to do is pay for your apprentice 
card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Vecnia snarls, 'Find the City Manager, and pay him 10 gold.'
~
|
#11223
dark elf drow city manager Taerva~
City Manager Taerva~
A devious looking dark elf city manager stands here.
~
&wTall for one of his kind, this drow stands as high as the average man. 
White hair flows from his scalp down to his shoulders, untied but well 
kept. His clothing is all black, from vest to boots, and his muscular 
frame is clearly visible. A spear is kept within easy reach, should the 
need arise, but he looks as though he is more than capable of solving most 
problems without it.&d 
~
13
Clanname none~
0
0
131075 4194432&2097152 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
10 4 0 0 1 1 0
0 0 0 0 0 0 268435760 524291
> all_greet_prog 100~
mppause 6
if htown($n) == Dakar City
mpechoat $n &CCity Manager Taerva says 'Are you here to apply for &WCITIZENSHIP&C or a &WTRADESKILL&C?'
endif
if quest(trade) > 2
mppause 4
mpechoat $n &WCity Manager Taerva tells you, 'I could rip up your trade card and allow you try a different trade for 100 gold.'
endif
~
> speech_prog citizenship~
mppause 3
if htown($n) == Dakar City
  mpechoat $n &CCity Manager Taerva says, 'What can you do for our city?
  mpechoat $n &CMy Lord Tanzean'al only accepts the strong, and loyal.
  mpechoat $n &CYou will have to prove you are both.  Are you ready?'
else
  mpechoat $n &CCity Manager Taerva says, 'I have heard of your kind becoming
  mpechoat $n &Ccitizens but this isn't the place we do that.'
endif
~
> speech_prog tradeskill~
mppause 3
mpechoat $n &CCity Manager Taerva says, 'It costs 10 gold to apply for a trade.'
~
> speech_prog yes~
mppause 5
if htown($n) == Dakar City
mpechoat $n &CCity Manager Taerva says, 'The first task is to see 
mpechoat $n &CBlade Master Jardal.'
mpquest $n dakar 1
endif
~
> speech_prog blacksmith~
mppause 6
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n blacksmith
  mppause 6
  mpechoat $n &CTaerva says, 'Return to the Tradeskill Denizens now!'&D
else
  mpechoat $n &CTaerva says, 'You idiot you missed the tradeskill information at the Denizens!'&D
endif
~
> speech_prog jeweler~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n jeweler
  mppause 6
  mpechoat $n &CTaerva says, 'Return to the Tradeskill Denizens.'&D
else
  mpechoat $n &CTaerva says, 'You idiot you missed the tradeskill information at the Denizens!'&D
endif
~
> speech_prog carpenter~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n carpenter
  mppause 6
  mpechoat $n &CTaerva says, 'Return to the Tradeskill Denizens.'&D
else
  mpechoat $n &CTaerva says, 'You idiot you missed the tradeskill information at the Denizens!'&D
endif
~
> speech_prog baker~
mppause 6
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n baker
  mppause 6
  mpechoat $n &CTaerva says, 'Return to the Tradeskill Denizens now!'&D
else
  mpechoat $n &CTaerva says, 'You idiot you missed the tradeskill information at the Denizens!'&D
endif
~
> speech_prog tanner~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n tanner
  mppause 6
  mpechoat $n &CTaerva says, 'Return to the Tradeskill Denizens.'&D
else
  mpechoat $n &CTaerva says, 'You idiot you missed the tradeskill information at the Denizens!'&D
endif
~
> act_prog p gives you 10 gold coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CTaerva says, 'What do you want, &WBLACKSMITH&C application? &WBAKER&C application? &WTANNER&C application?
  mpechoat $n &WCARPENTER&C application? &WJEWELER&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CTaerva says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 100 silver coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CTaerva says, 'What do you want, &WBLACKSMITH&C application? &WBAKER&C application? &WTANNER&C application?   
  mpechoat $n &WCARPENTER&C application? &WJEWELER&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CTaerva says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 1000 copper coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CTaerva says, 'What do you want, &WBLACKSMITH&C application? &WBAKER&C application? &WTANNER&C application?   
  mpechoat $n &WCARPENTER&C application? &WJEWELER&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CTaerva says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 100 gold coins.~
mppause 6
if quest(trade) > 3
  mptrade $n trade
endif
~
|
#11224
Dravea tall orc guard north~
Dravea~
A tall orc stands guard at the city gate.
~
&OThis orc is about what you would expect for one of its kind. Two tusks 
protrude from his upper lip, one missing the point. His eyes are red and 
unfocused, as he lazily surveys the area before him. He stands well above 
where a tall human would, and his frame is almost completely composed of 
muscle.&d 
~
9
Clanname none~
0
0
2228227 4194304 0 C
15 0 -80 10d10+2000 1d10+5
0 0 0 0 0 
0
115 115 1
22 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 3
0 0 40 0 0 0 112 2
> speech_prog leave~
if htown($n) == Paleon City
   yell WE'RE UNDER ATTACK!
   yell FOR THE THRONG!
   mpkill $n
   abort
endif
mppause 5
mpechoat $n &cDravea puts two meaty fingers in his mouth and whistles two loud blasts.&D
mppause 3
mpechoat $n &CDravea says, 'The slaves will have the gate open in no time.'&D
mppause 3
mpechoat $n &cYou hear the sound of wheels churning as the gate lowers.&D
mppause 6
unlock n
mpechoat $n &cThe gate finally lands with a large thud.&D
open n
mppause 5
mpechoat $n &CDravea says, 'Step across lively, we can't keep the gate down long.'&D
mppause 20
mpat $n mpechoat $n &CYou hear a guard yell, 'Closing the gate!'&D
mppause 5
mpat $n mpechoat $n &cThe gate starts to close with the sound of wheels churning.&D
mppause 8
close n
lock n
~
> act_prog p arrives from the south.~
if htown($n) == Paleon City
   yell WE'RE UNDER ATTACK!
   yell FOR THE THRONG!
   mpkill $n
endif
mpechoat $n &WDravea tells you, 'If you wish to leave the city..'
mppause 5
mpechoat $n &WDravea tells you, 'Just type &WSAY LEAVE&W.'
~
> act_prog p arrives from the east.~
if htown($n) == Paleon City
   yell WE'RE UNDER ATTACK!
   yell FOR THE THRONG!
   mpkill $n
endif
mpechoat $n &WDravea tells you, 'If you wish to leave the city..'
mppause 5
mpechoat $n &WDravea tells you, 'Just type &WSAY LEAVE&W.'
~
> act_prog p arrives from the west.~
if htown($n) == Paleon City
   yell WE'RE UNDER ATTACK!
   yell FOR THE THRONG!
   mpkill $n
endif
mpechoat $n &WDravea tells you, 'If you wish to leave the city..'
mppause 5
mpechoat $n &WDravea tells you, 'Just type &WSAY LEAVE&W.'
~
|
#11225
warhorse war horse~
a war horse~
A war horse is standing here.
~
The war horse is thickly muscled for quick bursts of speed.
~
13
Clanname none~
0
0
262401 0 0 C
10 0 0 0d0+80 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11226
mastodon ~
a giant mastodon~
A giant mastodon is standing here.
~
The giant mastodon has a thick grey hide with massive wrinkles.
The mastodon has a pair of giant ivory tusks.
~
8
Clanname none~
0
0
262401 0 0 C
50 0 0 0d0+2000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11227
giant riding lizard~
a giant riding lizard~
A giant riding lizard is here.
~
The giant riding lizard has bright green scales, and a
flickering forked tongue.
~
9
Clanname none~
0
0
262401 0 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11228
jeweled man Danzis~
Danzis~
A jeweled man looks about anxiously. 
~
A very attractive vampire man adorned with many pieces of jewelery looks 
about watching people. His long white hair flows like a river down his 
back and he seems to carry himself with a large amount of pride. 
~
0
Clanname none~
0
0
67108867 0 1000 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
25 13 13 25 25 13 13
0 0 0 0 0
14 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if quest(sandblade) == 6
  mpechoat $n &CDanzis says, 'Oh hello there, I've been expecting you...'&D
  mppause 3
  smile
  mpechoat $n &CDanzis says, 'You know the drill.  Bring me something, and I give you something.  I want a ring, not just any ring, but the ring Draupnir. I have no idea where to find it, but I hear it would be a wonderful addition to my collection.'&D
  mpquest $n sandblade 7
endif
~
> act_prog p gives you the ring Draupnir.~
if quest(sandblade) == 7
  smile
  mppause 3
  mpechoat $n &CDanzis says, 'Thank you very much, well here is your gift champion!'&D
  mpoload 1654
  give wind $n
  mppurge ring
  mpechoat $n &CDanzis says, 'Now I suppose I'll get back to what I was doing, good luck, and, do try not to die will you.'&D
  mpquest $n sandblade 8
else
  mpechoat $n &CDanzis says, 'I have no use for this.'&D
  mpat 4 drop ring
endif
~
|
#11236
headbanger bloated ogre~
Headbanger~
A bloated looking ogre blocks the way
~
One of the more frequent visitors to the Atheneum, this patron talks a lot 
and generally tends to disturb others. He is rather youngish, looks rather 
plump. Headbanger is an ogre who earned his name by killing opponents with 
his head, literally. Lately, he has been to Paleon City on his travels, 
and improved on his combat skills. 
~
0
Clanname none~
0
0
16777281 4194304 0 C
5 0 300 0d0+22 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
5 4 0 0 1 1 0
0 0 2047 0 0 0 0 0
> speech_prog 'Me Big, Me Strong, Me Ogre'~
mpechoat $n &CHeadbanger says, 'Me big. Me don't want to give you book.'&D
mppause 5
mpechoat $n &CHeadbanger says, 'Me strong. Me keep book.'&D
mppause 5
mpechoat $n &CHeadbanger says, 'Me Ogre. Me die, then give book.'&D
mpoload 4659 1
get book
~
> death_prog 100~
mpechoat $n As Headbanger breathes his last, he drops a slim tome.
mpoload 4659
drop ogre
~
|
#11237
drow shopkeeper keeper shop naevas~
Shopkeeper Naevas~
A drow male shopkeeper is tending his wares here.
