/
swrfuss/
swrfuss/boards/
swrfuss/color/
swrfuss/doc/mudprogs/
swrfuss/email/
swrfuss/planets/
swrfuss/space/
#AREA   Mon Calamri~



#AUTHOR Ackbar~

#RANGES
0 60 0 103
$

#RESETMSG The moon's shift sends the water levels rising.~

#FLAGS
1

#ECONOMY 0 187437359

#MOBILES
#21000
healer jedi saint~
elderly saint~
A elderly saint wearing only a dark robe wanders here.
~
~
3 4194472 1000 Z
50 0 0 25d500+300 0d0+0
0 0
8 8 2
18 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 262143 1 0
0 0 2047 0 3156992 0 0 263
0 0 0 0 0 0 0 0
#21001
Anakiem shopkeeper~
Anikem the shopkeeper~
Anakiem the shopkeeper stands here.
~
~
3 4194344 0 Z
50 0 -300 1d1+30000 20d100+100
0 0
8 8 1
18 18 18 18 13 13 18
0 0 0 0 0
15 0 0 0 16777248 16777251 6
34 4 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
> speech_prog corusca~
smile
nod
' ahh the rare corusca crystal is what you seek 
' the only one i know of was given to a young jedi by Master Luke.
' Seek him out if you seek that crystal.
smile $n
~
|
#21002
Torval repair~
the repair tech~
Torval the repir tech works on armor.
~
~
3 4194344 0 Z
50 0 -300 1d1+30000 1d1+1000
0 0
8 8 1
18 18 18 18 13 13 18
0 0 0 0 0
2 0 0 0 16777253 5 5
0 0 2047 0 3156992 0 32 3
0 0 0 0 0 0 0 0
> all_greet_prog 100~
Say hello, if you don't have a weapon for me to repair please leave I'm
mpecho busy!
~
> rand_prog 10 ~
mpecho You hear loud bangs as Torval hammers out dents in the
mpecho weapons
~
|
#21003
Shana spice dealer~
the spice dealer~
The Rodian spice dealer stands behind the counter.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 4d5+100
0 0
8 8 2
18 18 18 18 13 13 18
0 0 0 0 0
1 0 0 0 35 3 6
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
#21004
Shuttleee~
the Shuttleee~
The Shuttleee sits here.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 4d5+100
0 0
8 8 1
18 18 18 18 13 13 18
0 0 0 0 0
1 0 0 0 3 3 6
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
#21006
guildmaster~
skill teacher~
The skill teacher awaits a student.
~
~
1091 4718632 -1000 Z
50 0 0 1d1+30000 1d1+20
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 3
0 0 2047 1048594 3072 33 1054784 2
0 0 0 0 0 0 0 0
#21007
Mon Calamrian doll~
the Calamrian doll~
A Calamrian doll hangs limply here.
~
~
3 0 1000 Z
1 0 0 1d1+100 0d0+0
0 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 4194303 0 0 0
0 0 0 0 0 0 0 0
#21009
Ship builder~
the Builder~
A Builder offers you his selection of Mon made ships.
~
~
67 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
#21010
waitress~
the waitress~
The cute Calamrian waitress awaits your order.
~
~
7 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 2
18 18 18 18 18 18 18
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21011
printer~
the printer~
A thin Calamrian printer sits behind a stack of papers.
~
~
67 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 1
18 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 33 1 3
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21012
Shuttleer father~
the Guild Father~
The Guild's Shuttleer meditates here.

~
~
1091 4194472 1000 Z
50 0 0 1d1+30000 100d5+800
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 2100224 0 0 0
0 0 0 0 0 0 0 0
#21013
Monei bartender~
the bartender Monei~
Monei the bartender stands behind his counter.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 5d100+800
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 5
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
> rand_prog 10 ~
mpemote You hear the bartender say, "I wish those dman vendors would shut
up!"
~
> all_greet_prog 100~
Say Pull up a chair and have a drink, we only live once ya know.
~
|
#21014
jeweler~
Joyta, Mon Calamarian Jewler~
&C Joyta, Mon Calamarian Jewler displays here jems in the case.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 2
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 1 0
0 0 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
> speech_prog ultima pearl ultima_pearl~
say Sorry those are not for sale, protected by the governement.
say Shhhh , I hear there are more in the ocean, get me one and I'll pay you
a high
price.
say but you didn't here that from me.
~
> speech_prog yes~
Say Good come take a look at my display!
~
> speech_prog hi hello ~
Say Hello $n in the mood for buying some Jewlery?
~
> rand_prog 5 ~
Yell Come in , I've got the best Jewlery in the Galexy!
~
|
#21015
rax armourer~
the Rax armourer~
Rax the armourer is here fitting a Mon Calamrian  helm.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 1d1+1000
0 0
8 8 2
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 5
0 0 2047 0 3156992 0 32 3
0 0 0 0 0 0 0 0
> all_greet_prog 100~
Say Welcome $n Heard you were in town.
say If you want any equipment just tell me.
~
|
#21016
bonta weaponsmith~
the Bonta weaponsmith~
The weaponsmith Bonta, labors over a lengthy blade.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 5
0 0 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
Say Welcome to my shop care to buy a weapon?
mpecho Bonta grins at you evily.
~
|
#21017
postmaster~
the postmaster~
The postmaster sorts the day's mail.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 1 1 3
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21018
chef~
the chef Wannie~
A chef Wannie greets you.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 1d1+800
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 3
0 0 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
> rand_prog 5 ~
Yell Barbecue, fresh and hot, falls of the bones. 
~
> all_greet_prog 100~
Say Hello just step right up and get my galexy famous barbecue.
~
|
#21019
baker~
the baker~
The Mon Calamarian baker is here, covered with seaweed flour.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 1d1+500
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 3
0 0 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
> rand_prog 5~
Yell Fresh Hot Seaweed Bread, Get it while it's Hot!
~
> all_greet_prog 100~
say Welcome to my shop when you want to buy just yell!
~
|
#21020
Mon Calamrian girl~
the Mon Calamrian girl~
A young Mon Calamarian girl smiles as you enter.
~
~
3 4194344 0 Z
100 0 -150 20d10+1000 10d4+2
0 0
8 8 2
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 3
20 20 2047 0 3156992 0 32 0
0 0 0 0 0 0 0 0
> rand_prog 5~
Yell Fresh blue seacow milk, get it while it's here.
~
> speech_prog sex you fuck~
Say Noy noe $n I'm working...maybe later!
stare $n
~
> all_greet_prog 100~
say Hello, can I intrest you in anything?
~
|
#21021
Lokist tailor~
&z Lokist the tailor~
&z Lokist the tailor is here showing off the latest fashion.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 4d5+100
0 0
8 8 1
18 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 16777249 33 6
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
#21022
bantha keeper~
the bantha keeper~
The bantha keeper tends to his animals.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 4d5+100
0 0
8 8 1
13 18 18 18 13 13 18
0 0 0 0 0
0 0 0 0 1 1 6
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
#21023
thief master~
the Master Thief~
A master thief is here to demonstrate the ways of thievery.
~
~
1027 4194344 0 Z
50 0 0 1d1+30000 0d0+0
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 3156992 0 576 524290
0 0 0 0 0 0 0 0
#21025
hotel keeper~
the hotel keeper~
The hotel keeper stands here, looking rather gruff.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 100d15+1000
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 16777249 33 4
0 0 2047 0 3156992 0 48 3
0 0 0 0 0 0 0 0
> all_greet_prog 100~
say Welcome $n your room awaits.
~
> speech_prog leave exit~
if inroom($i) == 21146
if inroom($n) == 21146
  mptransfer $n 21069
  mpat $n mea $n The hotel keeper leads you out.
endif
endif
~
> bribe_prog 200~
if inroom($i) == 21069
  say Go on back and pick a room.
  , points over his shoulder.
  mptransfer $n 21146
  mpat $n mea $n The hotel keeper points you down the hall.
  mpat $n say When you wan'na leave, just tell me. And don't mess up the sheets
  mppurge coins
endif
~
|
#21028
sage man~
the sage~
A pensive sage mulls over new Jedi's .
~
~
1027 4194344 0 Z
50 0 0 1d1+30000 100d5+800
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21029
storekeeper~
the storekeeper~
A large man stands here, selling equipment for adventurers.
~
~
3 4194344 0 Z
50 0 0 1d1+30000 100d10+1000
0 0
8 8 1
25 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 934015 934015 4
0 0 2047 0 3156992 0 0 3
0 0 0 0 0 0 0 0
#21031
man ranger~
the ranger Shuttleer~
The ranger Shuttleer demonstrates combat maneuvers.
~
~
1027 4194344 0 Z
50 0 0 1d1+30000 100d5+800
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21034
woman Shuttleer~
the officers Shuttleer~
A robed woman is here, Shuttleing initiate officers.
~
~
1027 4194344 0 Z
50 0 0 1d1+30000 100d10+1000
0 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 4
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21035
man Shuttleer~
the Warrior Shuttleer~
A giant man stands here, waiting to Shuttle young warriors.
~
~
1027 4194344 0 Z
50 0 0 1d1+30000 5d100+800
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21037
guard man~
the guard~
A Mon Calamrian guard patrols the streets of the city.
~
~
65 32 1000 Z
15 0 0 15d15+300 1d1+20
0 0
8 8 1
16 13 13 16 13 13 13
0 0 0 0 0
0 0 0 0 16777249 33 3
2 2 2047 0 3072 0 0 3
32 0 0 0 0 0 0 0
#21041
guard~
the guard~
A tired guard is here.
~
~
3 0 1000 Z
5 0 90 1d10+20 2d3+3
100 0
4 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
0 0 2047 0 0 0 0 0
0 0 0 0 0 0 0 0
#21043
E-web guard~
the guard~
A E-Web guard stares out over the area.
~
~
65 32 0 Z
15 0 0 15d15+300 1d4+10
500 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
0 0 2047 0 0 0 0 2
0 0 0 0 0 0 0 0
#21044
executioner~
the Executioner~
A executioner stands silently before you.
~
~
3 4202668 0 Z
50 0 0 1d1+30000 1d1+800
0 0
8 8 1
18 18 18 18 18 15 18
0 0 0 0 0
0 0 0 0 1 1 4
0 0 2047 0 2100224 0 0 3
0 0 0 0 0 0 0 0
#21045
dog stray~
a stray~
A stray Mosny dog noses along the street.
~
~
65 0 0 Z
5 0 100 1d1+35 2d5+2
0 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
30 0 0 0 1634468353 513 0
0 0 1725 0 0 0 0 2
0 0 0 0 0 0 0 0
#21052
thief figure~
the thief~
A strange figure lurks furtively.
~
~
65 98336 0 Z
8 0 0 3d40+50 3d2+5
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 16777248 1 2
0 0 2047 2048 0 0 0 0
0 0 0 0 0 0 0 0
> greet_prog 29~
mpecho From behind the shadows you can feel somone lighten your pockets.
mpforce $n give 25 credits thief
mpecho You turn around and see noone.
~
|
#21055
beggar man beggarprog~
the beggar~
A decrepit old beggar sits on the cobbles of the road, pleading.
~
The old man is clad in the rags of what was once a military outfit.
He eyes you warily and holds out a tin cup in supplication...
~
1027 0 300 Z
3 0 100 1d1+20 2d3+3
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 0 0 0 0
0 0 0 0 0 0 0 0
> bribe_prog 10~
say Thank you for such a worthy donation.
thank $n
~
> bribe_prog 100~
say I cannot express my gratitude in words $n!
kis $n
say If only others were so generous.
~
> bribe_prog 1000~
say OHHH MY!!!
mpecho The beggar suddenly clutches his chest and doubles over.
mpecho In the blink of an eye, he is dead. 
mpecho The surprise and shock must have been too much for him.
mpat 21194 mpforce cleric mpat beggarprog mppurge beggarprog
~
> rand_prog 5~
, rummages in one of many pouches, searching for gold no doubt.
~
> all_greet_prog 100~
if name($n) == dog stray
  emote pets the dog.
  mpforce stray lick beggar
  say That's a good boy, here's a small treat.
  mpecho The beggar tosses a scrap of meat across the road.
  mpecho The stray quickly chases after it, eager to fill his belly.
else
  say Could you spare a few coins please?
  beg $n
endif
~
|
#21056
Calmese~
the regal calmese~
A proud Calmese bird perches regally here, defiant to all.
~
The Calmese returns your stare with unfeeling eyes.  Its beak and talons
appear as though they could rend even the toughest of flesh.
~
259 4718632 0 Z
15 0 -20 3d75+100 3d10+10
0 0
8 8 0
13 13 13 13 13 13 13
0 0 0 0 0
78 0 0 0 513 512 2
0 0 296125 0 0 0 1 2
0 0 0 0 0 0 0 0
#21057
bantha~
the smelly bantha~
A smelly white bantha slowly trods in a circle.
~
This white bantha sports a brilliant white coat and  lies at your approach.
She appears ready to serve anyone.
~
262403 0 0 Z
20 0 80 2d100+100 3d10+10
0 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
86 0 0 0 262656 374272 2
0 0 67261 2 0 2048 32 2
0 0 0 0 0 0 0 0
#21058
dewback~
the dewback~
A mighty green dewback beats angrily at the ground here.
~
The green dewback snorts as you examine him.  His green scales shine
brightly regardless of light and the dewback seems as though it could
move tirelessly for days. dewbacks are scarse here...mostly for pets.
~
262403 0 0 Z
25 0 80 3d100+250 3d10+30
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
86 0 0 0 395675 373248 2
0 0 67261 2 0 2048 32 2
0 0 0 0 0 0 0 0
#21059
teke lizard~
teke lizard~
A teke lizard scampers away from your booted feet.
~
The teke lizard appears frightened out of its mind...
~
259 0 0 Z
5 0 20 2d75+50 3d10+20
0 0
8 8 0
13 13 13 13 13 13 13
0 0 0 0 0
74 0 0 0 513 512 2
0 0 67261 0 0 2048 0 0
0 0 0 0 0 0 0 0
#21060
dog~
the Mon Calmarian mutt~
A mon calamrian mutt paces in circles here, sniffing the ground.
~
The Mon Calmarian mutt constantly sniffs the ground, searching for its prey.
~
259 0 0 Z
10 0 30 3d75+85 5d5+10
0 0
8 8 0
13 13 13 13 13 13 13
0 0 0 0 0
73 0 0 0 395987 2688 2
0 0 67261 0 0 2048 0 2
0 0 0 0 0 0 0 0
#21061
guard man~
the guard~
A heavy guard walks the wall of the city.
~
~
65 32 1000 Z
15 0 5 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 3
2 2 2047 0 3072 0 0 1
0 0 0 0 0 0 0 0
#21062
guard~
the Docking bay guard~
A Docking bay guard tends the western Docking bay.
~
~
3 32 1000 Z
15 0 0 15d15+150 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 0
32 0 0 0 0 0 0 0
> time_prog 20~
close w

