#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 1073750016 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 #$