~
&wLeaning against his desk, this drow seems to be working on a list of 
goods he has received. From his hunched position, it is hard to get an 
idea of how tall he truly is. Slender in build, his head is shaved 
completely bald and an eyepatch covers his right eye. As more and moer 
goods are brought in to his shop, the drow seems to becoming ever more 
trapped by the multitude of boxes.&d 
~
1
Clanname none~
0
0
131075&16384 4194432&2097152 -1000 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 48 524291
> all_greet_prog 100~
mppause 5
mpechoat $n &CShopkeeper Naevas says, 'I buy and sell crafted items only!'
~
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 copper
mpat 4 drop 50000 bronze
~
|
#11238
blood elf~
a blood soaked elf~
A blood soaked elf has been left here to die.
~
~
1
Clanname none~
0
0
1073741825 4194304 1000 C
1 0 0 0d0+20 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
1 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> fight_prog 80~
if quest(dakar) == 1
  mpechoat $n &CA blood soaked elf pleads, 'Please good citizen, do not hurt me!'
  mpquest $n dakar 2
endif
~
> death_prog 100~
if quest(dakar) == 1
mpquest $n dakar 2
endif
~
|
#11239
invis helper~
You suddenly realize that ~
Some god abandoned a newly created last mob here.
~
~
0
Clanname none~
0
0
1075970051 4292610 0 C
108 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(changeofheart) == 3
mpoload 11301 1
drop plans
mppause 2
mpechoat $n &cAs you enter the room, you see Lord Tanzean'al with his back
mpechoat $n &cfacing you.  Lord Tanzean'al appears to chanting in a strange
mpechoat $n &ctongue.
endif
~
|
#11240
Central~
Central~
Dakar Central pointer
~
~
0
Clanname none~
0
0
1149370371 4292608 0 C
101 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11241
warg wolf~
The Warg~
A warg wolf is standing on her haunches here.
~
The war horse is thickly muscled for quick bursts of speed.
~
13
Clanname none~
0
0
262401 0 0 C
30 0 0 0d0+850 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11242
rhino~
a rhino~
A rhino is standing here.
~
The war horse is thickly muscled for quick bursts of speed.
~
13
Clanname none~
0
0
262401 0 0 C
40 0 0 0d0+1000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11243
griffon ~
a griffon~
A griffon is flying here.
~
The giant mastodon has a thick grey hide with massive wrinkles.
The mastodon has a pair of giant ivory tusks.
~
8
Clanname none~
0
0
262401 524288 0 C
80 0 0 0d0+7200 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#11400
last mob~
You suddenly realize that ~
Some god abandoned a newly created last mob here.
~
~
0
Clanname none~
0
0
1149370371 4292608 0 C
101 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(militia) == 6
  mpmload 11218
  mpforce vaskar emote suddenly lights up a tobacco pipe.
  mppause 2
  mpforce vaskar emote looks around cautiously.
  mpechoat $n You think to yourself that you should follow Vaskar to his destination.
  mpquest $n militia 7
  mppause 20
  mpforce vaskar e
  mppause 20
  mpat 11248 mpforce vaskar e
  mppause 20
  mpat 11249 mpforce vaskar e
  mppause 8
  mpat 11250 mpforce vaskar e
  mppause 8
  mpat 11251 mpforce vaskar e
  mppause 8
  mpat 11252 mpforce vaskar e
  mppause 8
  mpat 11238 mpforce vaskar s
  mppause 8
  mpat 11239 mpforce vaskar s
  mppause 8
  mpat 11240 mpforce vaskar s
  mppause 8
  mpat 11241 mpforce vaskar s
  mpat 11241 mpforce vaskar mpgoto 4
endif
~
|
#0


#OBJECTS
#11200
marble water fountain~
a water fountain~
A marble water fountain is embedded in the ground here.~
~
25 1073741824 0
20 20 0 0 0 0 0
1 1 0
4
5
0
0
0
0
S 0 0
E
marble water fountain~
The marble water fountain appears to have been crafted many years ago.  
The water does not look the best, but it is probably drinkable.
~
#11201
arrow~
a blackened arrow~
A blackened arrow has been left here.~
~
57 0 16385
10 1 5 6 1 1 1
1 11 1
4
13
0
0
0
0
S 0 0
E
blackened arrow~
The blackened arrow of Dakar.  Is known to often be poisoned.
~
#11202
quiver~
a blackened leather quiver~
A blackened leather quiver has been left here.~
~
58 0 524289
8 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
E
leather quiver~
A sturdy black leather quiver capable of holding many arrows.
~
#11203
long bow~
a blackened long bow~
A blackened long bow has been left here.~
~
56 0 262145
10 1 4 6 6 1 1
8 1 0
4
13
0
0
0
0
S 0 0
E
long bow~
The blackened long bow has a mystical quality about it.  A strange
feeling of hate radiates from it.
~
#11204
black studded leather trousers~
a pair of black studded leather trousers~
A pair of black studded leather trousers has been left here.~
~
9 0 33
60 60 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 0 0
E
studded leather trousers~
A pair of blackened studded trousers are thickly padded to provide protection.
There are several small holes and rips in the sides of the trousers.
~
#11205
black studded leather vest~
a black studded leather vest~
A black studded leather vest has been left here.~
~
9 0 9
60 60 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 0 0
E
studded leather vest~
A studded leather vest is worn and faded.  There is thick padding on the
inside to provide protection.
~
#11206
black studded leather gloves~
a pair of black studded leather gloves~
A pair of black studded leather gloves has been left here.~
~
9 0 129
60 60 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
E
gloves~
The worn leather gloves have large studs on the knuckle areas.
~
#11207
black studded leather bracers~
a pair of black studded leather bracers~
A pair of black studded leather bracers has been left here.~
~
9 0 4097
60 60 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
E
bracers~
The worn leather bracers are made out of thick leather for protection.
~
#11208
black leather boots~
a pair of black leather boots~
A pair of black leather boots has been left here.~
~
9 0 65
60 60 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
E
boots~
The leather boots are very well broken in, and the sole is worn on them.
~
#11209
dagger~
a blackened dagger~
A blackened dagger has been left here.~
~
5 0 8193
12 1 5 6 2 1 0
2 37 3
4
13
0
0
0
0
S 0 0
E
dagger~
The dagger has nicks in the blade, but is very well balanced.
~
#11210
short sword~
a blackened short sword~
A blackened short sword has been left here.~
~
5 0 8193
12 1 5 1 2 1 0
5 50 5
4
13
0
0
0
0
S 0 0
E
short~
The short sword is a thick and heavy blade designed for clubbing rather
then slicing into anything.
~
#11211
blackened long sword~
a blackened long sword~
A blackened long sword has been left here.~
~
5 0 8193
0 1 5 1 1 1 0
10 35 3
4
13
0
0
0
0
S 0 0
E
long~
The long sword has a fairly sharp edge to it.  The hilt is a thick black
square with a stud on it to bludgeon people with.
~
#11212
mace~
a blackened mace~
A blackened mace has been left here.~
~
5 0 8193
0 1 5 4 5 1 0
8 46 4
4
13
0
0
0
0
S 0 0
E
mace~
The mace is a black ball attached to a metal rod.  The ball has large spikes
protruding from it across the entire surface of the ball.
~
#11213
war hammer~
a blackened war hammer~
A blackened war hammer has been left here.~
~
5 0 8193
12 1 5 4 5 1 0
10 38 3
4
13
0
0
0
0
S 0 0
E
hammer~
The war hammer has a flat hammer side on one end, and a large pick side
on the other.
~
#11214
bastard sword~
a blackened bastard sword~
A blackened bastard sword has been left here.~
~
5 0 8193
12 1 5 1 1 1 0
15 30 3
4
13
0
0
0
0
S 0 0
E
bastard~
The bastard sword is larger then a normal long sword, but still able to
be wielded one handed.  
~
#11215
spear~
a blackened spear~
A blackened spear has been left here.~
~
5 0 8193
12 1 5 7 10 1 0
8 27 2
4
13
0
0
0
0
S 0 0
E
spear~
The spear is shorter then most spears, but thick in circumference.
~
#11216
black leather satchel~
a black leather satchel~
A black leather satchel has been left here.~
~
15 0 16385
700 0 0 12 0 0 0
3 23 2
4
13
0
0
0
0
S 0 0
E
satchel~
The satchel is large, and has several pockets where items can be stored.
~
#11217
deer jerky~
a hunk of deer jerky~
A large hunk of deer jerky was left here.~
%s chomp$q down $p!~
19 0 1
20 20 0 0 0 0 0
1 1 0
4
11
0
0
0
0
S 0 0
E
pickled jar~
This is a greenish liquid filled jar with pickled human flesh.
~
#11218
human jerky strips~
a packet of human jerky strips~
A packet of human jerky strips has been left here.~
~
19 1073741824 0
0 0 0 0 0 0 0
1 1 0
4
1
0
0
0
0
S 0 0
E
jerky strips~
The packet of dried human flesh jerky is thick and has spice on it.
~
#11219
black hooded lantern~
a hooded lantern~
A hooded lantern has been left here.~
~
1 0 16385
0 0 10 0 0 0 0
3 1 0
4
13
0
0
0
0
S 0 0
E
lantern~
The oil based lamp, is covered with a removable hood so the amount of
light can be directed.
~
#11220
black wand damnation~
a black wand of damnation ~
A black wand of damnation has been left here.~
~
3 0 16385
10 3 3 -1 0 1 0
1 10 1
2
13
0
0
0
0
'word of recall'
S 0 0
E
damnation~
There is repulsively evil aura coming from the wand.
~
#11221
wand knowing~
a black wand of knowing~
A black wand of knowing has been left here.~
~
3 0 16385
20 16 16 -1 0 1 0
1 5 0
3
13
0
0
0
0
'identify'
S 0 0
E
wand knowing~
The black wand is hideously shaped with sharp edges on it.
~
#11222
packet yaka roots~
a packet of yaka roots~
A packet of yaka roots has been left here.~
~
26 8192 1
10 -1 -1 -1 0 1 0
1 5 1
3
1
0
0
0
0
'cure critical' 'NONE' 'NONE'
S 0 0
E
yaka roots packet~
A finely woven packet of yellow and green roots with small flowers on the end.
~
#11223
packet talyaka roots~
a packet of talyaka roots~
A packet of talyaka roots has been left here.~
~
26 8192 1
10 -1 -1 -1 0 1 0
1 2 0
2
1
0
0
0
0
'heal' 'NONE' 'NONE'
S 0 0
E
roots packet talyaka~
A threw pronged like root packet is bound tightly here.