lock w
~
> time_prog 6~
un w
op w
~
|
#21063
man guard~
the guard~
A Docking bay guard tends the outer Docking bay.
~
~
3 32 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 3
0 0 0 0 0 0 0 0
> time_prog 20~
close e
lock e
~
> time_prog 6~
un e
op e
~
|
#21064
guard man~
the guard~
A Docking bay guard tends the north Docking bay.
~
~
3 32 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 3
32 0 0 0 0 0 0 0
> time_prog 20~
close n
lock n
~
> time_prog 6~
un n
op n
~
|
#21065
guard~
the guard~
A Docking bay guard tends the outer Docking bay.
~
~
3 32 1000 Z
15 0 0 15d15+300 3d4+15
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 1
0 0 0 0 0 0 0 0
> time_prog 6~
unlock s
op s

~
> time_prog 20~
close s
lock s
~
|
#21066
guard~
the guard~
A guard of watches you as you move by.
~
~
3 32 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
16 13 13 16 13 13 13
0 0 0 0 0
0 0 0 0 1 1 3
2 2 2047 0 3072 0 0 3
32 0 0 0 0 0 0 0
> time_prog 20~
close e
lock e
~
> time_prog 6~
un e
op e
~
|
#21067
man guard~
the guard~
A guard of the city stands here.
~
~
3 8224 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 1059840 3072 0 0 3
0 0 0 0 0 0 0 0
> time_prog 20~
close w
lock w
~
> time_prog 6~
un w
op w
~
|
#21068
guard~
the guard~
A guard of the city stands at the ready.
~
~
3 32 1000 Z
15 0 0 15d15+150 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 0
32 0 0 0 0 0 0 0
> time_prog 20~
close s
lock s
~
> time_prog 6~
un s
op s
~
|
#21069
guard~
the guard~
An guard keeps vigilant watch here.
~
~
3 32 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
2 2 2047 0 3072 0 0 3
0 0 0 0 0 0 0 0
> time_prog 20~
close n
lock n
close manhole
~
> time_prog 6~
un n
op n
~
|
#21070
ratler~
the pack ratler~
A pack ratler lumbers about, carrying its master's belongings.
~
This fat, lumbering creature is tame and unkept. You find yourself
wondering what it carries.
~
262403 0 0 Z
6 0 150 1d1+40 3d3+8
0 0
8 8 0
13 13 13 13 13 13 13
0 0 0 0 0
86 0 0 0 390727 374272 2
0 0 67261 0 0 0 0 0
0 0 0 0 0 0 0 0
#21071
E-Web Guard~
the E-web~
A E-Web guard peers over the area.
~
~
65 32 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 3
2 2 2047 0 3072 0 0 0
0 0 0 0 0 0 0 0
#21073
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21074
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21075
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21076
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21077
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21078
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21079
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21080
Key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21081
man elderly george lucas~
&p An elderly entertainment man ~
&p An elderly entertainment man rests on the bed contimplating filming a movie.
&x

~
This bearded human was jailed after he lost control and shot several Mon
Calamari individuals. His clothes are ragged and it is rumored that at one
time he was well known for his excellent Sci-Fiction writing. There is a
small patch with writing on it. 
~
1 0 0 Z
15 0 62 3d10+150 1d4+2
0 0
8 8 2
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
say Hey tell me your here to buy my new script... Intersteller Wars?
~
|
#21082
gamorrean male Toisk~
&G Toisk, A rather dumb Gamorrean male~
&G Toisk, A rather dumb Gamorrean male sits here counting the cracks in the
floor.
~
~
101 0 0 Z
10 0 10 2d10+100 2d6+0
0 0
8 8 1
18 13 13 13 13 13 13
0 0 0 0 0
7 0 0 0 16384 16384 2
0 0 0 0 0 0 0 0
128 0 0 0 0 0 0 0
#21083
scanner enterance~
&z A Tk-13y Security scanner~
&z A Tk-13y voice active security scanner frames the enterace. &z
~
~
3 8224 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 2
0 0 2047 1059840 3072 0 0 3
0 0 0 0 0 0 0 0
#21084
Greeting Protocal Droid~
&z Greeting Protocal Droid stands here.~
A power droid is here.
~
The binary load lifter is a big droid used mainly for lifting and
moving large objects. Its very simple processing unit can only handle
very simple commands as there is very little need for an intelligent
droid laborer.
~
1157890051 0 0 Z
10 0 75 2d10+100 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21100
Protocol Droid Secretary~
Protocol Droid~
Protocol Droid Secretary Greets you
~
As busy as this guy is he still takes the time to help each and
every customer that walks into the room.  His silver coated frame
gleems brightly and you can see that he will remain in service 
for some time barring any accidents.
~
1073741827 0 0 Z
1 0 0 0d0+0 2d6+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
3 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21101
Janitor~
A janitor Droid~
A janitor droid scoots about picking up your trash
~
~
1073741825 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21400
takiki mon police clerk~
Takiki, A Mon Calamarian police clerk~
Takiki, A Mon Calamarian police clerk
~
The Quarren are more commonly know as squidheads throughout the galaxy
due to the shape of their heads. The come from the ocean world of Mon
Calamari.
~
3 0 0 Z
11 0 72 2d10+110 1d4+2
0 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 33 32 0
0 0 0 0 0 0 0 0
32 0 0 0 0 0 0 0
> all_greet_prog 100~
mpecho As you enter the clerk looks up
mpecho stares you down..
laugh
mpecho Then returns to work.
~
> speech_prog crime killed prison free~
Say Sorry $n come back with someone who cares.
~
> speech_prog hi~
Say Hello how can I help you....well come on..
~
|
#21415
newbie mob~
a newly created newbie mob~
Some god abandoned a newly created newbie mob here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21416
newbie mob~
a newly created newbie mob~
Some god abandoned a newly created newbie mob here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21420
dark figure bounty hunter~
the bounty hunter~
A dark figure lurks here, hiding in the shadows.
~
A dark Mon Calamrian stands before you, seemingly wearing the shadows around him
like a cloak.  His gaze bores into your soul, and he appears to beckon
you over to speak with him.  The glint of a blaster by his side alerts you
that this man is probably bounty hunter.
~
3 4227112 0 Z
10 0 0 1d1+200 0d0+0
0 0
8 8 0
18 13 13 16 13 13 13
0 0 0 0 -10
0 0 0 0 16777249 1 1
0 0 0 0 3072 0 0 2
0 0 0 0 0 0 0 0
> bribe_prog 45000~
mpecho $n $I quickly tucks the coins inside his pocket, stepping toward
$n.
say $n 'I took this from a Mon Calamrian... a weak, sniveling Calamrian I
was to kill
mpecho He continues, 'He traded me this artifact in exchange for his
life.'
mpecho The figure says, 'Lucky was he the Bounty on his head was
low...'
mpecho The figure says, 'you seem to be trustworthy ...Forget about the
Mon's..
mpecho The figure says, 'Join the underground world and the
Empire.....'
mpecho He produces a strange, tied hologram from his
pocket.
mpoload 21420
give hologram $n
mpjunk all.credits
mpjunk all.hologram
say good...doing business with you, $n
hide
~
> speech_prog p what price~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
   mpechoat $n $I matter-of-factly says, '200 credits.'
endif
~
> speech_prog p how much~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
    mpechoat $n $I matter-of-factly says, '200 credits.'
endif
~
> all_greet_prog 25~
if isnpc($n)
else
  mpechoat $n A man hidden in the shadows beckons you over to him.
  tell $n I have some information which may be of some value...
  tell $n And for a price I will perhaps share it with you.
endif
~
|
#21431
kinalsta man~
Kinalsta~
A proud man stands here, deliberating over his theories.
~
~
1027 4194344 0 Z
51 0 0 1d1+30000 100d10+1000
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 47 0 3156992 0 0 0
0 0 0 0 0 0 0 0
#21433
guard sleeping~
A sleeping Security Guard~
A sleeping Security Guard rests here.
~
~
67 40 40 Z
49 0 0 0d0+0 0d0+0
0 0
2 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 32 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
mpecho You hear the sweat sounds of a guard snoring.
say &c ZZZZZZZZZZzzzzzzzzzz    ZZZZZZZZZZZZZzzzzzzzzzz
~
|
#21434
woman sec secretary female~
A female Secretary ~
A Mon Calamrian Secretary sits here doing important things.

~
~
3 0 -750 Z
1 0 0 1d0+100 0d0+0
1 0
8 8 2
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 16777249 33 0
0 0 9 0 4194303 0 0 0
0 0 0 0 0 0 0 0
> bribe_prog 200~
Say Well, well you do have money! Have a good time.
mptransfer $n 21071
~
> speech_prog insurance poor money broke~
Say Sorry we have paying customers here. Move along!
~
> speech_prog hurt sick injured bleeding emergency ~
Say Ya ya ya take a number $n.
Say please fill out these forms and give me 200 credits for the
say apointment.
~
> speech_prog hi hello~
Say Please state your emergency, I'm busy here.
mpecho You see the secretary return to watching

mpecho her favorite soap.
~
|
#21435
mon nurse~
&P A Mon Calamarian Nurse~
&P A Mon Calamarian Nurse sorts through medical supplies.
~
Dressed in a conservitive suit and always looking around suspisiously. This
character has got to be upto something.
~
3 0 0 Z
51 0 -27 10d10+510 5d4+2
0 0
8 8 2
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 33 0
10 10 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21436
Cooking Droid~
A TK-71 cooking droid~
&C A TK-71 cooking droid stands behind the grill waiting.
~
~
3 8224 1000 Z
15 0 0 15d15+300 1d4+10
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 33 33 2
0 0 2047 1059840 3072 0 0 3
0 0 0 0 0 0 0 0
#21437
sleeping shop ~
&R A sleeping Mount shop keeper ~
&R A sleeping Mount shop keeper lies here.
~
This shop keeper is of a very young age, most likely hi father left him
here to rent out the
beasts.
~
67 40 40 Z
49 0 0 0d0+0 0d0+0
0 0
2 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> rand_prog 35~
mpecho You hear the soft sounds of ZZZZZZZZZzzzzzzzz coming from the shop
mpecho keeper!
~
|
#21438
elite officer hyko~
&c An Elite Security Officer , Hyko ~
&c An Elite Security Officer , Hyko stands here.
~
~
3 32 1000 Z
40 0 0 8d10+400 4d4+2
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 16777249 32 2
6 6 2047 0 3072 0 0 0
32 0 0 0 0 0 0 0
> speech_prog fuck ass suck dick ~
Say &z Sorry pal but your mouth just bought you a night in jail!
mptransfer $n 21147
~
> all_greet_prog 100~
Say &z Hey if your not supposed to be here, leave before
Say &z I place you in one of those.
mpecho The guard points toward the jail cell.
~
|
#21444
food dispensor~
&R A XT-4y Food Dispensor ~
&R A XT-4y Food Dispensor sits here.
~
~
3 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21445
drunk quarren~
A quarren drunk ~
A quarren drunk stumbles here.
~
The Quarren are more commonly know as squidheads throughout the galaxy
due to the shape of their heads. The come from the ocean world of Mon
Calamari.
~
3 0 0 Z
11 0 72 2d10+110 1d4+2
0 0
8 8 2
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 33 16777217 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> bribe_prog 200 ~
Say well thanks $n
mpoload 21113
give map $n
~
> speech_prog hi hello~
Say hello, You new here $n? or have I talked to you I don't know, 
say hey bartender get me another drink.
mpecho You see the bartender poor the quarren another drink.
say you ever been down to the quarren city $n It's awsome.
mpecho You see the drunk reach in his pockets and 
mpecho you see he has no credits.
Say hey $n give me 200 credits and I'll give you a map to the Quarren city
.
~
|
#21446
quarren child~
A Quarren child plays here.~
A Quarren child plays here.
~
~
129 0 0 Z
1 0 0 1d1+30 1d3+3
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
15 0 0 0 16777217 16777216 1
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21447
child mon~
A Mon child~
A Mon child digs in the ground.
~
~
129 0 0 Z
1 0 0 1d1+30 1d3+3
0 0
8 8 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 1
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#21448
clerk mon bank~
&G A "First Bank of Mon" bank clerk~
&G A "First Bank of Mon" bank clerk counts credits to be sorted.
~
~
3 0 0 Z
50 0 -25 10d10+500 5d4+2
0 0
8 8 2
25 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 32 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
Say  &c Hello, welcome to the first bank of Mon ,
Say &c Here your money is safe with us.
smile $n
mpecho &R You are reasured of that fact as you feal a red
mpecho &R laser beam scan you for your bio-info.
~
|
#21499
final mob~
a newly created final mob~
Some god abandoned a newly created final mob here.
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#0


#OBJECTS
#21000
potion violet glowing~
a glowing violet potion~
A glowing violet potion has been carelessly left here.~
~
10 321 1
25 28 -1 -1
2 61000 6100
E
violet~
Textures of both deep red and pale purple swirl together inside the vial.
~
#21001
potion purple glowing~
a glowing purple potion~
A glowing purple potion has been carelessly left here.~
~
10 65 1
25 15 -1 -1
2 6500 650
#21002
puce potion glowing~
a glowing puce potion~
A glowing puce potion has been carelessly left here.~
~
10 65 1
10 61 -1 -1
2 2400 240
#21003
potion maroon glowing~
a glowing maroon potion~
A glowing maroon potion has been carelessly left here.~
~
10 65 1
1 16 -1 -1
2 750 75
#21004
potion blue glowing~
glowing blue potion~
A glowing blue potion has been carelessly left here.~
~
13 65 1
22 49 49 -1
2 15000 1500
#21008
beer bottle~
a bottle of beer~
A small bottle, tipped on its side, drips on the ground.~
~
17 0 16385
5 5 1 0
1 100 10
#21009
whiskey bottle~
a bottle of whiskey~
A bottle of whiskey spills drops on the ground.~
~
17 0 16385
10 10 5 0
1 50 5
#21010
mug ale~
a mug of ale~
A large mug of ale sits here.~
~
17 0 16385
12 12 4 0
1 75 7
#21014
salami~
a slice of salami~
A slice of salami sits in the man made.~
~
19 8192 1
1 0 0 0
1 4 5
#21015
beef~
a big chunk of beef~
A large chunk of raw beef lies here.~
~
19 8192 1
5 0 0 0
5 9 10
#21016
turkey~
a cooked turkey~
A  cooked Mon bird, which looks quite edible, lies on the tray.~
~
19 8192 1
10 0 0 0
2 10 20
#21017
bottle blue milk~
a bottle of blue milk~
A bottle of imported blue milk sits upright on the ground.~
~
17 8192 16385
10 10 10 0
3 4 10
#21018
wheel cheese~
a wheel of cheese~
A round wheel of cheese looks very good.~
~
19 8192 16385
5 0 0 0
3 10 25
#21019
lemonade cup~
a cup of lemonade~
A cup of spiked lemonade makes your thirst quench easily.~
~
17 8192 16385
2 2 6 0
1 1 5
#21020
cake~
a chocolate cake~
A large chocolate cake awaits someone to eat it.~
~
19 8192 16385
10 0 0 0
1 15 15
#21021
loaf bread~
a loaf of bread~
A scrumptious loaf of bread lies here, making your taste buds swirl.~
~
19 8192 1
4 0 0 0
2 2 15
#21022
cherry pie~
a cherry pie~
A cherry pie makes your mouth water.~
~
19 0 16385
4 0 0 0
1 100 10
#21023
pen~
a writing computer pen~
A writing computer pen lies on the ground, unowned.~
~
21 0 1
0 0 0 0
1 30 3
#21042
board general~
the general board~
The Akatamer board hangs here.~
~
12 0 0
0 0 0 0
1001 0 0
E
book~
~
#21045
crystal staff~
a sparkling crystal staff~
A sparkling crystal staff has been left lying here.~
~
3 65 16385
12 3 3 81
1 1000 100
#21046
bag rune-covered~
a rune-covered bag~
A strange bag, covered in dust, has been left here.~
~
15 65 1
75 1 0 1
1 1000 100
#21048
mail board stack~
a stack of holomail~
A stack of holomail is piled high here.~
~
12 0 0
0 0 0 0
1001 0 0
#21049
ball light~
a bright ball of light~
A bright ball of light shimmers in the air.~
~
1 65 1
0 0 -1 0
1 100 10
#21055
thief ring~
a thief's ring~
A ring which will bring good luck lies here.~
~
9 737312 3
3 3 0 0
1 500 50
A
31 2
#21056
ring~
a ring of the city guard~
An iron ring has fallen here.~
~
9 524353 3
3 3 0 0
1 100 50
E
ring~
Rumors say that these rings protect from magical enchantments...
~
A
17 -3
A
27 3072
#21057
a neck guard~
a neck guard~
A large neck guard was dropped here.~
~
9 532480 5
5 5 0 0
3 30 60
#21058
crested plate~
a New rebublic crested breastplate~
A New Rebublic breastplate has fallen here.~
~
9 532480 9 128
6 6 0 0
8 150 100
#21059
a helm~
a helm~
A helm is here.~
~
9 524288 17 4
5 5 0 0
8 50 80
#21060
guard leggings~
guard leggings~
A set of guard leggings has fallen here.~
~
9 524288 33 16
4 4 0 0
4 20 30
#21061
boots black~
black boots~
A set of boots has fallen here.~
~
9 524288 65
4 4 0 0
2 40 20
#21062
guard sleeves~
guard sleeves~
A set of guard sleeves has fallen here.~
~
9 524288 257
5 5 0 0
3 20 40
#21063
guard gauntlets~
guard gauntlets~
Some guard gauntlets have fallen here.~
~
9 524288 129
5 5 0 0
4 40 40
#21064
bracer~
a bracer~
A bracer was dropped here.~
~
9 532480 4097 128
4 4 0 0
2 75 10
#21065
calamarian energy shield~
a calamarian energy shield~
A calamarian energy shield was dropped here.~
~
9 8192 513
7 7 0 0
6 600 60
#21066
rubber visor~
a rubber visor~
A rubber visor was misplaced here.~
~
9 532480 131073
3 4 0 0
1 50 10
#21067
torch~
a torch~
A plain electric torch has been left lying here.~
~
1 0 1
0 0 24 0
1 10 1
#21068
com-blaster~
a com-blaster~
A com-blaster has fallen here.~
~
5 8192 8193
10 0 0 6
3 300 30
A
18 1
A
19 3
#21069
hand blaster~
hand blaster~
A hand blaster has fallen here.~
~
5 524288 8193
10 0 0 6
6 300 30
#21070
Key~
Key to Docking Bay~
Key to Docking Bay~
~
9 0 16385
0 0 0 0
1 1000 100
#21071
Key~
the key to the northern Docking bay of Akatamer~
The key to Akatamer's northern Docking bay lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21072
Key~
the key to the eastern Docking bay of Akatamer~
The key to Akatamer's eastern Docking bay lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21073
Key~
Key to Southern Docking Bay.~
The Key to the southern Docking Bay~
~
9 0 16385
0 0 0 0
1 0 100
#21076
leather shirt~
a leather shirt~
Someone has left a bantha leather shirt lying here.~
~
9 0 9
3 3 0 0
4 200 20
#21077
pants leather~
some leather pants~
Some bantha leather pants are lying here.~
~
9 0 33
2 3 0 0
2 150 15
#21078
leather sleeves~
some leather sleeves~
Some bantha leather sleeves have been abandoned here.~
~
9 0 257
1 3 0 0
1 75 7
#21079
leather boots~
some leather boots~
A pair of bantha leather boots are lying here.~
~
9 0 65
2 2 0 0
2 125 12
#21080
leather gloves pair~
a pair of leather gloves~
Two bantha leather gloves are lying on the ground.~
~
9 0 129
1 3 0 0
1 100 10
#21081
steel knife~
a steel knife~
A gleaming knife shines brightly here.~
~
5 532480 8193
0 0 0 0
1 100 10
#21082
Mon-blaster~
Mon blaster~
An Mon Blaster has been carelessly left here.~
~
5 532480 8193
7 4 0 6
4 200 20
#21083
Key~
hotel  key~
This item doesn't need a long :P~
~
18 0 1
0 0 0 0
1 0 0
#21094
ring golden band~
a strange golden band~
A strange golden band has been left lying here.~
~
9 65 3
2 2 0 0
1 10000 1000
A
27 3072
#21111
manor painting~
an oil painting~
A painting of a glorious security post hangs on the wall, catching your eye.~
~
12 256 0
0 0 0 0
1 0 0
E
painting manor house~
You move closer to take a look at the image in the painting.  The post is
beautiful, inviting and imposing all at the same time.  You find yourself
wondering what it would be like to work in such a place...
~
> exa_prog 100~
mpechoat $n A magical force suddenly takes hold of you, pulling you in!
mpechoat $n When you right yourself, you look around to collect your bearings,
mpechoat $n and find yourself standing before the manor...
mptrans $n 2400
mpecho $n fades before your eyes while examining the painting of the manor.
~
|
#21112
solemn painting unholy~
a dark, solemn painting~
A dark, solemn painting hangs here in the shadows, collecting dust.~
~
12 4 0
0 0 0 0
50 0 0
E
solemn painting unholy~
Gazing at the painting, you find yourself entranced by the image of a
woman kneeling at the foot of a grave, mourning the loss of her child.
As tears stream down her face, she finds the arms of an angel wrapped
around her, seeming to comfort her in her hour of despair.  Suddenly,
everything about you shifts and you find yourself becoming part of
the painting, screaming as the angel of darkness drags you, too, 
unto the unholy grounds of the dead.
~
> exa_prog 100~
mpechoat $n Your feel your body as it dissolves into elements of color,
mpechoat $n sphotel ing slowly into the oils of the dark painting...
mpechoaround $n Stepping forward to examine the painting, $n's body begins to
mpechoaround $n liquesce, dissolving into a kaleidoscope of colors, sphotel ing
mpechoaround $n funnel-like into the oiled textures of the solemn image.
mptransfer $n 2171
~
|
#21113
map~
A ratted up map~
A ratted up map was left here.~
~
12 256 1
0 0 0 0
1 2 0
E
painting manor house~
You move closer to take a look at the image in the painting.  The post is
beautiful, inviting and imposing all at the same time.  You find yourself
wondering what it would be like to work in such a place...
~
E
map~
&cHead down the ladder, watch out because the water is cold.
Then you swimm 5 legs toward the northern polor.
Then dive down one depth.
Swimm 4 legs toward the sun set.
Then one more leg to the northern polor cap.
Then swim 3 more legs to the sunset.
Then dive down one more depth.
Then swim 3 legs to the sunset.
Then swim 1 leg to the southern/sunset
Then swim 1 leg to the sunset.
Two legs southern polar/sunrise
One leg to the sunrise.
~
#21114
statue~
&c A large bronze statue ~
&c A large bronze statue stands tall here.~
~
12 256 0
0 0 0 0
1 0 0
E
painting manor house~
You move closer to take a look at the image in the painting.  The post is
beautiful, inviting and imposing all at the same time.  You find yourself
wondering what it would be like to work in such a place...
~
E
statue~
&c This large bronze statue is of a great Mon Calamarian individual, who
helped end the first Imperial force and the second Death Star. There is  a
small frame on the sign with a gold inprint on it.
~
> act_prog bow pray~
mpecho You feel all your prayers are being answered from above.
~
|
#21115
bed prison~
&z A metal prison bed ~
&z A metal prison bed lies aginst the wall. &x~
~
12 0 0
0 0 0 0
1 0 0
E
Chair~
What you've never seen a chair before??
~
> act_prog 100 p sits down.~
mpecho You plop flat in the large metal bed relaxing..
mpecho thinking this is not to bad when...
mpecho  BOING!
mpecho  A spring pokes you in the back.
mpforce $n stand
~
|
#21116
suction john toilet waste~
&c A TI-0 suction waste machine~
&c A TI-0 suction waste machine is placed in the corner.~
~
13 0 0
0 0 0 0
1 0 0
E
Chair~
What you've never seen a chair before??
~
#21117
vest gamorean double strap~
&G A gamorrean double strap vest &x~
&G A gamorrean double strap vest was left here. &x~
~
9 532480 1033 8
0 7 0 0
1 100 10
A
14 -10
#21118
boots lizard feet cover~
&b Lizard skin feet covers.~
&b Lizard skin feet covers were left here &x.~
~
9 524288 65 4
0 8 0 0
1 125 12
A
14 -20
A
47 100
#21133
smoked womp rat~
smoked womp rat~
A freshly smoked womp rat lies here giving off a hickory scent.~
%s savour$q a piece of $p.~
19 0 1
10 0 0 0
2 200 20
#21134
roast kinewe~
Roast kinewe~
A plump roast kinewe bird has been carelessly left on the ground here.~
%s delicately nibble$q on a piece of $p.~
19 0 1
10 0 0 0
2 200 20
#21135
chanterelle mushrooms~
some freshly picked chanterelle mushrooms~
Some freshly picked chanterelle mushrooms have been left behind here.~
%s savor$q $p.~
19 0 1
10 0 0 0
2 200 20
#21136
bag black walnuts~
a bag of fresh black nuts~
Nuts shells lie discarded around a small bag left here.~
%s quickly down$q $p.~
19 0 1
10 0 0 0
2 200 20
#21137
leg dewback~
a leg of dewback~
A freshly cooked leg of dewback has been dropped here.~
%s savagely gnaw$q on $p.~
19 8192 1
10 0 0 0
2 200 20
#21138
wild mustard greens~
some wild seaweed greens~
Some freshly gathered wild seaweed have been forgotten here.~
%s quickly eat$q $p.~
19 0 1
10 0 0 0
2 200 20
#21139
Grana seeds~
a handful of Grana seeds~
A handfull of salty Grana seeds has been left hhere.~
%s quickly consume$q $p.~
19 0 1
10 0 0 0
2 200 20
#21140
key master silver~
&z A set of silver master keys &x~
&z A set of silver master keys was left here.~
~
18 0 16385
0 0 0 0
1 0 0
#21141
flag~
A flag~
&c A Flag of War~
~
8 0 16385
0 0 0 0
1 0 0
#21420
hologram~
A hologram~
A hologram parchment sits here.~
~
35 2 1
0 0 0 0
1 45000 4500
E
parchment~
You find you are suddenly able to read the ancient words transcribed upon the
piece of parchment.  The more you read, the more visible the words become...