~
#11224
mana rejuvenation potion~
a mana rejuvenation potion~
A mana rejuvenation potion has been left here.~
~
10 0 16385
45 -1 -1 -1 0 1 0
1 11 1
4
4
0
0
0
0
'restore mana' 'NONE' 'NONE'
S 0 0
E
mana potion ~
The liquid within this potion bottle has a slight glowing property to it.
~
#11225
greater mana rejuvenation potion~
a greater mana rejuvenation potion~
A greater mana rejuvenation potion has been here.~
~
10 0 16385
45 -1 -1 -1 0 1 0
1 20 1
4
4
0
0
0
0
'restore mana' 'restore mana' 'NONE'
S 0 0
E
greater mana potion~
The liquid within this potion bottle has a glowing property to it.
~
#11226
war paint jar~
a jar of blackened war paint~
A jar of blackened war paint has been left here.~
~
60 0 16385
30 3 3 1 -1 1 -1
1 13 1
3
13
0
0
0
0
'kindred strength' 'NONE'
S 0 0
#11227
militia mask~
a mask of the militia~
A fearsome looking mask has been left here.~
~
9 0 1048577
2 2 0 0 0 2 0
1 63 5
4
13
0
0
0
0
S 0 0
A
19 1
#11228
leather belt~
a leather belt~
A thick leather belt has been left here.~
~
9 0 2049
5 5 0 0 0 5 0
1 100 10
3
0
0
0
0
0
S 0 0
#11229
chain shirt blackened~
A blackened chain shirt~
A blackened chain shirt is here.~
~
9 0 9
5 5 0 0 0 5 0
10 1 0
2
13
0
0
0
0
S 0 0
#11230
iron helmet ~
an iron helmet~
An iron helmet has been left here.~
~
9 1073741824 17
60 60 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 0 0
#11231
portal stone~
portal stone~
A portal stone is embedded in the ground here.~
~
72 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
E
11231 portal stone portalstone~
This smooth, black stone feels warm to the touch and seems to be of a glass material. Inside its transparent, dark depths, a faint flame flickers erratically. Miniscule gold specks dust the surface of the portal stone and shimmer entrancingly. Gold letters form the word 'ACTIVATE' on the top of the stone. &Y Type 'activate' to activate the stone.
~
#11232
blackened studded bracer~
a blackened studded bracer~
A blackened, studded bracer lies here.~
~
9 0 4097
2 2 0 0 0 1 0
1 25 2
4
13
0
0
0
0
S 0 0
#11233
blackened studded leggings~
a pair of blackened studded leggings~
A pair of blackened studded leggings is here.~
~
9 0 33
2 2 0 0 0 1 0
4 40 4
4
13
0
0
0
0
S 0 0
#11234
rotgut booze~
A canister of rotgut~
A short, wide, metal canister is here.~
~
17 0 1
100 100 17 0 0 0 0
1 10 1
2
13
0
0
0
0
S 0 0
#11235
A rune~
a rune~
A magical rune has been left here.~
~
41 8192 16385
0 0 0 0 0 1 0
1 11 1
4
8
0
0
0
0
S 0 0
#11236
a sharpening stone~
a sharpening stone~
A sharpening stone has been cast aside here.~
~
65 8192 16385
1 0 0 0 0 1 0
1 13 1
4
13
0
0
0
0
S 0 0
#11237
bottle dye~
a bottle of dye~
A bottle of dye has been left here.~
~
71 0 16385
0 0 0 0 0 1 0
1 1 0
4
13
0
0
0
0
S 0 0
#11238
jar odor neutralizer ~
a jar of odor neutralizer powder~
A jar of odor neutralizer powder has been left here.~
~
60 0&32 1
20 3 3 1 -1 0 -1
1 10 1
1
5
0
0
0
0
'noscent' 'NONE'
S 0 0
#11239
jar odor enhancing powder~
a jar of odor enhancing powder~
A jar of odor enhancing powder has been left here.~
~
60 0&32 1
50 10 10 1 -1 0 -1
1 10 1
1
5
0
0
0
0
'easy victim' 'NONE'
S 0 0
#11240
flint stone~
a flint stone~
A flint stone has been left here.~
~
48 0 16385
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#11241
Ornate Chest~
Ornate Chest~
An Ornate Chest rests here, unable to be opened.~
~
15 0 0
5000 15 3503712 12 0 101 0
1 0 0
1
0
0
0
0
0
S 0 0
#11242
potion cures~
a blessed potion of cures~
A potion of cures has been left here.~
~
10 0 1
10 -1 -1 -1 0 5 0
1 10 1
2
5
0
0
0
0
'cure affliction' 'NONE' 'NONE'
S 0 0
#11243
salamander wanted sign~
A sign reading, "Salamander's Wanted"~
A sign has been posted on the wall here.~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
5
0
0
0
0
S 0 0
E
sign~
&cHigh Priestess Yochlol is looking for someone to take on a
quest regarding salamanders.  Any non-experienced adventurer
may undertake this, it's not difficult, just too time consuming
for Yochlol to bother with it.  &WSAY YES&c to learn more.&D 
~
#11244
filthy necklace~
a filthy necklace~
A filthy necklace has been discarded here.~
~
9 0 5
2 2 0 0 0 1 0
1 44 4
4
0
0
0
0
0
S 0 0
E
filthy necklace~
This necklace is covered in so much filth, grime and debris that it takes 
a great deal of ones constitution just to stomach it. 
~
A
5 1
A
13 10
#11245
obsidian plaque~
an obsidian plaque~
&bA large obsidian plaque has been embedded here, surrounded by debris.&D~
~
12 1073741824 0
0 0 0 0 0 0 0
1 0 0
1
7
0
0
0
0
S 0 0
E
obsidian plaque~
&bThis smooth plaque of gleaming obsidian has rows of words etched upon its surface within an similarly etched border of entwining lines.&D

&b[To read the plaque, please READ NEWS]&D
~
E
news~
&bCurrent Dakar City news:

I now have a whole new set of mounts available, come buy yours today! -Gyakas, the animal trainers


----------- Public Announcement -----------
If you want to write something on the plaque, send a personal note to Rene!
For now.
-----------------------
&D
~
#11246
kit~
an inventors kit~
An inventors kit has been left here.~
~
82 0 1
0 0 0 0 0 0 0
2 5 0
2
1
0
0
0
0
S 0 0
E
kit 'inventor kit'~
The inventor kit appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your kit holds type look in kit.
~
#11247
hunter bag~
a hunter's bag~
A hunter's bag has been left here.~
~
81 0 1
0 0 0 0 0 0 0
1 4 0
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
hunter bag 'hunter bag'~
The hunter bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.~
#11248
baker bag~
a baker's bag~
A baker's bag has been left here.~
~
80 0 1
0 0 0 0 0 0 0
1 25 2
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
baker bag 'baker bag'~
The baker bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#11249
miner bag~
a miner's bag~
A miner's bag has been left here.~
~
79 0 1
0 0 0 0 0 0 0
1 24 2
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
miner bag 'miner bag'~
The miner bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.~
#11250
lumber sled~
a lumber sled~
A lumber sled has been left here.~
~
79 0 1
500 0 0 0 0 0 0
1 4 0
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
miner bag 'miner bag'~
The miner bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#11251
wood axe~
a wood cutters axe~
A axe used for cutting wood lays on its side here.~
~
5 0 8193
0 1 5 3 9 2 0
6 38 3
4
1
0
0
0
0
S 0 0
E
axe~
The axe has a solid oak handle for gripping the axe securely, the edge seems well tended.
~
#11295
black metal helm~
A black metal helm~
A black helm made out of heavy metal lies here.~
~
9 0 17 128
55 55 0 0 0 75 0
12 160 16
1
13
0
0
0
0
S 0 0
A
5 5
A
18 4
A
19 4
#11296
black ruffle shirt~
A black shirt~
A black long sleeve shirt with ruffles at the neck and wrists lies here.~
~
9 0 9 24
55 55 0 0 0 0 0
1 161 16
1
13
0
0
0
0
S 0 0
A
5 2
A
18 5
A
19 5
#11297
forge~
a iron cast forge~
An iron cast forge covered in soot is mounted to the floor here.~
~
78 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#11298
oven~
a iron cast oven~
An iron cast oven is mounted to the floor here.~
~
74 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#11299
coal~
several coal pieces~
Several coal pieces have been left here.~
~
75 0 1
0 0 0 0 0 0 0
1 25 2
4
13
0
0
0
0
S 0 0
#11300
pick axe~
a pick axe~
A pick axe has been left here.~
%s enjoy$q $p~
73 0 16385
8 0 0 0 0 2 0
5 19 1
4
13
0
0
0
0
S 0 0
#11301
parchment plans~
a parchment of plans~
A parchment of plans has been left here.~
~
47 0 1
0 0 0 0 0 0 0
1 1 0
4
1
0
0
0
0
S 0 0
> get_prog 100~
mpquest $n changeofheart 4
~
|
#11302
pauldrons emblem~
A set of spiked pauldrons with emblems on the side~
A set of spiked pauldrons with emblems on the side has been left here.~
~
9 0 67108865
20 20 0 0 0 20 0
1 139 13
3
13
0
0
0
0
S 0 0
E
pauldrons~
The emblem is the crest of Dakar City.  With the words
We will conquer all.. inscribed on it.
~
A
18 5
A
19 5
A
17 -25
#11303
herbal broth~
a herbal broth~
A herbal broth has been left here.~
~
10 0 16385
10 -1 -1 -1 0 1 0
1 5 0
3
3
0
0
0
0
'remove curse' 'NONE' 'NONE'
S 0 0
E
broth~
The herbal broth is milky colored and there are many herbs floating within it.