                   Strategy & Tactic of the mon calamrian Bounty Hunters

This parchment is intended for those engaged in pkilling, the deadly path,
but many of the tactics outlined here may be useful in other circumstances,
also.  The following details the contents of this parchment:


1.  Legend                          4.  Spells/Skills and Immunties/Death Traps
2.  Important Suggestions           5.  Disarm and Backstab
3.  Preperation and Area Knowledge  6.  Config +FLEE and Miscellaneous Tidbits


To view a topics, simply type the number of the item you wish to read.

~
E
1~
The Legend of the Parchment

During the excavation for New Akatamer, a chest of weapons and artifacts
was uncovered, was concluded to have originated with an ancient mon Calamrian's

All the weapons of this group had shiny metal surfaces and had been covered
by black tar.  The conclusion was that the clan had attempted to avoid
detection in sunlight by preventing the blades of their weapons from
reflecting the sun's rays.
The created most of thier armor from raiding the quarren's mine shafts
long
before the two races became friends.

Hidden among the weapons and artifacts was a set of tattered parchments,
which upon translation, appeared to be Training material written by
ancient Quarren.  Although some of the information is now obsolete,
some of the info still be of use.
~
E
2~
1.) Try to join a clan , it is always better to be with #'s


2.)  Some kind of macro facility is recommended.  Depending on your typing
speed, this may be more important to some players than others.  In general,
if one player uses macros and another does not, the player using macros
has a distinct (speed) advantage.

3.)  This game is a social place.  Players who share info with other
players tend to do much better than solitary players.  The information here
is intended to be sparse.  To fully understand the items discussed here, it
is wise to talk the things mentioned here over with other players.

~
E
3~
Preparation is the foundation to success.  A weaker player who is prepared
shielded and having your weapons wielded at all times when you are not in
a safe place.  It also means having the force you need and being able to
quickly regenerate a shield or spell if it wears out.  You must carry
scanners, spices and other objects that will give you force and heals and
you must be prepared to get them and use them instantly.  This means you
have to carry some in your inventory and some in containers.  You need to
have macros set up to get them and use them.  If you do not use macros,
you need to know which items are stored in which containers so you can get
them instantly.  When attacked by surprise, you cannot afford to start
fumbling around hunting for supplies -- you will likely die.   (Type look
3A for Area Knowledge)  
~
E
3a~
Area Knowledge

Area Knowledge is important to survival whether engaging in pkilling or mob
killing.  You should try to learn as much about an area before attempting
to operate in it.  Know nearby safe zones and where you can or cannot
recall from.  This knowledge may save you in the future.

~
E
4~
Sorry this info could not be obtained.
~
E
4a~
Dealing with Immunities

Some players and mobs are immune to different types of weapons and spells.
It's a good idea to carry a few different kinds of weapons and be prepared
to use a few different kinds of offensive spells.  It is important during a
fight to try and see if your weapons and spells are doing any damage.  If
your weapon is constantly "missing" (not dodged or parried, but missing),
be ready to switch to another weapon.  If your fireball constantly misses,
try a different kind of spell.  There are many, including lightning bolt,
burning hands, color spray, energy drain and many others to choose from.


Avoiding Death Traps and Other Nasty Surprises

When you are in an unfamiliar place, it is a good idea to look ahead before
entering a new room.  Use scry or scan to do this.  If you see a room that
has no exits, you need to be cautions because it might be a death trap.  If
you cannot scry or scan, type "look direction" and read the description of
what lies in that direction.  Most of these rooms are not death traps, they
just have exits that are not obvious or require you to recall to exit.  One
good technique is to bring a friend or a character with little equipment
and send them in to test for a death trap.  Having friends in the mud pays

dividends in many ways.
~
E
5~
Disarm

If you can disarm an opponent and take their weapon, you can get a great
advantage.  This tactic is a little over-rated because your opponent may
have a good grip on their weapon or may have extra weapons.  The effort
you put into disarming them takes away from other tactics you should be
using instead.  Disarming mobs can sometimes be a bad move because some
mobs hit much harder when disarmed.  If you must try this skill, perhaps
you should try it only once or twice in a fight and then move on.


Backstab

If you can backstab an opponent to start a fight, you should certainly try
it.  In order to be backstabbed, however, an opponent must be at full hit

points.  If they never eat or drink (a good tactic against backstabbing),
they will always be a few hp below maximum.  You can always start a fight
by healing your opponent in the hopes of bringing them to full hit points,
then backstab them.  Naughty but Nice!

~
E
6~
Config +FLEE

Many players like this until they flee into a death trap.  In general, it's
a bad idea.  You are usually better off to recall than to flee.  If you have
problems recalling.

~
#21421
bus stop sign~
a sign~
A pluogus bus stop sign.~
~
12 0 0
0 0 0 0
1 0 0
#21422
small crystal~
a small crystal~
A small crystal catches your eye.~
~
63 8192 1
0 0 0 0
1 100 10
#21423
relacite crystal~
a relacite crystal~
A crystal was dropped here.~
~
63 8192 1
2 0 0 0
1 3000 300
#21424
Kathracite crystal~
a kathracite crystal~
Something shiney catches your eye.~
~
63 8192 1
1 0 0 0
1 2000 200
#21425
mephite crystal~
a mephite crystal~
Something shiney catches your eye.~
~
63 8192 1
4 0 0 0
1 5000 500
#21426
gill mask~
&O A Mon Gill~
&O A Mon Gill was left here on the ground.~
~
9 8192 17
0 0 0 0
1 200 20
E
gill mask~
&O The mon gill while very effective has a very short life span.
~
A
26 -2147483648
> rand_prog 1~
mpecho &R^R Warning, Gill Mask Failure &x ^x
~
|
#21427
lever omputer terminal~
A computer terminal lever~
&b A computer terminal rests aginst the wall here.~
~
37 2 1
0 0 0 0
1 45000 4500
E
parchment~
You find you are suddenly able to read the ancient words transcribed upon the
piece of parchment.  The more you read, the more visible the words become...

                   Strategy & Tactic of the mon calamrian Bounty Hunters

This parchment is intended for those engaged in pkilling, the deadly path,
but many of the tactics outlined here may be useful in other circumstances,
also.  The following details the contents of this parchment:


1.  Legend                          4.  Spells/Skills and Immunties/Death Traps
2.  Important Suggestions           5.  Disarm and Backstab
3.  Preperation and Area Knowledge  6.  Config +FLEE and Miscellaneous Tidbits


To view a topics, simply type the number of the item you wish to read.

~
E
1~
The Legend of the Parchment

During the excavation for New Akatamer, a chest of weapons and artifacts
was uncovered, was concluded to have originated with an ancient mon Calamrian's

All the weapons of this group had shiny metal surfaces and had been covered
by black tar.  The conclusion was that the clan had attempted to avoid
detection in sunlight by preventing the blades of their weapons from
reflecting the sun's rays.
The created most of thier armor from raiding the quarren's mine shafts
long
before the two races became friends.

Hidden among the weapons and artifacts was a set of tattered parchments,
which upon translation, appeared to be Training material written by
ancient Quarren.  Although some of the information is now obsolete,
some of the info still be of use.
~
E
2~
1.) Try to join a clan , it is always better to be with #'s


2.)  Some kind of macro facility is recommended.  Depending on your typing
speed, this may be more important to some players than others.  In general,
if one player uses macros and another does not, the player using macros
has a distinct (speed) advantage.

3.)  This game is a social place.  Players who share info with other
players tend to do much better than solitary players.  The information here
is intended to be sparse.  To fully understand the items discussed here, it
is wise to talk the things mentioned here over with other players.

~
E
3~
Preparation is the foundation to success.  A weaker player who is prepared
shielded and having your weapons wielded at all times when you are not in
a safe place.  It also means having the force you need and being able to
quickly regenerate a shield or spell if it wears out.  You must carry
scanners, spices and other objects that will give you force and heals and
you must be prepared to get them and use them instantly.  This means you
have to carry some in your inventory and some in containers.  You need to
have macros set up to get them and use them.  If you do not use macros,

you need to know which items are stored in which containers so you can get
them instantly.  When attacked by surprise, you cannot afford to start
fumbling around hunting for supplies -- you will likely die.   (Type look
3A for Area Knowledge)  
~
E
3a~
Area Knowledge

Area Knowledge is important to survival whether engaging in pkilling or mob
killing.  You should try to learn as much about an area before attempting
to operate in it.  Know nearby safe zones and where you can or cannot
recall from.  This knowledge may save you in the future.

~
E
4~
Sorry this info could not be obtained.
~
E
4a~
Dealing with Immunities

Some players and mobs are immune to different types of weapons and spells.
It's a good idea to carry a few different kinds of weapons and be prepared
to use a few different kinds of offensive spells.  It is important during a
fight to try and see if your weapons and spells are doing any damage.  If
your weapon is constantly "missing" (not dodged or parried, but missing),
be ready to switch to another weapon.  If your fireball constantly misses,
try a different kind of spell.  There are many, including lightning bolt,
burning hands, color spray, energy drain and many others to choose from.


Avoiding Death Traps and Other Nasty Surprises


When you are in an unfamiliar place, it is a good idea to look ahead before
entering a new room.  Use scry or scan to do this.  If you see a room that
has no exits, you need to be cautions because it might be a death trap.  If
you cannot scry or scan, type "look direction" and read the description of
what lies in that direction.  Most of these rooms are not death traps, they
just have exits that are not obvious or require you to recall to exit.  One
good technique is to bring a friend or a character with little equipment
and send them in to test for a death trap.  Having friends in the mud pays
dividends in many ways.
~
E
5~
Disarm

If you can disarm an opponent and take their weapon, you can get a great
advantage.  This tactic is a little over-rated because your opponent may
have a good grip on their weapon or may have extra weapons.  The effort
you put into disarming them takes away from other tactics you should be
using instead.  Disarming mobs can sometimes be a bad move because some
mobs hit much harder when disarmed.  If you must try this skill, perhaps
you should try it only once or twice in a fight and then move on.
Backstab

If you can backstab an opponent to start a fight, you should certainly try
it.  In order to be backstabbed, however, an opponent must be at full hit
points.  If they never eat or drink (a good tactic against backstabbing),
they will always be a few hp below maximum.  You can always start a fight
by healing your opponent in the hopes of bringing them to full hit points,
then backstab them.  Naughty but Nice!

~
E
6~
Config +FLEE

Many players like this until they flee into a death trap.  In general, it's
a bad idea.  You are usually better off to recall than to flee.  If you have
problems recalling.

~
E
computer terminal~
~
#21428
key ~
Key~
Key~
~
18 0 16385
0 0 0 0
1 0 0
#21429
board terminal~
Universe Construction Board~
Universe Construction Board rests on the wall here.~
~
13 0 0
0 0 0 0
1 0 0
#21435
augurer guild board~
the board of the augurer guild~
Data Info Center - (Terminal)~
~
12 0 0
0 0 0 0
1 0 0
#0


#ROOMS
#21000
Coral City Center~
&P You are standing within the expanse of the famous Mon Calamrian City of
Coral City .  A metallic statue of Admiral Ackbar occupies the square's
center, surrounded by gardens of shrubbery which enhance the air of
serenity and peace here in the center of the city.  The main roads lead
away in the cardinal directions, while to the east and west are smooth
carved rock roads. The roof tops of a buildings can be seen rising to the
south east.
~
0 32768 1
D0
Anna Avenue lies to the north.
~
~
0 -1 21001
D1
To the east lies Barster Road.
~
~
0 -1 21036
D2
Anna Avenue lies to the south.
~
~
0 -1 21042
D3
To the west lies Barster Road.
~
~
0 -1 21039
R O 0 21114 1 21000
E
sign post signpost~
&Y In Honor of the Great Admiral Ackbar.
Who died giving his life for Freedom of all Underwater Creatures.
We can only look tot he heavens for bravery like his.
~
S
#21001
Anna Avenue~
&P You continue down Anna Avenue. This rather attractive road is the main
heartline of the city. If you wish to travel anywhere this is the quickest

and safest route. To the south east you can see the tops of newly created
shops waiting for customers to  sell thier wares to. Directly south you
can see the circular center of Coral City.
~
0 270340 1
D0
Anna Avenue lies in this direction.
~
~
0 -1 21002
D2
The road to the south leads to the main  Square.
~
~
0 -1 21000
R M 0 21037 14 21001
S
#21002
Anna Avenue~
&P You continue down Anna Avenue. This rather attractive road is the main
heartline of the city. If you wish to travel anywhere this is the quickest
and safest route. To the south east you can see the tops of newly created
shops waiting for customers to  sell thier wares to. 
~
0 0 1
D0
The worn metallic roads of Anna Avenue lie in this direction.
~
~
0 -1 21003
D2
A peculiar section of Anna Avenue lies to the south.
~
~
0 -1 21001
S
#21003
Anna Avenue~
&P You continue down Anna Avenue. This rather attractive road is the main
heartline of the city. If you wish to travel anywhere this is the quickest
and safest route. to the north you can see an intersection. 
~
0 0 1
D0
Anna Avenue and Security Road cross just north of here.
~
~
0 -1 21004
D2
A rather bland portion of Anna Avenue lies to the south.
~
~
0 -1 21002
R M 0 21045 2 21003
S
#21004
Intersection of Anna Avenue and Security Road~
&RYou stand at the intersection of &PAnna Avenue&R and Security Road.  This
main road is home to the Mon Calamari Police. It is highly recommended
that you do not walk down this street with rifle a blaze. Soft greenery
have been added to the street sides to help make it look more attractive.
To the north you can see the north docking bay where the transport ships
continualy stop. Security Road lies to the east and west, while &P Anna
Avenue &R can be seen to the north and south.
~
0 0 1
D0
The northern Docking bay can be seen in this direction.
~
~
0 -1 21100
D1
Security Road extends to the east.
~
~
0 -1 21005
D2
Going south will bring you near the heart of the city.
~
~
0 -1 21003
D3
Security Road extends to the west.
~
~
0 -1 21035
E
sign post signpost~
North - The North Docking bay of Akatamer
East  - Security Road
        - To Luke Street
South - Anna Avenue
        - To Barster Road
        - To Trading Post  Street
        - To Law Avenue
        - To Akatamer Square
West  - Security Road
        - To Monock Road
~
S
#21005
Main Security Office~
&R This portion of Security Road seems extremly well taken care of.  A
whistling northern wind can be heard passing the large Security building
to the north.  The extremly large building was made out of grinded lava
rock from the planet ocean floor. This extremly hard surface is known for
it's ability to keep criminals inside. Security Road stretches  to the
east and west.
~
0 0 1
D0
~
door~
33 -1 21132
D1
Security Road lies to the east.
~
~
0 -1 21006
D3
The intersection of Anna Avenue and Security Road is to the west.
~
~
0 -1 21004
S
#21006
Security Road~
&RYou are on a straight section of Security Road.  A statue depicting a
party of adventurers fighting off a Imperial Stortrooper sits in the
center of the road.  Blinking back a tear, you remember hearing this tale
in a local Factory , and realize that the statue is a memorial.  Security
Road extends to the east and west. 
~
0 0 1
D1
Security Road is to the east.
~
~
0 -1 21007
D3
Security Road extends westward.
~
~
0 -1 21005
E
statue~
The statue is of the Late members of S.P.I.N. belived to be past
away.
~
S
#21007
Security Road~
&R You are walking down Security Road.  The long road, which lines the
northern wall of Coral City, meets up with Oceanview Street to the east to
form one of the four corners of Coral City. Beyond these four corners is a
small walkway guarded by a Mon built breakwater that turns back the
largest ocean on a habital planet. The street continues westward.
~
0 0 1
D1
Security Road meets Luke Street to the east.
~
~
0 -1 21008
D3
Security Road continues to the west.
~
~
0 -1 21006
R M 0 21037 8 21007
S
#21008
Meeting of Oceanview Street and Security Road ~
&B Oceanview Street and Security Road come together here to form one of the
four corners of Coral City. Oceanview Street lies to the south, while
Security Road stretches westward.To the south you can see Mon Calamrian
New Rebublic troops practicing military drills incase and invasion ever
occurs again. 
~
0 0 1
D2
Luke Street lies to the south.
~
~
0 -1 21009
D3
Security Road lies to the west.
~
~
0 -1 21007
E
sign post signpost~
West  - Security Road
        - To Anna Avenue
        - To Monock Road
South - Luke Street
        - To Barster Road
        - To Trading Post  Street
        - To Law Avenue
~
S
#21009
New Rebulic Mon Branch Enterance~
&B This section of Oceanview Street is reserved for the Mon Calamrian
defense team.  E- Web Blaster's and Com - blasters are stacked high into
the air, almost within reach of the  New Rebublic guards on the outpost.
to the west. Oceanview Street stretches to the north and south.  You also

see in the enterance a body scanner that will make sure you have no
weapons on you.
~
0 0 1
D0
Luke Street meets up with Security Road to the north.
~
~
0 -1 21008
D2
Luke Street continues to the south.
~
~
0 -1 21010
D3
~
door~
34 -1 21130
S
#21010
Oceanview Street~
&B This portion of Oceanview Street is rather poor and unkempt.  Rags

litter the street, and several of the city's unfortunate have set up
residence here.;A holohome has been set up on the eastern side of the
road, a beggar's home no doubt.  They prefer this road thanks to the
constant tourists that travelk it. Oceanview Street continues to the north
and south.
~
0 0 1
D0
Luke Street continues to the north.
~
~
0 -1 21009
D2
The road ranges to the south.
~
~
0 -1 21011
R M 0 21055 1 21010
S
#21011
Oceanview Street~
&BYou are walking down the northern half of Oceanview Street at a brisk
pace. To the east is the towering  security wall of Coral City ,blocking
your view of the awsome ocean.   Oceanview Street ranges to the north and
south.  The road is extremly polished and looks as if not to many Mon
Calamrian's travel down it.
~
0 0 1
D0
Luke Street extends northward.
~
~
0 -1 21010
D2
Barster Road and Luke Street cross to the south.
~
~
0 -1 21012
R M 0 21037 9 21011
S
#21012
Intersection of Barster Road and Oceanview Street~
&B You stand at the intersection of Barster Road and Oceanview Street.  To
the east you can see the massive east Docking bay of Coral City. This is
one of the main smuggling bay's of the city.While Oceanview Street lies to
the north and south, and Barster Road runs west.
~
0 0 1
D0
Luke Street is to the north.
~
~
0 -1 21011
D1
To the east is the eastern Docking bay.
~
~
0 -1 21113
D2
You can see Luke Street stretch far to the south.
~
~
0 -1 21013
D3
Barster Road lies to the east.
~
~
0 -1 21038
R M 0 21037 7 21012
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21056 1 1
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
E
sign post signpost~
North - Luke Street
        - To Security Road
East  - The East Docking bay of Akatmer
South - Luke Street
        - To Trading Post Street
        - To Law Avenue
West  - Barster Road
        - To Akatamer Square
~
S
#21013
Oceanview Street~
&B You take a brief pause on your way down Oceanview Street, and you can
hear the chirping of some strange bird like creature  coming from the
other side of the extending breakwall.  Upon catching your breath from the
salty air, you gather  your belongings and continue on your way.
~
0 0 1
D0
Barster Road and Luke Street cross just north of here.
~
~
0 -1 21012
D2
The Trading Post  and Luke Street intersection is south of here.
~
~
0 -1 21014
S
#21014
Intersection of Trading post Street and Oceanview Street ~
&B You stand at the intersection of Trading Post Street and Luke Street.
You look out and can see the waves crash upon the breakwall To the west
are the glorious pavilions and shops of Coral City, while Oceanview Street
continues to the north and south.
~
0 0 1
D0
Luke Street lies in this direction.
~
~
0 -1 21013
D2
Luke Street stretches southward as far as the eye can see.
~
~
0 -1 21015
D3
The Trading posts of Akatamer await your arrival and Credits.
~
~
0 -1 21050
E
sign post signpost~
North - Luke Street
        - To Barster Road
        - To Security Road
South - Luke Street
        - To Law Avenue
West  - Trading Post Street
~
S
#21015
Oceanview Street.~
&B This portion of Oceanview street allows you see rest and watch one of
the two suns set. Two crome like  benches sit on opposite sides of the
polished rock road, enticing you to rest.  You can see Law Avenue meeting
up with Oceanview Street to the south, while to the north is the Trading
Post Street  and Oceanview Street intersection.
~
0 0 1
D0
Trading post Street and Luke Street meet to the north.
~
~
0 -1 21014
D2
Gazing southward, you see the southeastern corner of Akatamer.
~
~
0 -1 21016
R M 0 21037 10 21015
S
#21016
Meeting of Oceanview Street and Law Avenue ~
&WOceanview  Street and Law Avenue come together here to form one of the
four corners of Coral City. This attractive street recived it's name

becasue the creators of the city's layout placed it on a hill allowing you
to look at the ocean.Oceanview Street lies to the north, while Law Avenue
stretches westward.
~
0 0 1
D0
Luke Street lies to the north.
~
~
0 -1 21015
D1
~
~
0 -1 6905
D3
Law Avenue lies to the west.
~
~
0 -1 21017
E
sign post signpost~
North - Luke Street
        - To trading Post Street
        - To Barster Road
        - To Security Road
West  - Law Avenue
        - To Anna Avenue
        - To Monock Road
~
S
#21017
Law Avenue~
&WYou are walking down the newly paved Law Avenue, the road which lines the
southern wall of Coral City recives constant traffic and is ofen the
center of attraction.  The dust  here seems wet and muddy. you must be
getting closer to the ocean  To the east is one of the four corners  of
Coral City, while Law Avenue continues westward. 
~
0 0 1
D1
Law Avenue joins Luke Street to the east.
~
~
0 -1 21016
D3
Law Avenue stretches westward.
~
~
0 -1 21018
E
sign post signpost~
North - Companions and Mounts
East  - Law Avenue
        - To Luke Street
West  - Law Avenue
        - To Anna Avenue
        - To Monock Road
~
S
#21018
Law Avenue~
&W A tall statue attracts your attention on this portion of Law Avenue. 
The platiki metallic  sculpture is of a Calamrian in his late years
wielding a E-web Blaster against an unseen attacker, although from the
man's posture it is obvious that his opponent was enormous.  A small
golden plaque sits near the statue, explaining its importance.  The newly
paved road stretches both east and west. 
~
0 0 1
D0
~
~
0 -1 21138
D1
The road extends eastward.
~
~
0 -1 21017
D3
Law Avenue stretches westward as far as the eye can see.
~
~
0 -1 21019
R M 0 21037 7 21018
  R E 1 21056 1 1
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21067 1 0
  R E 1 21069 1 16
E
plaque~
The plaque reads: 'May you rest in peace, Ghett of S.P.I.N..'
~
E
statue ~
In honor of the late GHETT, founder of the special forces team S.P.I.N.
True friend, and hero to all of us. 
~
S
#21019
Law Avenue~
&W Walking on Law Avenue you pass a building that explains the roads name,
City Hall. It is here you goto pay tickets and fines, along with chat with

the mayor. The building which stands over 300 ft high is made of fine
polished granite imported from a nearby moon. It's extravegent

look;matches the city's over rehaul plan. The walkway leading up to the
building has polished stones buried into the ground to create a peaceful
walkway.  Plants from nearby planets are now growing along side the
walkway to make it more inviting. Unfortunately the interior is not yet
finished so you can not take a tour.
~
0 0 1
D0
~
door~
1 -1 21051
D1
Law Avenue continues to the east.
~
~
0 -1 21018
D3
Anna Avenue and Law Avenue cross to the west.
~
~
0 -1 21020
E
sign post signpost~
North - Jawa Traders
East  - Law Avenue
        - To Luke Street
West  - Law Avenue
        - To Anna Avenue
        - To Monock Road
~
S
#21020
Intersection of Anna Avenue and Law Avenue~
&W You stand at the intersection of Anna Avenue and Law Avenue.  Gazing to
the south, you see the massive south Docking bay of Coral City. It is
there most new traders enter the city. It also there that new bounty
hunters enter. The newly covered roads of Anna Avenue and Law Avenue lie
in the four cardinal directions.
~
0 0 1
D0
To the north is Anna Avenue.
~
~
0 -1 21044
D1
You see the legendary Law Avenue.
~
~
0 -1 21019
D2
To the south is Akatamer's southern Docking bay.
~
~
0 -1 21074
D3
Law Avenue extends to the west.
~
~
0 -1 21021
E
sign post signpost~
North - Anna Avenue
        - To Trading Post Street
        - To Barster Road
        - To Security Road
        - To Akatamer Square
East  - Law Avenue
        - To Luke Street
South - The Southern Docking bay of Akatamer
West  - Law Avenue
        - To Monock Road
~
S
#21021
Law Avenue~
&W You are traveling down one of the newly covered section of Law Avenue at
a brisk pace. To the north is the Mon Calamrian Factory , a building known
throughout the the world for its rare metal melting.  You feel almost like
paying the building a visit.  Law Avenue extends to the east and west.
~
0 0 1
D0
~
~
0 -1 21073
D1
Law Avenue and Anna Road cross to the east.
~
~
0 -1 21020
D3
Law Avenue ranges to the west.
~
~
0 -1 21022
R M 0 21037 11 21021
E
sign post signpost~
North - Akatamer square