~
#11304
bowl stew~
a bowl of stew~
Some god dropped a newly created bowl stew here.~
~
19 0 16385
5 0 0 0 0 0 0
1 25 2
4
13
0
0
0
0
S 0 0
#11305
dark ale~
a mug of dark ale~
A mug of dark ale has been left here.~
~
17 0 16385
6 6 4 0 0 5 0
1 15 1
4
13
0
0
0
0
S 0 0
#11306
wheel cheese~
a wheel of cheese~
A wheel of cheese was left here.~
~
19 0 16385
10 0 0 0 0 0 0
1 22 2
4
14
0
0
0
0
S 0 0
#11307
meat pie~
a meat pie~
A meat pie lies here.~
~
19 0 1
5 0 0 0 0 0 0
1 60 6
3
1
0
0
0
0
S 0 0
#11394
black metal spear~
A black metal spear~
Some god dropped a newly created black metal spear here.~
~
5 0 8193
0 35 80 7 10 0 0
15 119 11
1
13
0
0
0
0
S 0 0
A
1 3
#11395
crusaders shield~
A crusaders shield~
A large shield with the symbol of a large cross surrounded by a wyrm lies here quietly.~
~
9 0&32 524801 255
110 110 0 0 0 0 0
30 153 15
1
6
0
0
0
0
S 0 0
A
5 3
A
1 2
#11396
A pair of Sturdy, black, leather boots~
A pair of sturdy, black, leather boots~
A pair of sturdy, black, leather boots lay here.~
~
9 0&128 65 96
55 55 0 0 0 75 0
4 150 15
1
13
0
0
0
0
S 0 0
A
2 5
A
18 4
A
19 4
#11397
black metal torc~
a black metal torc~
A torc made out of heavy black metal lies here.~
~
9 0 5
55 55 0 0 0 0 0
8 135 13
1
13
0
0
0
0
S 0 0
A
3 3
A
4 3
A
18 1
A
19 1
#11398
office key~
An ornate key~
An ornate key made out of heavy black metal lies here.~
~
18 0 1
0 0 0 0 0 0 0
1 0 0
4
13
0
0
0
0
S 0 0
#11399
deerskin water~
a water deerskin~
A water deerskin has been left here.~
~
17 0 16385
20 20 0 0 0 0 0
1 28 2
4
1
0
0
0
0
S 0 0
E
water~
The water skin is of good deer hide quality.
~
#11400
deerskin blood~
a deerskin of blood~
A deerskin has been left here.~
~
17 0 16385
20 20 13 0 0 1 0
1 10 1
4
1
0
0
0
0
S 0 0
E
blood~
The deerskin flask of blood appears to be made of good quality.
~
#0


#ROOMS
#11200
The Intersection of Waguo Road and Dipak Street~
~
The road is made of broken old cobblestones.  There are large stakes
on both sides of the intersection with humanoid skulls impaled on them.
The massive cavern completely wraps around the entire city.  There are
hooded lanterns at regular intervals to provide lighting.
~
1 0 13
D1
~
~
0 -1 11201
D2
~
~
0 -1 11227
S
#11201
Waguo Road~
~
There are broken out cobblestones in the road creating ruts.  A massive
boulder shaped like a half moon is embedded beside the road.  The cavern
above has an identical shaped cut missing from the section above.  The
road has hooded lanterns on poles set at regular intervals for lighting.
~
1 0 13
D1
~
~
0 -1 11202
D3
~
~
0 -1 11200
S
#11202
Waguo Road~
~
Broken old cobblestones make up the road here.  A large sewer grate allows
waste to flow down the street to the sewer.  A large stake with humanoid
skulls impaled on it is against the road.  Hooded lanterns are attached
to poles at regular intervals to provide lighting.
~
1 0 13
D1
~
~
0 -1 11203
D3
~
~
0 -1 11201
S
#11203
Waguo Road~
~
The road is made of broken old cobblestones.  A large section of the road
here is covered with dried blood.  The massive cavern encloses the entire
city underground.  There are hooded lanterns that have been attached to
poles to provide lighting.
~
1 0 13
D1
~
~
0 -1 11204
D3
~
~
0 -1 11202
S
#11204
Waguo Road~
~
The road is made of broken old cobblestones. There are large stakes on 
both sides of the road with humanoid skulls impaled on them. The massive 
cavern encloses the entire city underground. There are hooded lanterns
mounted to poles at regular intervals to provide lighting.
~
1 0 13
D1
~
~
0 -1 11205
D3
~
~
0 -1 11203
S
#11205
Inside the Massive Gate~
~
&OThe gate is composed of large oak timbers that have iron bands wrapped 
around it. The size of the gate resembles the size of a large house. A 
massive iron chain is connected to the gate. Large gears on a type of 
machine with the iron chain connected to it, is to the right of the gate. 
~
1 0 13
D0
~
gate~
7 27040 27024
D1
~
~
0 -1 11228
D2
~
~
0 -1 11206
D3
~
~
0 -1 11204
R M 0 11224 1 11205
  R G 0 27040 1
R D 0 11205 0 2
S
#11206
Gakak Street~
~
The street is made up of gravel stones. The width of the street can fit 
two wagons side by side along it. Large stone slab barricades are along 
the sides of the road with kill ports for archers. There are large wooden 
poles with hooded lanterns mounted on them at regular intervals. 
~
1 0 13
D0
~
~
0 -1 11205
D2
~
~
0 -1 11207
S
#11207
Gakak Street~
~
A few stone buildings are on both sides of the street.  The street is
made up of gravel stones.  A large statue is on the west side of the
street.  There are wooden poles with hooded lanterns attached to them
at regular intervals along the street for lighting.
~
1 0 13
D0
~
~
0 -1 11206
D2
~
~
0 -1 11208
S
#11208
Gakak Street~
~
A dark tower edges above a stone building to the northwest.  Gravel stones
were used to make this street.  A large stake with humanoid skulls impaled
on it is posted next to the street.  A wooden pole with a hooded lantern
attached to it provides lighting.
~
1 0 13
D0
~
~
0 -1 11207
D2
~
~
0 -1 11209
S
#11209
Gakak Street~
~
An intersection of streets is to the south. The street is made up of loose 
gravel stones. A few stone buildings line both sides of the street. Hooded 
lanterns are attached to wooden poles at regular intervals to provide 
lighting. The massive cavern encloses the entire city underground. 
~
1 0 13
D0
~
~
0 -1 11208
D2
~
~
0 -1 11210
R O 0 11231 1 11209
S
#11210
Dakar Central~
~
&cThe intersection is the main crossing point for the city. There is a 
massive sign embedded in the ground here. A strange looking building is to 
the southeast. There is a massive statue of a winged demonic beast that 
sits upon a fountain of water here. A hooded lantern has been attached to 
a large wooden pole behind the statue to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11209
D1
~
~
0 -1 11248
D2
~
~
0 -1 11211
D3
~
~
0 -1 11253
D4
~
~
0 -1 57000
D5
~
sewer grate~
16777219 -1 8700
R M 0 11400 1 11210
R M 0 11240 1 11210
R O 0 11200 1 11210
R O 0 11245 1 11210
R D 0 11210 5 1
E
sign embedded~
Dakar City

West Dakar City ruled by the Dark Tower
East Dakar City ruled by Lloth Tars Conclave

North - Gakak Street and City Gate
East - Taupa Avenue (Shops)
West - Taupa Avenue (Shops)
South - Gakak Street

~
S
#11211
Gakak Street~
~
The street is made up of loose gravel. There is a strange looking building 
to the southeast. A crumbling stone building is to the west. The massive 
cavern encloses the entire city underground. There are hooded lanterns 
attached to wooden poles at regular intervals to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11210
D2
~
~
0 -1 11212
S
#11212
Gakak Street~
~
The street is made up of loose gravel. There are wooden stakes on both 
sides of the street with humanoid skulls impaled on them. A strange 
looking building is to the southeast. There is a hooded lantern mounted to 
a wooden pole here to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11211
D2
~
~
0 -1 11213
S
#11213
Gakak Street~
~
A large stone building to the west has a crumbling stone slabbed wall 
around it. The street is made up of loose gravel. An intersection is to 
the south. There are wooden poles spaced out at regular intervals with 
hooded lanterns attached to them to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11212
D2
~
~
0 -1 11214
S
#11214
The Intersection of Sanok Road and Gakak Street~
~
The massive intersection has a statue of Tanzean'al against the cavern 
wall. The statue is as tall as the stone buildings on the street. There is 
a strange looking building to the east. The cavern encloses the entire 
city underground. Hooded lanterns mounted on poles on both sides of the 
statue provide lighting for the intersection. 
~
1 0 13
D0
~
~
0 -1 11213
D1
~
~
0 -1 11247
D3
~
~
0 -1 11215
D5
~
sewer grate~
16777217 -1 8714
R D 0 11214 5 0
E
statue Tanzean'al~
The massive statue is of the powerful wizard Tanzean'al.  He is clothed
in robes, and carrying a scepter in his right hand.
~
S
#11215
Sanok Road~
~
The road is made out of broken old cobblestones. A wall made out of large 
boulders is on the south side of the road. There is a wooden sign on the 
wall, with a diagram of the city that is too blurry to read. A cobblestone 
made house is to the south. A large pole is set into the ground on the 
south side of the road with a hooded lantern attached. 
~
1 0 13
D1
~
~
0 -1 11214
D3
~
~
0 -1 11216
S
#11216
Sanok Road~
~
The cobblestones are cracked and scratched up throughout the road here. A 
wall of midsize boulders butts up to some large boulders forming a wall on 
the south side of the road here. There are small sewer grates on both 
sides of the road to provide sewage a place to drain into. A few skulls 
are along the roadside here 
~
1 0 13
D1
~
~
0 -1 11215
D3
~
~
0 -1 11217
S
#11217
Sanok Road~
~
The cobblestones are broken and stained along the road here. A wall made 
out of midsize boulders is along the south side of the road. The inner 
city lights of a few buildings are visible to the east. A large pole is 
set into the ground on the south side of the road with a hooded lantern 
attached to provide lighting. 
~
1 0 13
D1
~
~
0 -1 11216
D2
~
double gates~
3 -1 11299
D3
~
~
0 -1 11218
R D 0 11217 2 1
S
#11218
Sanok Road~
~
The old cobblestones are broken, and there are ruts in the road here. The 
wall along the south side of the road ends in a pile of crushed rock here. 
A few buildings are along the east side of the road. A blackened red stain 
is smeared along the edge of the road here. There are small drains on the 
sides of the road to provide sewage drainage. 