East  - Law Avenue
        - To Anna Avenue
        - To Luke Street
West  - Law Avenue
        - To Monock Road
~
S
#21022
Law Avenue~
&W You are walking down a rather commercial part of Law Avenue. Merchants
and droids hassle you to spend your credits as you attempt to continue on
your way. Glancing to the north, you see  the only shop worth visiting,
owned by the respectable Lokist the Tailor.  Law Avenue stretches to the
east and west. 
~
0 0 1
D0
A fashion shop is situated to the north.
~
door~
3 -1 21066
D1
Law Avenue extends to the east.
~
~
0 -1 21021
D3
Law Avenue stretches westward.
~
~
0 -1 21023
R D 0 21022 0 1
E
sign post signpost~
North - Anikeim's fashion  Clothing
West  - Law Avenue
        - To Monock Road
East  - Law Avenue
        - To Luke Street
        - To Anna Avenue
~
S
#21023
Law Avenue~
&W This stretch of Law Avenue is well trimed and well kept, like most of
the streets now in Coral City.  Looking northward, you see a small defense
building that looks like it saw some where and tear twenty years  ago.
Most of the remains are unenterable.  The lengthy polished rock road
extends to the east and west. 
~
0 0 1
D0
~
~
1 -1 21186
D1
Law Avenue continues in this direction.
~
~
0 -1 21022
D3
Law Avenue clashes with Monock Road to the west.
~
~
0 -1 21024
E
sign post signpost~
North - An Abandoned defense building
        - To the Guild of Pilots

West  - Law Avenue
        - To Monock Road
East  - Law Avenue
        - To Anna Avenue
        - To Luke Street
~
S
#21024
Meeting of Monock Road and Law Avenue~
&W Monock Road and Law Avenue come together here to form one of the four
corners of Coral City.  A metal staircase leads up onto the main city's
Security Post, from where even the strongest Imperial Stormtrooper  can be
repelled. Monock Road lies to the north, while Law Avenue stretches
eastward.
~
0 0 1
D0
Monock Road lies to the north.
~
~
0 -1 21025
D1
Law Avenue lies to the east.
~
~
0 -1 21023
E
sign post signpost~
North - Monock Road
        - To Trading Post  Street
        - To Barster Road
        - To Security Road
East  - Law Avenue
        - To Anna Avenue
        - To Luke Street
~
S
#21025
Monock Road~
&p You pick up your pace as you travel down this portion of Monock Road.

Gazing eastward, you see what is easily the darkest alley in the city,
though a glimmer of light can be seen flickering in the shadows of the
slim street.  To the north is an intersection, while Monock Road continues
to the south. 
~
0 0 1
D0
Thieves Alley is east of here.
~
~
0 -1 21026
D1
The Thieves Alley is east of here.
~
~
0 -1 21063
D2
One of the four corners of Akatamer is located to the south.
~
~
0 -1 21024
E
sign post signpost~
North - Monock Road
        - To Security Road
        - To Barster Road
        - To Trading Post  Street
East  - Thieves Alley
        - To the Guild of Thieves
South - Monock Road
        - To Law Avenue
~
S
#21026
Intersection of Trading Post  Street and Monock Road~
&Y You stand at the intersection of Trading Post  Street and Monock Road. 
A wall towers over you to the west, keeping intruders (mostly Quarren) out
of Coral City unannounced.  To the east are the newly built shops of Coral
City, while Monock Road continues to the north and south.
~
0 0 1
D0
Monock Road lies in this direction.
~
~
0 -1 21027
D1
You gaze at the pavillions and shops of Trading Post  Street.
~
~
0 -1 21045
D2
To the south is Monock Road.
~
~
0 -1 21025
R M 0 21052 3 21026
E
sign post signpost~
North - Monock Road
        - To Security Road
        - To Barster Road
East  - Trading Post  Street
South - Monock Road
        - To Law Avenue
~
S
#21027
Monock Road~
&p You are walking down a poorer section of Monock Road.  The carved rock
roads  seem unkept and poorly made, definitely unusual in this city which
represents hope and order.  The street ranges to the north and south.
~
0 0 1
D0
Barster Road and Monock Road cross to the north.
~
~
0 -1 21028
D2
Trading Post  Street and Monock Road cross just south of here.
~
~
0 -1 21026
R M 0 21037 12 21027
S
#21028
Intersection of Barster Road and Monock Road~
&p You stand at the intersection of Barster Road and Monock Road.  Gazing
to the west, you see the huge west Docking bay of Coral City.  The carved
rock roads of Barster  and Monock  lie in the four cardinal directions.
~
0 0 1
D0
The metallic streets of Monock Road lie to the north.
~
~
0 -1 21029
D1
Walking in this direction will lead you into the very heart of the city.
~
~
0 -1 21041
D2
Monock Road lies to the south.
~
~
0 -1 21027
D3
To the west is the west Docking bay of Akatamer.
~
~
0 -1 21088
E
sign post signpost~
West  - The Western Docking bay of Akatamer
South - Monock Road
        - To Trading Post  Street
        - To Law Avenue
East  - Barster Road
        - To Akatamer Square
North - Monock Road
        - To Security Avenue
~
S
#21029
Monock Road~
&p You stand at the intersection of Barster Road and Monock Road.  Gazing
to the west, you see the huge west Docking bay of Coral City.  The carved
rock roads of Barster  and Monock  lie in two directions north and south.
~
0 0 1
D0
Monock Road stretches northward.
~
~
0 -1 21030
D2
The intersection of Barster Road and Monock Road is south of here.
~
~
0 -1 21028
R M 0 21037 7 21029
  R E 1 21056 1 1
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21067 1 0
  R E 1 21069 1 16
S
#21030
Monock Road~
&pYou walk through a poor, almost abandoned section of Coaral City. 
Indeed, this portion of Monock Road is neither traveled nor clean. The
worn carved surface road continues to the north and south.This area is one
the mayor is not palnning to tackle for awile. 
~
0 0 1
D0
Monock Road extends northward.
~
~
0 -1 21031
D1
~
~
0 -1 21067
D2
Monock Road stretches southward.
~
~
0 -1 21029
S
#21031
Monock Road~
&pYou walk through a poor, almost abandoned section of Coaral City. 
Indeed, this portion of Monock Road is neither traveled nor clean. The
worn carved surface road continues to the north and south.This area is one
the mayor is not planning to tackle for awile.
~
0 0 1
D0
Monock Road meets with Security Road to the north.
~
~
0 -1 21032
D2
Monock Road lies to the south.
~
~
0 -1 21030
S
#21032
Meeting of Monock Road and Security Road~
&R Monock Road and Security Road come together here to form one of the four
corners of Coral City.  From here you can smell the ocean sea salt form
the nearby breakwall to the west. It reminds you of the fun you have
swimming in the huge ocean that surrounds this city. Monock Road lies to
the south, while Security Road stretches 
~
0 0 1
D1
Security Road lies to the east.
~
~
0 -1 21033
D2
Monock Road lies to the south.
~
~
0 -1 21031
R M 0 21037 13 21032
E
sign post signpost~
East - Security Road
        - to Anna Avenue
        - to Luke Street
South - Monock Road
        - to Barster Road
        - to Trading Post  Street
        - to Law Avenue
~
S
#21033
Security Road~
&RYou stand on  Security Road staring at the two suns or the stars above
your head, depending on time.  This newly paved street is made of polished
rock that glimers when the first sun comes up. In the distence you can see
Mon Calamrian children playing in the nearby park. 
~
0 0 1
D1
Security Road stretches eastward.
~
~
0 -1 21034
D3
Security Road and Monock Road meet to the west.
~
~
0 -1 21032
S
#21034
Security Road~
&RYou travel down a newly lanscaped area of Security Road.  In the new park
created to the south you can hear strange animal noises that remind you of
the days back when you used to go to the galactic zoo.  The mysterious
melody relaxes you as you start to whistle with the birds in a city of
peace and goodness.  Security Road stretches east and west.
~
0 0 1
D1
Security Road lies to the east.
~
~
0 -1 21035
D2
~
~
0 -1 21131
D3
Security Road continues to the west.
~
~
0 -1 21033
S
#21035
Security Road~
&R You are walking cautiously through this part of Security Road.  Lately
you have heard rumors of thieves prowling these parts, mocking the very
name of the road.  But that is mostly not likely. The newly paved street

ranges to the east and west.
~
0 0 1
D1
The intersection of Anna Avenue and Security Road is east of here.
~
~
0 -1 21004
D3
Security Road stretches westward.
~
~
0 -1 21034
S
#21036
Barster Road~
&c You quicken your pace as you walk down the newly carved road of Barster
. With very little to see this just becomes another leg on your journey
through town. Gazing to the north, you see the the two suns in the sky in
all its beauty.  To the east and west is the  Barster Road  
~
0 0 1
D1
Barster Road stretches onward in this direction.
~
~
0 -1 21037
D3
The road to the west leads to Akatamer Square.
~
~
0 -1 21000
E
sign post signpost~
East  - Barster Road
        - To Luke Street
South - The Archives
        - To the Legendary Stories of the Archives
        - To the Predictions of the Archives
West  - Barster Road
        - To Anna Avenue
        - To Monock Road
        - To Akatamer Square
~
S
#21037
Barster Road~
&c While walking Barster Road, you gaze up at the Akatamer medical
facility, whose entrance lies to the south. New plantlife grows along side
the road,&G adding a buitiful haze of green. &c The lengthy rock carved
out road stretches to the east and west.&x
~
0 0 1
D1
Barster Road continues in this direction.
~
~
0 -1 21038
D2
The enterence to Akatamer's Tower of Jedi's are to the south.
~
~
0 -1 21126
D3
Barster Road continues in this direction.
~
~
0 -1 21036
E
sign post signpost~
East  - Barster Road
        - To Luke Street
South - Akatamer Tower of jedi's 
        - To the Guild of Jedimasters
West  - Barster Road
        - To Anna Avenue
        - To Monock Road
        - To Akatamer Square
~
S
#21038
Barster Road~
&c Young and giddy Mon Calmarians pass you as you travel this portion of
Barster Road.  Gazing southward, you see the illustrious Coral City
Academy, which has the responsibility of educateting new Mon Calamarian's.
 The newly carved rock road of Barster  continue to the east and west.
~
0 0 1
D1
The intersection of Barster Road and Luke Street lies to the east.
~
~
0 -1 21012
D2
~
~
33 -1 21133
D3
Barster Road stretches to the west as far as the eye can see.
~
~
0 -1 21037
E
sign post signpost~
East  - Barster Road
        - To Luke Street
South - Akatamer Academy
West  - Barster Road
        - To Anna Avenue
        - To Monock Road
        - To Akatamer Square
~
S
#21039
Barster Road~
&c You quicken your pace as you walk down the newly carved road of Barster
. With very little to see this just becomes another leg on your journey
through town. Gazing to the north, you see the the two suns in the sky in
all its beauty.  To the east is Coral City Square, while Barster Road
leads on to the west.   
~
0 0 1
D1
The road to the east leads to Akatamer Square.
~
~
0 -1 21000
D3
Barster Road stretches onward as far as the eye can see.
~
~
0 -1 21040
E
sign post signpost~
East  - Barster Road
        - To Luke Street
        - To Anna Avenue
        - To Akatamer Square
South - Western Hall
West  - Barster Road
        - To Monock Road