~
1 0 13
D1
~
~
0 -1 11217
D3
~
~
0 -1 11219
S
#11219
The Intersection of Sanok Road and Dipak Street~
~
The street is made out of broken old cobblestones. A few large ruts have 
been caused from heavy loads. A wall made out of large boulders is on the 
west side of the street. A few buildings are along the streetsides. A 
large pole is set into the ground at the streetsides with a hooded lantern 
attached to it to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11220
D1
~
~
0 -1 11218
S
#11220
Dipak Street~
~
The old cobblestones are broken, and there are ruts in the street here. 
The wall along the west side of the street ends in a pile of crushed rock 
here. A few buildings are along the east side of the street. A blackened 
red stain is smeared along the edge of the street here. There are small 
drains on the sides of the street to provide sewage drainage. 
~
1 0 13
D0
~
~
0 -1 11221
D2
~
~
0 -1 11219
S
#11221
Dipak Street~
~
The cobblestones are broken and stained along the street here. A wall made 
out of midsize boulders is along the west side of the street. The inner 
city lights of a few buildings are visible to the east. A large pole is 
set into the ground on the west side of the street with a hooded lantern 
attached to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11222
D2
~
~
0 -1 11220
S
#11222
Dipak Street~
~
The cobblestones are cracked and scratched up throughout the street here. 
A wall of midsize boulders butt up to some large boulders forming a wall 
on the west side of the street here. There are small sewer grates on both 
sides of the street to provide sewage a place to drain into. A few skulls 
are along the streetside here.
~
1 0 13
D0
~
~
0 -1 11223
D2
~
~
0 -1 11221
S
#11223
The Intersection of Taupa Avenue and Dipak Street~
~
The street is made out of broken old cobblestones. A wall made out of 
large boulders is on the west side of the street. There is a wooden sign 
on the wall, with a diagram of the city that is too blurry to read. A 
cobblestone made house is to the west. A large pole is set into the ground 
on the west side of the street with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11224
D1
~
~
0 -1 11256
D2
~
~
0 -1 11222
D5
~
sewer grate~
16777217 -1 8705
R D 0 11223 5 0
S
#11224
Dipak Street~
~
The street is made out of broken stained cobblestones. A dead animal is 
rotting in its final stages of decay along the streetside. A wall made out 
of large boulders is on the west side of the street. A section of the wall 
has been destroyed by something. A large pole is set into the ground on 
the east side of the street with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11225
D2
~
~
0 -1 11223
S
#11225
Dipak Street~
~
The street is made out of cracked and scratched up old cobblestones. A 
wall of large boulders is on the west side of the street. There are small 
sewer grates on the sides of the street to provide sewage to drain into. A 
buildup of trash has nearly clogged up the grates and the sewage is thick 
on the street here. 
~
1 0 13
D0
~
~
0 -1 11226
D2
~
~
0 -1 11224
S
#11226
Dipak Street~
~
The street is made out of broken old cobblestones. A few large ruts have 
been caused from heavy loads. A wall made out of large boulders is on the 
west side of the street. A few buildings are along the street sides. A 
large pole is set into the ground at the street sides with a hooded 
lantern attached to it to provide lighting.
~
1 0 13
D0
~
~
0 -1 11227
D2
~
~
0 -1 11225
S
#11227
Dipak Street~
~
A massive dark tower stands forebodingly before the street to the east. 
The street is made of broken old cobblestones. The massive cavern encloses 
the entire city underground. There are hooded lanterns attached to poles 
that provide lighting at regular intervals.
~
1 0 13
D0
~
~
0 -1 11200
D1
~
Double Doors~
1 -1 11270
D2
~
~
0 -1 11226
R D 0 11227 1 0
S
#11228
Waguo Road ~
~
The road is made out of roughly cut stone slabs. A few large ruts have 
been caused from heavy loads. A spear with rotting enemy ears adorning it 
is on the south side of the road. A few buildings are along the road 
sides. A large pole is set into the ground at the road sides with a hooded 
lantern attached to it to provide lighting. 
~
1 0 13
D1
~
~
0 -1 11229
D3
~
~
0 -1 11205
S
#11229
Waguo Road~
~
The road is made out of cracked and scratched up old stone slabs. A spear 
with rotting enemy ears adorning it is on the south side of the road. 
There are small sewer grates on the sides of the road to provide sewage to 
drain into. A buildup of trash has nearly clogged up the grates and the 
sewage is thick on the road here. 
~
1 0 13
D1
~
~
0 -1 11230
D3
~
~
0 -1 11228
S
#11230
Waguo Road~
~
The road is made out of broken stained stone slabs. Some rotten food is in 
its final stages of decay along the road side. A spear with rotting enemy 
ears adorning it is on the south side of the road. A section of the spear 
has been destroyed by something. A large pole is on the north side of the 
road with a hooded lantern attached.
~
1 0 13
D1
~
~
0 -1 11231
D3
~
~
0 -1 11229
S
#11231
Waguo Road~
~
The stone slabs are cracked and scratched up throughout the road here. A 
spear with rotting enemy ears adorning it is embedded in the ground on the 
south side of the road here. There are small sewer grates on both sides of 
the road to provide sewage a place to drain into. A few skulls are along 
the road side here. 
~
1 0 13
D1
~
~
0 -1 11232
D3
~
~
0 -1 11230
S
#11232
Waguo Road~
~
The old stone slabs are broken, and there are ruts in the road here. The 
spear with rotting enemy ears adorning it is on the south side of the road 
here. A few buildings are along the north side of the road. A blackened 
red stain is smeared along the edge here. There are small drains on the 
sides of the road to provide sewage drainage. 
~
1 0 13
D1
~
~
0 -1 11233
D3
~
~
0 -1 11231
S
#11233
The Intersection of Waguo Road and Gorath Street~
~
The street is made out of crushed gravel stones. A few large ruts have 
been caused from heavy loads. A spear with rotting enemy ears adorning it 
is on the south side of the street. A few buildings are along the street 
sides. A large pole is set into the ground at the street sides with a 
hooded lantern attached to it to provide lighting. 
~
1 0 13
D2
~
~
0 -1 11234
D3
~
~
0 -1 11232
S
#11234
Gorath Street~
~
The street is made out of crushed gravel stones. A spear with rotting 
enemy ears adorning it is on the south side of the street. There are small 
sewer grates on the sides of the street to provide sewage to drain into. A 
buildup of trash has nearly clogged up the grates and the sewage is thick 
on the street here. 
~
1 0 13
D0
~
~
0 -1 11233
D2
~
~
0 -1 11235
S
#11235
Gorath Street~
~
The street is made out of crushed gravel. Some rotten food is in its final 
stages of decay along the street side. A spear with rotting enemy ears 
adorning it is on the south side of the street. A section of the spear has 
been destroyed by something. A large pole is on the north side of the 
street with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11234
D2
~
~
0 -1 11236
S
#11236
Gorath Street~
~
The street is made out of crushed gravel stones. A spear with rotting 
enemy ears adorning it is on the south side of the street. There is a 
wooden sign posted in the ground, with a diagram of the city that is too 
blurry to read. A cobblestone made house is to the south. A large pole is 
on the south side of the street with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11235
D2
~
~
0 -1 11237
S
#11237
Gorath Street~
~
The crushed gravel stones are sparse along the street here. A spear with 
rotting enemy ears adorning it is embedded in the ground on the south side 
of the street here. There are small sewer grates on both sides of the 
street to provide sewage a place to drain into. A few skulls are along the 
street side here. 
~
1 0 13
D0
~
~
0 -1 11236
D2
~
~
0 -1 11238
D3
~
arched doorway~
3 -1 11306
R D 0 11237 3 1
S
#11238
The Intersection of Taupa Avenue and Gorath Street~
~
The stone slabs are cracked and scratched up throughout the avenue here. A 
spear with human skulls adorning it is embedded in the ground on the south 
side of the avenue here. There are small sewer grates on both sides of the 
avenue to provide sewage a place to drain into. A few skulls are along the 
avenue side here. 
~
1 0 13
D0
~
~
0 -1 11237
D2
~
~
0 -1 11239
D3
~
~
0 -1 11252
D5
~
sewer grate~
16777219 -1 8725
R D 0 11238 5 1
S
#11239
Gorath Street~
~
The crushed gravel stones are sparse along the street here. A spear with 
rotting enemy ears adorning it is along the south side of the street. The 
inner city lights of a few buildings are visible to the north. A large 
pole is set into the ground on the south side of the street with a hooded 
lantern attached to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11238
D2
~
~
0 -1 11240
S
#11240
Gorath Street~
~
The crushed gravel stones are interupted by ruts in the street here. The 
spear with rotting enemy ears adorning it is on the south side of the 
street here. A few buildings are along the north side of the street. A 
blackened red stain is smeared along the edge here. There are small drains 
on the sides of the street to provide sewage drainage. 
~
1 0 13
D0
~
~
0 -1 11239
D2
~
~
0 -1 11241
D3
~
~
0 -1 11294
S
#11241
Gorath Street~
~
The street is made out of crushed gravel stones. A few large ruts have 
been caused from heavy loads. A spear with rotting enemy ears adorning it 
is on the south side of the street. A few buildings are along the street 
sides. A large pole is set into the ground at the street sides with a 
hooded lantern attached to it to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11240
D2
~
~
0 -1 11242
S
#11242
The Intersection of Sanok Road and Gorath Street~
~
The street is made out of broken old cobblestones. A wall made out of 
large boulders is on the east side of the street. A cobblestone made house 
is to the west. A large pole is set into the ground on the west side of 
the street with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11241
D1
~
barricaded door~
7 -1 11334
D3
~
~
0 -1 11243
R D 0 11242 1 2
> entry_prog 100~
if quest(militia) == 7
  mppause 5
  mpechoat $n &cvaskar pushes a secret lever on a wall, then enters a doorway that closes.
  mppause 2
  mpechoat $n You think to yourself Sergeant Durgas needs to know this:
  mpechoat $n VASKAR SOUTHERN GORATH SECRET LEVER
  mpquest $n militia 8
endif
~
|
S
#11243
Sanok Road~
~
The road is made out of broken old cobblestones. A few large ruts have 
been caused from heavy loads. A wall made out of large boulders is on the 
south side of the road. A few buildings are along the roadsides. A large 
pole is set into the ground at the roadsides with a hooded lantern 
attached to it to provide lighting. 
~
1 0 13
D1
~
~
0 -1 11242
D3
~
~
0 -1 11244
S
#11244
Sanok Road~
~
The road is made out of cracked and scratched up old cobblestones. A wall 
of large boulders is on the south side of the road. There are small sewer 
grates on the sides of the road to provide sewage to drain into. A buildup 
of trash has nearly clogged up the grates and the sewage is thick on the 
road here. 
~
1 0 13
D1
~
~
0 -1 11243
D3
~
~
0 -1 11245
S
#11245
Sanok Road~
~
The road is made out of broken stained cobblestones. A dead animal is 
rotting in its final stages of decay along the roadside. A wall made out 
of large boulders is on the south side of the road. A section of the wall 
has been destroyed by something. A large pole is set into the ground on 
the east side of the road with a hooded lantern attached.
~
1 0 13
D1
~
~
0 -1 11244
D3
~
~
0 -1 11246
S
#11246
Sanok Road~
~
The road is made up of interlocking bricks. A strange looking building is 
to the northwest. A small house made of stone is to the south. The cavern 
encloses the entire city underground. There are wooden poles with hooded 
lanterns attached set at regular intervals to provide lighting. 
~
1 0 13
D1
~
~
0 -1 11245
D2
~
door~
1 -1 11269
D3
~
~
0 -1 11247
R D 0 11246 2 0
S
#11247
Sanok Road~
~
The road is made up of interlocking bricks.  A set of stone slab stairs
lead north to the open archway of Myrlochar Temple.  The temple has many
detailed carvings etched into the stonework of the building.  There are
hooded lanterns mounted to each side of the temple archway.
~
1 0 13
D0
~
~
0 -1 11267
D1
~
~
0 -1 11246
D3
~
~
0 -1 11214
E
carvings etched ~
The carvings appear to be some sort of ancient runes of dark power that
issues a warning to those who would desecrate the temple.
~
S
#11248
Taupa Avenue~
~
The stone slabs are cracked and scratched up throughout the avenue here. A 
spear with human skulls adorning it is embedded in the ground on the south 
side of the avenue here. There are small sewer grates on both sides of the 
avenue to provide sewage a place to drain into. A few skulls are along the 
avenue side here. 
~
1 0 13
D1
~
~
0 -1 11249
D2
~
~
0 -1 11261
D3
~
~
0 -1 11210
S
#11249
Taupa Avenue~
~
The stone slabs are broken and stained along the avenue here. A spear with 
human skulls adorning it is along the south side of the avenue. The inner 
city lights of a few buildings are visible to the north. A large pole is 
set into the ground on the south side of the avenue with a hooded lantern 
attached to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11262
D1
~
~
0 -1 11250
D2
~
~
0 -1 11332
D3
~
~
0 -1 11248
S
#11250
Taupa Avenue~
~
The old stone slabs are broken, and there are ruts in the avenue here. The 
spear with human skulls adorning it is on the south side of the avenue 
here. A few buildings are along the north side of the avenue. A blackened 
red stain is smeared along the edge here. There are small drains on the 
sides of the avenue to provide sewage drainage. 
~
1 0 13
D0
~
~
0 -1 11263
D1
~
~
0 -1 11251
D2
~
door~
3 -1 11265
D3
~
~
0 -1 11249
R D 0 11250 2 1
S
#11251
Taupa Avenue~
~
The avenue is made out of roughly cut stone slabs. A few large ruts have 
been caused from heavy loads. A spear with human skulls adorning it is on 
the south side of the avenue. A few buildings are along the avenue sides. 
A large pole is set into the ground at the avenue sides with a hooded 
lantern attached to it to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11264
D1
~
~
0 -1 11252
D3
~
~
0 -1 11250
S
#11252
Taupa Avenue~
~
The avenue is made out of cracked and scratched up old stone slabs. A 
spear with human skulls adorning it is on the south side of the avenue. 
There are small sewer grates on the sides of the avenue to provide sewage 
to drain into. A buildup of trash has nearly clogged up the grates and the 
sewage is thick on the avenue here. 
~
1 0 13
D0
~
~
3 -1 11297
D1
~
~
0 -1 11238
D2
~
door~
3 -1 11295
D3
~
~
0 -1 11251
R D 0 11252 0 1
R D 0 11252 2 1
S
#11253
Taupa Avenue~
~
The avenue is made out of roughly cut stone slabs. A spear with human 
skulls adorning it is on the south side of the avenue. There is a wooden 
sign posted in the ground, with a diagram of the city that is too blurry 
to read. A cobblestone made house is to the south. A large pole is on the 
south side of the avenue with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11260
D1
~
~
0 -1 11210
D3
~
~
0 -1 11254
S
#11254
Taupa Avenue~
~
The avenue is made out of broken stained stone slabs. Some rotten food is 
in its final stages of decay along the avenue side. A spear with human 
skulls adorning it is on the south side of the avenue. A section of the 
spear has been destroyed by something. A large pole is on the north side 
of the avenue with a hooded lantern attached. 
~
1 0 13
D0
~
~
0 -1 11259
D1
~
~
0 -1 11253
D3
~
~
0 -1 11255
S
#11255
Taupa Avenue~
~
The avenue is made out of cracked and scratched up old stone slabs. A 
spear with human skulls adorning it is on the south side of the avenue. 
There are small sewer grates on the sides of the avenue to provide sewage 
to drain into. A buildup of trash has nearly clogged up the grates and the 
sewage is thick on the avenue here. 
~
1 0 13
D0
~
~
0 -1 11258
D1
~
~
0 -1 11254
D3
~
~
0 -1 11256
S
#11256
Taupa Avenue~
~
The avenue is made out of roughly cut stone slabs. A few large ruts have 
been caused from heavy loads. A spear with human skulls adorning it is on 
the south side of the avenue. A few buildings are along the avenue sides. 
A large pole is set into the ground at the avenue sides with a hooded 
lantern attached to it to provide lighting. 
~
1 0 13
D0
~
~
0 -1 11257
D1
~
~
0 -1 11255
D3
~
~
0 -1 11223
S
#11257
Archery Shop~
~
The floor is made out of stone slabs. There is a blue rug in the center of 
the room. various displays are hanging on the walls from wooden shelves. A 
hooded lantern mounted on opposite sides of the room provides lighting. A 
large oak desk and chair are at the rear of the shop with a small display 
setup on it. 
~
1 0 13
D1
~
~
0 -1 11258
D2
~
~
0 -1 11256
R M 0 11208 1 11257
  R G 0 11201 1
  R G 0 11203 1
  R G 0 11202 1
S
#11258
Armor Shop~
~
The floor has cracked and broken stone slabs among it. There is a green 
rug in the center of the room. A few displays are hanging on the walls 
from wooden shelves. A few torches are mounted on opposite sides of the 
room provides lighting. A large oak desk and chair are in the center of 
the shop with many displays setup on it. 
~
1 0 13
D1
~
~
0 -1 11259
D2
~
~
0 -1 11255
D3
~
~
0 -1 11257
R M 0 11207 1 11258
  R G 0 11302 1
  R G 0 11229 1
  R G 0 11232 1
  R G 0 11233 1
S
#11259
Weapons Shop~
~
The floor is made out of interlocking bricks. At the center of the floor 
is a dark blue rug. displays on humanoid dummies are setup throughout the 
shop. A hooded lantern is on a small wooden desk in the center of the 
shop. There are a few wooden stools within the shop, and a wooden chair 
behind the desk. 
~
1 0 13
D1
~
~
0 -1 11260
D2
~
~
0 -1 11254
D3
~
~
0 -1 11258
R M 0 11205 1 11259
  R G 0 11214 1
  R G 0 11209 1
  R G 0 11211 1
  R G 0 11212 1
  R G 0 11210 1
  R G 0 11215 1
  R G 0 11213 1
S
#11260
Blacksmith Shop~
~
Interlocking bricks are used the floor here. A plush golden rug is 
centered on the floor. There is displays setup throughout the shop on 
wooden shelves. Two hooded lanterns are suspended from the ceiling to 
provide lighting. A high backed wooden chair is behind an oak desk in the 
center of the shop. 
~
1 0 13
D2
~
~
0 -1 11253
D3
~
~
0 -1 11259
R M 0 11206 1 11260
S
#11261
Dakar Bank~
~
The floor to the bank is made out of decorative tiles that are very well
maintained.  There are beautiful tapestries hanging from the walls.  A
series of hooded lanterns adorn the walls for lighting.  A large table
and chairs are set up in the rear of the bank.
~
1 268435456 13
D0
~
~
0 -1 11248
R M 0 11209 1 11261
S
#11262
General Supply Store~
~
Interlocking bricks are used the floor here. A plush golden rug is 
centered on the floor. There is displays setup throughout the shop on 
wooden shelves. Two hooded lanterns are suspended from the ceiling to 
provide lighting. A high backed wooden chair is behind an oak desk in the 
center of the shop. 
~
1 0 13
D2
~
~
0 -1 11249
R M 0 11210 1 11262
  R G 0 11306 1
  R G 0 11237 1
  R G 0 11400 1
  R G 0 11236 1
  R G 0 33 1
  R G 0 11216 1
  R G 0 11240 1
  R G 0 11219 1
  R G 0 11217 1
  R G 0 11399 1
S
#11263
Mystical Shop~
~
The floor is made out of interlocking bricks. At the center of the floor 
is a dark blue rug. displays on humanoid dummies are setup throughout the 
shop. A hooded lantern is on a small wooden desk in the center of the 
shop. There are a few wooden stools within the shop, and a wooden chair 
behind the desk. 
~
1 0 13
D2
~
~
0 -1 11250
R M 0 11204 1 11263
  R G 0 11220 1
  R G 0 11221 1
  R G 0 11225 1
  R G 0 11303 1
  R G 0 11224 1
  R G 0 11223 1
  R G 0 11222 1
  R G 0 11235 1
  R G 0 11239 1
  R G 0 11238 1
S
#11264
Dakar Pawn Shop~
~
The floor has cracked and broken stone slabs among it. There is a green 
rug in the center of the room. A few displays are hanging on the walls 
from wooden shelves. A few torches are mounted on opposite sides of the 
room provides lighting. A large oak desk and chair are in the center of 
the shop with many displays setup on it. 
~
1 1024 13
D2
~
~
0 -1 11251
R M 0 11211 1 11264
S
#11265
Animal Trade Shop~
~
A large wooden barn like structure, there is a massive pile of stacked
hay in the rear.  Several stalls of various animals are also located
to the rear of the bar.  A small hooded lantern hangs from the ceiling
to provide lighting.