~
S
#21040
Barster Road~
&cHere the city's only and extremly large  Hotel stands to the south It was
constructed fromt he remains of crashed space vessel. It is considered
sheek to stay in this coverted junk heap (Who figures?)You make note to
remember  this location for later.  Gazing to the east and west, you can
see nothing but Barster Road. 
~
0 0 1
D1
Barster Road stretches further eastward.
~
~
0 -1 21039
D2
The town hotel  awaits.
~
door~
3 -1 21069
D3
Barster Road stretches further westward.
~
~
0 -1 21041
R D 0 21040 2 1
E
sign post signpost~
East  - Barster Road
        - To Luke Street
        - To Anna Avenue
        - To Akatamer Square
South - The hotel 
West  - Barster Road
        - To Monock Road
~
S
#21041
Barster Road~
&c Cheery laughter can be heard in this section of Barster Road.  Listening
closely, you are not surprised to find the laughter coming from the
Cantinia to the south.  People from differnt planets passing by also seem
interested in those who can find joy in these dark times. This tavern is
best place to find new friends, bith good and evil. Barster Road ranges to
the east and west.
~
0 0 1
D1
Barster Road continues in this direction.
~
~
0 -1 21040
D2
The tavern lies to the south.
~
door~
3 -1 21068
D3
Barster Road and Monock Road cross to the west.
~
~
0 -1 21028
R D 0 21041 2 1
E
sign post signpost~
East  - Barster Road
        - To Luke Street
        - To Anna Avenue
        - To Akatamer Square
South - The Grim Smile
West  - Barster Road
        - To Monock Road
~
S
#21042
Anna Avenue~
&PYou are travelling upon the southern portion of Anna Avenue.  The newly
constructed buildings of the Coral City Trading Post street rise high into
the air to the east and west.  The metallic road stretches to the north
and south, where you can see a bustling intersection of Mon Calamrian
shopers.
~
0 0 1
D0
The road to the north leads to Akatamer Square.
~
~
0 -1 21000
D2
A bustling intersection lies to the south.
~
~
0 -1 21043
S
#21043
Intersection of Anna Avenue and Trading Post  Street~
&YYou stand at the intersection of Anna Avenue and Trading Post  Street. 
The intersection bustles with activity as citizens go about their
business. To the east and west runs Trading Post  Street, lined with the
exotic and local shops of Coral City, while Anna Avenue lies to the north
and south. 
~
0 0 1
D0
Anna Avenue lies to the north.
~
~
0 -1 21042
D1
You can see the exotic Trading Post s of Akatamer.
~
~
0 -1 21048
D2
Anna Avenue stretches to the south as far as the eye can see.
~
~
0 -1 21044
D3
You can see the exotic Trading Post s of Akatamer.
~
~
0 -1 21047
E
sign post signpost~
North - Anna Avenue
        - To Security Road
        - To Barster Road
        - To Akatamer Square
East  - Trading Post  Street
        - To Luke Street
South - Anna Avenue
        - To Law Avenue
West  - Trading Post  Street
        - To Monock Road
~
S
#21044
Anna Avenue~
&PWhile traversing the busy, smooth carved road of Coral City, you notice a

particularly dark alley to the west which citizens commonly avoid. As  you
 imagine running into a cloaked thief lurking in the shadows. Anna Avenue
extends to the north and south.
~
0 0 1
D0
Intersection of Anna Avenue and Trading Post  Street
~
~
0 -1 21043
D2
The intersection of Anna Avenue and Law Avenue lies to the south.
~
~
0 -1 21020
D3
You can't make out any details about the dark alley.
~
~
0 -1 21065
E
sign post signpost~
North - Anna Avenue
        - To Trading Post  Street
        - To Barster Road
        - To Security Road
        - To Akatamer Square
West  - Thieves Alley
        - To the Guild of Thieves
South - Anna Avenue
        - To Law Avenue
~
S
#21045
Trading Post  Street~
To the north is where a rock seller used to hold shop, on the door is a
small sign. it does keep your wife happy. Trading Post  Street extends to
the east and west. 
~
0 0 1
D1
More shops attract your attention to the east.
~
~
0 -1 21046
D2
A jewelry shop has been set up in the tent to the south.
~
~
0 -1 21052
D3
Trading Post  Street meets up with Monock Road to the west.
~
~
0 -1 21026
E
sign post signpost~
North - The Scribe's Tent
East  - Trading Post  Street
        - To Luke Street
        - To Anna Avenue
South - The Shining Emerald
West  - Trading Post  Street
        - To Monock Road
Anikiem's Rocks - CLOSED - due to hi shipping costs.
 
I have moved closer to the mines to increase my profits.
~
S
#21046
Trading Post  Street~
&YCitizens of Coral City waddle  around you, anxious to finish their
shopping. Gazing northward, you can see a female Rodian drying a multitude
of spices, while to the south you see Coral City's courier service. 
Trading Post  Street ranges to the east and west. 
~
0 0 1
D0
The Spice Trader's is to the north.
~
~
0 -1 21054
D1
More shops attract your attention to the east.
~
~
0 -1 21047
D2
The Akatamer mail service is situated in a building to the south.

~
~
0 -1 21053
D3
More shops attract your attention to the west.
~
~
0 -1 21045
E
sign post signpost~
North - The Spide Dealer
East  - Trading Post  Street
        - To Luke Street
        - To Anna Avenue
South - The Akatamer Courier
West  - Trading Post  Street
        - To Monock Road
~
S
#21047
Trading Post  Street~
&YThe newly carved polished stone rock road is buzzing with activity. 
Eager shouts from numerous new buildings encourage potential customers to
come inspect a shopkeeper's;wares.  To the north is Anikem's new shop,
while a Map Builder  just moved in to the south.  Trading Post  Street
stretches to the east and west. 
There is a small note tacked up on the north door.
~
0 0 1
D1
You see the intersection of Anna Avenue and Trading Post  Street.
~
~
0 -1 21043
D2
A mapmaker store lies to the south.
~
~
0 -1 21056
D3
More shops attract your attention to the west.
~
~
0 -1 21046
E
sign post signpost~
North - Hermit's Tent
East  - Trading Post  Street
        - To Luke Street
        - To Anna Avenue
South - Map Builders
West  - Trading Post  Street
        - To Monock Road
~
E
note~
Sorry due to costs of shipping I have moved my shop below closer to the
mine.
~
S
#21048
Trading Post  Street~
&YThe newly carved rock road is buzzing with activity.  Eager shouts from
the newly built buildings encourage potential customers to come inspect a
shopkeeper's wares.  To the north you can smaell the sweet aroma that is
the Bantha barbecue Shop , while the building to the south is dedicated to
repairing broken items.  Trading Post  Street stretches to the east and
west.
~
0 0 1
D0
The barbecue stand lies in this direction.
~
~
0 -1 21057
D1
More shops attract your attention in this direction.

~
~
0 -1 21049
D2
You can see a stocky Mon Calamrian repairing equipment.
~
~
0 -1 21058
D3
The intersection of Anna Avenue and Trading Post  Street lies to the west.
~
~
0 -1 21043
R M 0 21045 2 21048
E
sign post signpost~
North - The Bantha Barbecue
East  - Trading Post  Street
        - To Luke Street
South - The Unlit Saber
West  - Trading Post  Street
        - To Anna Avenue
        - Monock Road
~
S
#21049
Trading Post  Street~
&YCitizens of Coral City scamper about you, eager to finish their shopping.
The aroma of fresh bread assails your nose, coming from a bakery from the
north, and you can see Armory clanging from the wind on the shop to the
south.ity's armoury to the south.  Trading Post  Street ranges to the east
and west. 
~
0 0 1
D0
You can see a bakery to the north.
~
~
0 -1 21060
D1
More shops attract your attention in this direction.
~
~
0 -1 21050
D2
The Bobba waresis to the south.
~
~
0 -1 21059
D3
More shops attract your attention in this direction.
~
~
0 -1 21048
E
sign post signpost~
North - The Akatamer Bakery
East  - Trading Post  Street
        - To Luke Street
South - The Bobba Wares
West  - Trading Post  Street
        - To Anna Avenue
        - To Monock Road
~
S
#21050
Trading Post  Street~
&YYou smile at the familiar sight of Trading Post  Street and its glorious
newly built buildings. The buzz of vibro-blades can be heard from the
south, while the blue milk dairy is situated to the north.  Trading Post 
Street extends east and west. 
~
0 0 1
D0
The dairy to the north deals in all blue milk dairy products.
~
~
0 -1 21061
D1
Trading Post  Street joins up with Luke Street to the east.
~
~
0 -1 21014
D2
Weapons can be bought or sold in the store to the south.
~
~
0 -1 21062
D3
More shops attract you in this direction.

~
~
0 -1 21049
E
sign post signpost~
North - Blue Milk Dairy Products
East  - Trading Post  Street
        - To Luke Street
South - The Vibro-Fizz
West  - Trading Post  Street
        - To Anna Avenue
        - To Monock Road
~
S
#21051
Interior of City Hall~
~
0 8 0
D2
~
~
0 -1 21019
S
#21052
The Shining Emerald~
&O A locked display box dominates this particular shop.  Under the glass of
the box are two of the only three known ulti-ma pearls in existence., each
lying gently upon a miniscule cushion. Various other items are displayed
in differnt boxes. Hanging from the walls are various paintings, while
sculptures take up the rest of the floor space. A north door leads back
out onto Trading Post Street.
~
0 1032 0
D0
An opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21045
R M 0 21014 1 21052
  R G 1 21094 1
  R G 1 21056 1
E
cost~
Cost - 100,000 credits 16 CHA
Sorry ultima-pearls not included.
~
S
#21053
Coral City Courier Office~
&O An immense computer set against the southern wall of the Building has
been organized into small consoles, each containing letters to and from
the citizens of Coral City through Star mail.  Errand boys are constantly
coming in and collecting disks for delivery.  In the center of the room is
a large glatic_net mail terminal where people from around the world can
send mail. A door to the north leads back out onto Trading Post  Street .
~
0 262152 0
D0
An opening in the building leads back out onto Trading Post  Street.
~
~
0 -1 21046
R M 0 21017 1 21053
R O 0 21048 1 21053
R O 0 38 1 21053
E
cost~
Cost - Mail Service is Governemnt Own sorry!
~
S
#21054
The Spice dealer~
&OThis newly contructed building is filled with the scent of dried spices.
Wooden shelves are lined with spices, each of varying colors. A counter
sits in the center of the room. Walking nearer, you notice a small plaque
on the counter which reads 'Success lies in Spices'. Dispite numerous
attempts to outlaw spices , they are still legal in this city. A door
south leads back out onto Trading Post  Street.
~
0 8 0
D2
The opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21046
R M 0 21003 1 21054
  R G 1 32230 1
  R G 1 10487 1
R M 0 21037 7 21054
  R E 1 21056 1 1
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21067 1 0
  R E 1 21069 1 16
E
cost~
Cost - 50,000 Must be a smuggler of 40
~
S
#21055
Anakiem's Rocks~
&O A musty odor fills your nostrils as you inhale.  Shelves hug the walls
of this newly created building, each shelf filled with  items from the
mines or ocean floor.  As you begin to inspect several of the shelves, you
notice they are all covered in dust and dirt.  A square wooden counter
sits in the center of the room, and to to the south a door leads back out
onto Trading Post  Street. 
~
0 8 0
D0
~
~
0 -1 6882
R M 0 21001 1 21055
  R G 1 21422 1
  R G 1 21423 1
  R G 1 21424 1
  R G 1 21425 1
E
cost ~
Cost - Not for Sale
~
S
#21056
Maps~
&OYou find yourself in a rather small and empty shop.  Parchments tied into
neat packs lie about in an unorganized manner in the back corner.  A
counter in the center of the room houses numerous state of the art
Holo-Maps, as well as a couple more computer writing tools. This thin
printer is havinga hard time converting to new technology, and is even
contemplating retiring. A door to the  north leads back out onto Trading
Post  Street. 
~
0 8 0
D0
An opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21047
R M 0 21011 1 21056
E
cost ~
Cost - 50,000 credits Wis 16
Also Mon Calamarian
~
S
#21057
The Bantha Barbecue Shop~
&OThe smell of fresh meat grilled to a perfection as only chef Wannie knows
how is present in the air of this shop.  Kept cool in frosted vaults, the
city chef sells his meats here, imported from planets far distant or
harvested form the ocean. There are a few tables scattered around for you
to sit at, and share stories with your friends.Through the door to the
south is Trading Post  Street.
~
0 8 0
D2
An opening in the tent allows you to return to Trading Post  Street.
~
~
0 -1 21048
R M 0 21018 1 21057
  R G 1 21014 1
  R G 1 21015 1
  R G 1 21016 1
S
#21058
The Unlit saber~
&O You stand within the modernized building of the city's Repair tech. On
the floor behind the counter you can see various pieces of Equimpment; a
poor fellow distroyed. ; Most of Torvals's business is from the military,
although he does do some private sector every once in awile.  A door north
leads back out onto Trading Post  Street. 