~
1 4096 13
D0
~
door~
3 -1 11250
R M 0 11202 1 11265
R D 0 11265 0 1
S
#11266
Pet Storage~
~
~
1 3145748 13
R M 0 11201 1 11266
R M 0 11225 1 11266
R M 0 11241 1 11266
R M 0 11242 1 11266
R M 0 11226 1 11266
R M 0 11243 1 11266
R M 0 11227 1 11266
S
#11267
Myrlochar Temple~
~
Inside the building there are beautiful tapestries hanging from the walls. 
A small statue of a beautiful naked half woman half spider is embedded in 
the archway that leads north. Large spikes on both sides of the archway 
have humanoid skulls impaled on them. A hooded lantern is mounted to the 
west wall to provide lighting.
~
1 4 13
D0
~
~
0 -1 11268
D1
~
~
0 -1 11298
D2
~
~
0 -1 11247
S
#11268
Altar of Lloth~
~
The massive room seems to shimmer with an eerie glow.  There is a golden
altar against the north wall, that is stained with thick dried blood now
a black color.  There are humanoid skulls covering the entire ground.  A
painting of a beautiful woman in a sheer gown is behind the altar.
~
1 1028 13
D2
~
~
0 -1 11267
R M 0 11200 1 11268
R O 0 11243 1 11268
> pre_enter_prog 100~
if isimmort($n)
mppause 3
else
if htown($n) != Dakar City
mpat $n mpechoat $n &WA wall of force shimmers as you attempt to go north, blocking your path.
abort
endif
endif
~
|
S
#11269
Within a Small House~
~
The dwelling appears to have been recently vacated.  There are no personal
items still in place in the house.  A terrible smell fills the air from
a heavy mold growth covering the walls.  There are various items of trash
laying about on the ground.  A broken chair is against the wall.
~
1 4 13
D0
~
door~
1 -1 11246
R D 0 11269 0 0
S
#11270
Within the Gate House~
~
&bThe walls of the gate house are smooth with no seams, and jet black in
color.  There is a chandelier hanging from the ceiling made up of flesh
and bones.  There are several kill ports in the entry wall for archers.
A few oak high back chairs are against the walls.
~
1 4 13
D1
~
door~
3 -1 11271
D2
~
~
0 -1 11273
D3
~
Double Doors~
3 -1 11227
R M 0 11214 1 11270
R D 0 11270 1 1
R D 0 11270 3 1
S
#11271
The Barracks~
~
&bThe massive room is filled with beds.  Each bed has a foot locker that
is underneath it.  A large fire place is at the north wall.  There is a
cauldron setup within it.  A few hooded lanterns are mounted to the walls.
The walls are jet black colored and smooth to touch.
~
1 4 13
D2
~
door~
3 -1 11272
D3
~
door~
3 -1 11270
R M 0 11216 1 11271
R D 0 11271 2 1
R D 0 11271 3 1
S
#11272
The Armory ~
~
&bThe room is filled with wooden racks that hold weapons and various types 
of armor. The wall and floor are jet black in color, and are made out of 
smooth stone. A few lanterns are mounted to the walls to provide lighting. 
A chest lies in the southeastern corner.
~
1 4 13
D0
~
door~
3 -1 11271
R O 0 11241 1 11272
R D 0 11272 0 1
S
#11273
Sitting Room~
~
&bThere are oak high backed chairs scattered about the room. A few lavish 
tapestries hang from the jet black walls. A chandelier made out of flesh 
and bones hangs from the ceiling above to provide lighting. A small oak 
table sits against the far wall. 
~
1 4 13
D0
~
~
0 -1 11270
D4
~
~
0 -1 11274
S
#11274
Second Floor Entry~
~
&bThe walls are jet black in color with no seams in the stone. A large oak 
bench is against the wall. There are hooded lanterns attached to the 
walls. A strange shaped iron rack hangs from above. The iron rack has a 
decomposing body strapped to it. 
~
1 4 13
D1
~
~
0 -1 11275
D4
~
~
0 -1 11278
D5
~
~
0 -1 11273
S
#11275
The Dining Room~
~
&bThe jet black walls are almost completely covered by giant paintings
depicting scenes of different battles.  A chandelier made out of flesh
and bones hangs from the ceiling.  A large oak table, and several high
backed chairs are centered in the room.
~
1 4 13
D0
~
~
0 -1 11276
D3
~
~
0 -1 11274
S
#11276
The Kitchen~
~
&bThere are oak shelves on the walls, holding various types of cooking 
equipment. A large fire place is against the north wall with a large 
cauldron in it. Various spice jars, and ingredients are on a small table. 
There are hooded lanterns mounted to the walls for lighting. 
~
1 4 13
D2
~
~
0 -1 11275
D3
~
~
0 -1 11277
S
#11277
The Wine Cellar~
~
&bThere are piles of oak shelves lining the walls with various dusty wine 
bottles in them. A small pantry shelf is against the west wall, to store 
dried foods. There are hooded lanterns attached to the walls to provide 
lighting. A small foot stool is beside the shelves. 
~
1 4 13
D1
~
~
0 -1 11276
S
#11278
Third Floor Entry~
~
&bThe jet black stone walled room has a painting of Tanzean'al leading a 
horde of demons in battle. There are hooded lanterns mounted to the walls 
for lighting. A large table fashioned from human skulls is in the center 
of the room. An oak high back chair is beside the table. 
~
1 4 13
D0
~
~
0 -1 11279
D4
~
~
0 -1 11282
D5
~
~
0 -1 11274
S
#11279
The Meeting Room~
~
&bThe jet black walled room, has several tapestries hanging from it. The 
save walls have hooded lanterns mounted to them to provide lighting. A 
massive oak table is in the center of the room with oak high backed chairs 
against it. A map of the continent displays the enemies position.
~
1 4 13
D1
~
~
0 -1 11280
D2
~
~
0 -1 11278
S
#11280
Elite Barracks~
~
&bThe barracks walls are jet black in color, and smooth to the touch. 
There are beds uniformly aligned throughout the room. Large foot lockers 
are under each bed. A chandelier made out of flesh and bones hangs from 
the ceiling. A large sign written in dark tongue is on the walls. 
~
1 4 13
D2
~
~
0 -1 11281
D3
~
~
0 -1 11279
S
#11281
The Armory~
~
&bThe armory walls are jet black in color, and covered in oak wooden 
shelves. There are weapon racks set up all along the floor, as well as 
heavy oak chests. The wooden shelves hold various pieces of armor, and 
equipment. A small bin is filled with dried food. A hooded lantern hangs 
from the ceiling. 
~
1 4 13
D0
~
~
0 -1 11280
S
#11282
Fourth Floor Entry~
~
&bThere are oak high backed chairs scattered about the room. A few lavish 
tapestries hang from the jet black walls. A chandelier made out of flesh 
and bones hangs from the ceiling above to provide lighting. A small oak 
table sits against the far wall.
~
1 4 13
D0
~
~
0 -1 11283
D1
~
door~
1 -1 11285
D4
~
~
0 -1 11286
D5
~
~
0 -1 11278
R D 0 11282 1 0
S
#11283
Hallway~
~
&bThe hallway has a series of humanoid skulls that hang from the top of 
the jet black colored walls. There are hooded lanterns mounted to the 
walls to provide lighting. A few tapestries hang from the walls. A small 
table has a wash basin on it. 
~
1 4 13
D1
~
door~
1 -1 11284
D2
~
~
0 -1 11282
R D 0 11283 1 0
S
#11284
Guest Bedroom~
~
&bThe circular room has a small bed against the far wall. There is a large 
chest at the foot of the bed. There are small paintings hanging from the 
walls. A few hooded lanterns are mounted on small wooden stands. 
~
1 4 13
D3
~
door~
1 -1 11283
R D 0 11284 3 0
S
#11285
Guest Bedroom~
~
&bThe circular room has a small bed against the far wall. There is a large 
chest at the foot of the bed. There are small paintings hanging from the 
walls. A few hooded lanterns are mounted on small wooden stands. 
~
1 4 13
D3
~
door~
1 -1 11282
R D 0 11285 3 0
S
#11286
Fifth Floor Entry~
~
&bA small but exquisite altar is against the east wall.  There are five
humanoid skulls on a shelf above it, that has gold gilding on the edges.
A dark black colored stain that is thick in substance is on the altar.
There are torches mounted to the walls to provide lighting.
~
1 4 13
D0
~
~
0 -1 11287
D1
~
door~
1 -1 11289
D4
~
~
0 -1 11290
D5
~
~
0 -1 11282
R D 0 11286 1 0
S
#11287
Hallway~
~
&bThe hallway has intricate stone carvings along the walls depicting 
horrors that should have been forgotten. The ceiling is covered with long 
spikes that have some crushed skulls stuck to them. The walls have torches 
mounted to them to provide lighting. 
~
1 4 13
D1
~
door~
1 -1 11288
D2
~
~
0 -1 11286
R D 0 11287 1 0
S
#11288
Master Bedroom~
~
&bThere are black suits of plate mail poised with swords at each corner of
the room.  A large chandelier hangs from the ceiling to provide lighting
over an enormous bed.  There are book shelves along the walls filled with
arcane types of books.  A large blood red rug is centered over the floor.
~
1 4 13
D3
~
door~
1 -1 11287
R M 0 11239 1 11288
R D 0 11288 3 0
S
#11289
Guest Bedroom~
~
&bA hooded lantern is on top of a statue of a goblin holding the skull
of a elf.  A small bed is against the far wall.  There is a dark blue
rug centered in the floor.  A small table is next to the bed.
~
1 4 13
D3
~
door~
1 -1 11286
R D 0 11289 3 0
S
#11290
Antechamber ~
~
&bThe room is filled with mystical objects, and a unknown presence.  A large
hooded lantern is suspended from the ceiling.  There are several skeletons
standing in the rooms like guards over this strange room.  A small fireplace 
is against the far wall of the room.
~
1 4 13
D0
~
~
0 -1 11291
D5
~
~
0 -1 11286
S
#11291
Observatory~
~
&bThe entire observatory is built to be used with a massive window. The 
window is the size of a room wall, and magnifies images seen through it. 
The entire Dakar Central can be viewed from the window. There are hooded 
lanterns mounted to the walls to provide lighting. 
~
1 4 13
D1
~
~
0 -1 11292
D2
~
~
0 -1 11290
E
window~
&RDakar Central
&cThe intersection is the main crossing point for the city. There is a
massive sign embedded in the ground here. A strange looking building is to 
the southeast. There is a massive statue of a winged demonic beast that 
sits upon a fountain of water here. A hooded lantern has been attached to 
a large wooden pole behind the statue to provide lighting.
&WExits north east south west.
A marble water fountain is embedded in the ground here.
~
E
gate~
&RInside the Massive Gate
&OThe gate is composed of large oak timbers that have iron bands wrapped 
around it. The size of the gate resembles the size of a large house. A 
massive iron chain is connected to the gate. Large gears on a type of 
machine with the iron chain connected to it, is to the right of the gate.
&WExits east south west.
~
E
inner~
&RInside the Massive Gate
&OThe gate is composed of large oak timbers that have iron bands wrapped
around it. The size of the gate resembles the size of a large house. A
massive iron chain is connected to the gate. Large gears on a type of
machine with the iron chain connected to it, is to the right of the gate.
&WExits east south west.
~
E
observatory~
&RInside the Massive Gate
&OThe gate is composed of large oak timbers that have iron bands wrapped
around it. The size of the gate resembles the size of a large house. A
massive iron chain is connected to the gate. Large gears on a type of
machine with the iron chain connected to it, is to the right of the gate.
&WExits east south west.
~
E
dakar~
&RDakar Central
&cThe intersection is the main crossing point for the city. There is a
massive sign embedded in the ground here. A strange looking building is to 
the southeast. There is a massive statue of a winged demonic beast that 
sits upon a fountain of water here. A hooded lantern has been attached to 
a large wooden pole behind the statue to provide lighting.
&WExits north east south west.
A marble water fountain is embedded in the ground here.
~
E
central~
&RDakar Central
&cThe intersection is the main crossing point for the city. There is a
massive sign embedded in the ground here. A strange looking building is to 
the southeast. There is a massive statue of a winged demonic beast that 
sits upon a fountain of water here. A hooded lantern has been attached to 
a large wooden pole behind the statue to provide lighting.
&WExits north east south west.
A marble water fountain is embedded in the ground here.
~
S
#11292
The Library~
~
&bThe walls are covered with book shelves. A large chandelier hangs from 
the ceiling above to provide lighting. A large oak table and some chairs 
have been setup in the center of the room. 
~
1 4 13
D2
~
~
0 -1 11293
D3
~
~
0 -1 11291
S
#11293
The Study~
~
&bA massive room with thick red carpeting along the floor. There are 
hooded lanterns mounted to the walls to provide lighting. A few exotic 
paintings decorate the walls. There are some cushioned high backed chairs 
along the walls of the room. 
~
1 4 13
D0
~
~
0 -1 11292
S
#11294
The Training Centre~
~
The room is a vast circular shaped room.  There are large mats made out
of straw on the floors.  A few racks of various types of weapons are
along the walls.  There are torches mounted to the walls to provide the
lighting.  A small sign is on the far wall.
~
1 4 13
D1
~
~
0 -1 11240
R M 0 11212 1 11294
E
sign~
Use your brains, and live longer.
~
S
#11295
Dead Goblin Tavern~
~
The tavern is filled with tables and chairs.  The floor is made out of
solid cobblestones.  There are shelves of various liquors behind the
oak bar table in the rear of the tavern.  Plaques to very important now
dead goblins are hanging on the walls.
~
1 4 13
D0
~
door~
3 -1 11252
R M 0 11213 1 11295
  R G 0 11307 1
  R G 0 11305 1
  R G 0 11234 1
  R G 0 11304 1
R M 0 11228 1 11295
R D 0 11295 0 1
S
#11296
The Gladiator Pit~
~
The walls are covered with a slippery grease type substance.  A large
oak gate appears to be mechanically operated.  There are piles of old
bones and skeletons littering the ground.
~
1 3145732 13
> speech_prog recall~
mptrans $n 11294
mppause 4
mpat 11294 mpforce $n look
~
> rand_prog 60~
mpecho &cType &WSAY RECALL &cto exit the pit.&D
~
|
S
#11297
An Office~
~
A richly decorated office table and chair are set in a richly decorated
room. The fireplace in the west wall crackles loudly. There are a lot of
figurines scattered around the room, and a few maps tacked on the eastern
wall across from the fireplace.
~
1 4 13
D2
~
~
3 -1 11252
R M 0 11219 1 11297
  R E 0 11397 1 4
  R E 0 11397 1 3
  R E 0 11296 1 5
  R E 0 11396 1 8
  R E 0 11295 1 6
  R E 0 11395 1 22
  R E 0 11394 1 16
R D 0 11297 2 1
S
#11298
Hall of the Dead~
~
A bleak looking charred black brick room. There is a strange looking glyph 
on the ground, and several candles are on shelves surrounding the room. A 
humanoid skull decorates a wooden bench. 
~
1 4 13
D3
~
~
0 -1 11267
R M 0 11220 1 11298
S
#11299
Trade Skill Denizens~
~
The iron gate entrance to the facility expands on the vastness of the 
building.  The floor is made up of long oak planks.  There are hooded
lanterns hanging from the ceilings to provide lighting.  A small oak
desk is in the center of this room.
~
1 1073741824 1
D0
~
double gates~
1 -1 11217
D1
~
~
0 -1 11400
D2
~
~
0 -1 11300
R M 0 11222 1 11299
  R G 0 11251 1
  R G 0 11300 1
  R G 0 11248 1
  R G 0 11247 1
  R G 0 11250 1
  R G 0 11249 1
  R G 0 11299 1
R D 0 11299 0 0
S
#11300
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 1073758208 0
D0
~
~
0 -1 11299
D1
~
~
0 -1 11301
D3
~
~
0 -1 11302
D4
~
~
0 -1 11308
D5
~
~
0 -1 11303
R O 0 11298 1 11300
S
#11301
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 1073758208 0
D3
~
~
0 -1 11300
D4
~
~
0 -1 11309
D5
~
~
0 -1 11304
R O 0 11298 1 11301
S
#11302
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 1073758208 0
D1
~
~
0 -1 11300
D4
~
~
0 -1 11307
D5
~
~
0 -1 11305
R O 0 11298 1 11302
S
#11303
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 1073758208 0
D1
~
~
0 -1 11304
D3
~
~
0 -1 11305
D4
~
~
0 -1 11300
R O 0 11297 1 11303
S
#11304
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 1073758208 0
D3
~
~
0 -1 11303
D4
~
~
0 -1 11301
R O 0 11297 1 11304
S
#11305
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 1073758208 0
D1
~
~
0 -1 11303
D4
~
~
0 -1 11302
R O 0 11297 1 11305
S
#11306
Office of the City Manager~
~
There are oak high backed chairs scattered about the room. A few lavish 
tapestries hang from the jet black walls. A chandelier made out of flesh 
and bones hangs from the ceiling above to provide lighting. A small oak 
table sits against the far wall. 
~
1 4 13
D1
~
arched doorway~
3 -1 11237
R M 0 11223 1 11306
R D 0 11306 1 1
S
#11307
A Tannery Room~
~
There are shelves along the walls. A few side tables are setup with 
various size mixing bowels. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 1073758220 0
D1
~
~
0 -1 11308
D5
~
~
0 -1 11302
S
#11308
A Tannery Room~
~
There are shelves along the walls. A few side tables are setup with 
various size mixing bowels. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 1073758220 0
D1
~
~
0 -1 11309
D3
~
~
0 -1 11307
D5
~
~
0 -1 11300
S
#11309
A Tannery Room~
~
There are shelves along the walls. A few side tables are setup with 
various size mixing bowels. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 1073758216 0
D3
~
~
0 -1 11308
D5
~
~
0 -1 11301
S
#11332
The Craftsman Shop~
~
The floor has cracked and broken stone slabs among it. There is a green 
rug in the center of the room. A few displays are hanging on the walls 
from wooden shelves. A few torches are mounted on opposite sides of the 
room provides lighting. A large oak desk and chair are in the center of 
the shop with many displays setup on it. 
~
1 4 13
D0
~
~
0 -1 11249
R M 0 11221 1 11332
S
#11333
A Prisoner Holding Area~
~
There are solid bricks around a chamber that has prison cells along the
walls.  There are burly troll guards patrolling the cells.  A puddle of
dried blood is in the center of the holding area.
~
1 1073741828 1
D1
~
~
16777216 -1 11239
S
#11334
An Abandoned Warehouse~
~
There are piles of empty containers stacked throughout the old warehouse. 
Cobwebs, and dust cover everything in a thick layer. A small hooded 
lantern hangs over an oak desk and chair that have been cleaned up. 
~
1 1073741828 1
D3
~
barricaded door~
3 -1 11242
R M 0 11218 1 11334
R M 0 11236 1 11334
R D 0 11334 3 1
S
#11400
Crafted Item Shop~
~
There are shelves upon shelves of crafted items available for sale. A 
large oak desk is at the rear of the shop with a high back chair behind 
it. There is a dark red rug centered over the stone floor here. 
~
1 4 13
D3
~
~
0 -1 11299
R M 0 11237 1 11400
S
#0


#SHOPS
 11202    0  0  0  0  0   120  90         0 23    ; Gyakas, the animal trainer
 11204    0  0  0  0  0   120  90         0 23    ; Warlock Dralak
 11205    0  0  0  0  0   120  90         0 23    ; Daktar, the weaponsmith
 11207    0  0  0  0  0   120  90         0 23    ; Armorsmith Rautal
 11208    0  0  0  0  0   120  90         0 23    ; an archery dealer
 11210    0  0  0  0  0   120  90         0 23    ; An Orc Supply Trader
 11211    5  9  3  4  8   150  10         0 23    ; pawn dealer Warz
 11213    0  0  0  0  0   120  90         0 23    ; Barkeeper Korlok
 11222    0  0  0  0  0   120  90         0 23    ; Guild Master Vecnia
 11237    5  9 19 17  0   120  90         0 23    ; Shopkeeper Naevas
0


#REPAIRS
 11206    3  9  5         100   1         0 23    ; Takarz, the blacksmith
0


#SPECIALS
M  11200 spec_cast_adept
S


#$