To repair obj or weapon type:  repair (obj)

Sorry there is a small fee for the job.
~
0 8 0
D0
The opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21048
R M 0 21002 1 21058
E
cost ~
Cost - 38.000 credist 
Must be Engineer of 50
~
S
#21059
Bobba's wares~
&O This Mon Calamarian is a dedicated creator of armor and shields.  Having
lost her son to shabby equipment, she took up the job of putting
protective suits of armor together. She is also  extremly infatuated with
the legendary Bobba Fett, and collects any holographics  or drawings of
this great Bounty Hunter. The enterance leads back out north onto Trading
Post  Street.
~
0 8 0
D0
The opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21049
R M 0 21015 1 21059
  R G 1 21057 1
  R G 1 21058 1
  R G 1 21059 1
  R G 1 21060 1
  R G 1 29008 1
  R G 1 21062 1
  R G 1 21063 1
  R G 1 21064 1
  R G 1 21065 1
  R G 1 21066 1
  R G 1 29007 1
  R G 1 21061 1
  R G 1 29006 1
  R G 1 21426 1
  R G 1 10311 1
E
cost~
Cost 80,000 plus a Dinner with Bobba Fett
~
S
#21060
The Akatamer Bakery~
&OUpon entering the Akatamer Bakery, you find yourself surrounded by
citizens of the marvelous city, each waiting in line for their daily
bread. This Mon Calamrian is famous for his fine baked bread made from
refined seaweed. This green food is terrific with every meal. The door to
the south leads back out onto Trading Post  Street. 
~
0 8 0
D2
An opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21049
R M 0 21019 1 21060
  R G 1 21020 1
  R G 1 21021 1
E
cost~
Cost - 28,000 And a Love for Bread
~
S
#21061
The Blue Sea-Cow~
&OThis small shop smells strongly of blue cheese, as dozens of types of
cheeses have been laid out and labeled properly on several long shelves. 
You notice many bottles of blue milk, considered to be more important than
even water, carefully stacked in the northeast corner.  This Mon girl is
staioned here by here father to sell this rare drink froma seacow. Through
the door Trading Post  Street lies to the south.
~
0 8 0
D2
An opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21050
R M 0 21020 1 21061
  R G 1 21017 1
  R G 1 21018 1
  R G 1 21019 1
E
cost~
Cost 28,000 credits a you must marry off His daughter.
~
S
#21062
Vibro-Fizz~
&ORacks line the walls of this store, each filled to the brim with weapons.
You grin evilly at the items of destruction, and try out a couple on the
practice dummies hung from the ceiling.  A counter in the center of the
room is where the keeper of this shop does business.  He is an extremly
large calamarian who knows his stuff. The door to the north leads back out
onto Trading Post  Street.
~
0 8 0
D0
The opening in the tent leads back out onto Trading Post  Street.
~
~
0 -1 21050
R M 0 21016 1 21062
  R G 1 21068 1
  R G 1 21069 1
  R G 1 21081 1
  R G 1 21082 1
R M 0 21037 7 21062
  R E 1 21056 1 1
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21067 1 0
  R E 1 21069 1 16
E
cost~
Cost - 89,000 credits and Engineering
~
S
#21063
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Coral
City. Whomp rats scurry across the metallic ground, squeaking at you. 
Empty crates and tattered rags are lying about.  The alley stretches to
the east and west. 
~
0 0 1
D1
The Thieves Alley continues in this direction.
~
~
0 -1 21064
D3
Monock Road lies to the west.
~
~
0 -1 21025
R O 0 21055 1 21063
S
#21064
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Coral
City. Whomp rats scurry across the metallic ground, squeaking at you. 
Empty crates and tattered rags are lying about.  The alley stretches to
the east and west. 
~
0 0 1
D1
The Thieves Alley continues in this direction.
~
~
0 -1 21065
D3
The Thieves Alley continues in this direction.
~
~
0 -1 21063
R M 0 21052 3 21064
R M 0 21052 3 21064
R O 0 21055 1 21064
S
#21065
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Akatamer.
Whomp rats scurry across the metallicground, squeaking at you.  Empty crates and
tattered rags are lying about.  The alley opens up to Anna Avenue to the

east, while to the west the darkness deepens.
~
0 0 1
D1
Anna Avenue lies to the east.
~
~
0 -1 21044
D3
The Thieves Alley continues in this direction.
~
~
0 -1 21064
R O 0 21055 1 21065
S
#21066
Annir's Clothing~
&O The shop you have entered smells heavily of dried bantha leather. 
Gazing about, you see all manners of clothing, from leather to silk.  A
coral counter lines the northern wall of the shop, and several stalls line
the eastern wall, where you can try on your clothes (after you pay for
them.).  A door to the south leads back out onto Law Avenue. 
~
0 8 0
D2
The door leads back out onto Law Avenue
~
door~
2097163 -1 21022
D5
~
hatch~
2099201 -1 21180
R M 0 21021 1 21066
  R G 1 21076 1
  R G 1 21077 1
  R G 1 21078 1
  R G 1 21079 1
  R G 1 21080 1
R D 0 21066 2 1
R D 0 21066 5 0
S
#21067
Companions and Mounts~
&O You walk into a large shop which smells of Banthas.  Behind the long
wooden counter are dozens of cages containing varying types of animals. 
You can hear the sounds of creatures coming from a store room in the back
of the shop.  A path to the west leads back out onto the busy Monnock St.
~
0 12 0
D3
~
~
0 -1 21030
R M 0 21058 3 21067
R M 0 21057 1 21067
R M 0 21437 1 21067
  R E 1 60 1 16
R M 0 21058 3 21067
R M 0 21058 3 21067
S
#21068
The Tavern~
&OYou enter the city's lavish cantinia, in fact the only bar inside the
city;itself, appropriately connected to the city's hotel  to the east
through a hallway. That way visitors can just get drunk then head over to
bed. Smoke and the smell of alcohol mix with laughter, quickly gives you a
dull headache. To the east is the town hotel , while the fresh air of the

outdoors stands at bay to the north.
~
0 8 0
D0
A door leads out onto Barster Road.
~
door~
3 -1 21041
D1
The hotel  lies to the east.
~
~
0 -1 21069
R M 0 21013 1 21068
  R G 1 21009 1
  R G 1 21008 1
  R G 1 21010 1
R M 0 21445 1 21068
R D 0 21068 0 1
E
cost~
Cost 160,000 credits  (includes both stores)
~
S
#21069
The Akatamer hotel ~
&OHere a weary traveller can seek a good rest in comfort without fear of
theft or, worse yet, murder.  A long counter stretches across much of the
room, and for a few credits the hotel keeper will gladly rent you one of
his rooms.  Drunken laughter emerges from a hall to the west.  To the
south beyond a door barred by the hotel keeper are the rooms.
 
You may safely quit here.
~
0 8389644 0
D0
Barster Road lies to the north.
~
door~
3 -1 21040
D3
The tavern lies to the west.
~
~
0 -1 21068
R M 0 21025 1 21069
R D 0 21069 0 1
E
cost~
Cost 160,000 credits  (includes both stores)
~
S
#21071
&C Inside Bacta Tank~
This room is for the severly wounded. Please donot take advantage of this
great Facility or the Mon Calamarian Officals will have to remove the
bacta tank. 
~
0 66568 0
D2
~
~
0 -1 21127
R O 0 32231 1 21071
> rand_prog 100~
mpechoat $n The healing warmth of the bacta spreads over your
body.
feel heal $n
~
|
S
#21072
Restarea~
&z This lavish room comes complete with plush bantha leather seat benches.
A brand new drinking fountain that diperses fresh salt water for drinking.
And a new cooking droid here to serve some of the great Mon Calamari food.
The floor is a soft grey colored marble like rock sanded to a smooth
surface. 
~
0 1032 0
D3
~
~
0 -1 21100
R M 0 21436 1 21072
R O 0 32208 1 21072
S
#21073
Factory Enterence~
&c &C You stand before huge doors of the Krantz mining ore factory complex.
 the doors are kept closed, yet the bared windows are cracked open to give
all the heat and noise inside a means of escaping.  The doors are made of
some sort of black metal, most likely found on the ocean floor  seemingly
impenatrable, and has the Krontz symbol K carved into them  You are not
sure if the doors are meant to keep intruders out, or workers in...
~
0 12 0
D0
~
door~
3 -1 21151
D2
~
~
0 -1 21021
R D 0 21073 0 1
S
#21074
Inside the Southern Docking bay~
&z You stand inside the southern Docking bay of Coral City. Ships of all
sizes line the many enterences.There is only four docking bays on Mon
Calamari that is known to the public and all four exsist on the outskirts
of the city. They were originally created as Imperial Slave ports but were
later converted to Docking bays.To the north is the intersection of Anna
Avenue and Law Avenue.
~
0 4 1
D0
Two roads cross to the north.
~
~
0 -1 21020
D2
The Docking bay leads outside of Akatamer.
~
Docking bay~
1 21073 21075
R M 0 21068 1 21074
  R E 1 21073 1 17
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
R O 0 6017 1 21074
R O 0 6014 1 21074
R D 0 21074 2 0
S
#21075
Outside the Southern Docking bay~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the eastand west. While to the north you
can hear the sounds of ships landing and taking off.
~
0 4 1
D0
The Docking bay leads into the city of Akatamer.
~
Docking bay~
1 21073 21074
D1
A path begins to the east.
~
~
0 -1 21123
D3
A path begins to the west.
~
~
0 -1 21076
R M 0 21069 1 21075
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21073 1 17
  R E 1 21064 1 15
  R E 1 21065 1 11
R M 0 21059 1 21075
R D 0 21075 0 0
E
foliage~
Searching thoroughly, you discover a manhole hidden beneath one of the
many harbor edges.
~
S
#21076
On a Road west of the Southern Docking Bay~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon

the city.  The road stretches to the east and west. 
~
0 0 1
D1
To the east the southern Docking bay of Akatamer.
~
~
0 -1 21075
D3
The road continues to the west.
~
~
0 -1 21077
S
#21077
On a Road Rounding Coral City.~
&c You are on carved out rock road rounding the southern wall of Akatamer.
The familiar sound of running water emanates from the Mon Calamarian ocean
to the south. The large breakwater was created to keep the nasty wind
storms that come up from spalshing 50 ft. waves upon the city.  The road
stretches to the east and west. 
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21076
D3
The road continues to the west.
~
~
0 -1 21078
S
#21078
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. 
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21077
D3
The trail continues to the west.
~
~
0 -1 21079
S
#21079
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west.  You can hear the
ocean getting nearer to the west.  
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21078
D3
The road continues to the west.
~
~
0 -1 21080
S
#21080
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. You can see the ocean
front just off a dock to the west. 
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21079
D3
The path continues to the west.
~
~
0 -1 21081
R M 0 21061 4 21080
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 15
  R E 1 21065 1 11
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21064 1 14
  R E 1 21069 1 16
S
#21081
Before the Dock~
&c  You have come to the western most spot of the city. before you is a
large dock leading out to the ocean..  Its supports are cracked,and the
entire structure seems liable to fall into the ocean at any moment. To the
north and east are two plain man made roads. 
~
0 0 1
D0
A path begins to the north.
~
~
0 -1 21082
D1
A road begins to the east.
~
~
0 -1 21080
D3
~
~
0 -1 6908
S
#21082
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south.
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21083
D2
The trail continues to the south.
~
~
0 -1 21081
S
#21083
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south.You look into the sky
and see a common Mon Calamarian bird above.
~
0 0 1
D0
The trail continues to the north.
~
~
0 -1 21084
D2
The path continues to the south.
~
~
0 -1 21082
S
#21084
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. A cool ocean breeze
crosses your skin. 
~
0 0 1
D0
The road continues to the north.
~
~
0 -1 21085
D2
The path continues to the south.
~
~
0 -1 21083
S
#21085
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. A cool ocean breeze
crosses your skin. 
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21086
D2
The road continues to the south.
~
~
0 -1 21084
S
#21086
On a Road south of the Western Docking Bay~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. 
~
0 0 1
D0
The western entrance to Akatamer lies to the north.
~
~
0 -1 21087
D2
The Water Shuttle continues rounding the city wall of Akatamer.
~
~
0 -1 21085
S
#21087
Outside the Western Docking bay~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. To the east you can
hear alot of starship activity coming from the nearby docking bay.
~
0 4 1
D0
A path begins to the north.
~
~
0 -1 21089
D1
The Docking bay leads into the city of Akatamer.
~
Docking bay~
1 21070 21088
D2
A road begins to the south.
~
~
0 -1 21086
R M 0 21063 1 21087
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21064 1 15
  R E 1 21065 1 11
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21070 1 17
R D 0 21087 1 0
S
#21088
Inside the Western Docking bay~
&z You stand in the western dockingbay, do to the massive damage this place
took by the empire , only small shuttles can enter this docking bay. This
platform was designed as a slave port for Mon Calamrian workers by the
Empire years ago, but were later easily converted in to Docking Bay's for
the Rebellion's greatest ship builder. You can hear the soft wind of the
ocean to the west.
~
0 4 1
D1
Two roads cross to the east.
~
~
0 -1 21028
D3
The road continues deep into the metallic waste land s of Haon Dor.
~
Docking bay~
1 21070 21087
R M 0 21062 1 21088
  R E 1 21070 1 17
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21069 1 16
  R E 1 21067 1 0
R D 0 21088 3 0
S
#21089
On a Road north of the Western Docking Bay~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. To the south you can
hear alot of starship activity coming from the nearby docking bay.
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21090
D2
The western Docking bay is to the south.
~
~
0 -1 21087
R M 0 21059 6 21089
S
#21090
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. 
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21091
D2
The road continues to the south.
~
~
0 -1 21089
E
sign~
The sign reads:
 Hail Mon Calamrian!  You stand before the Ocean, a
...which is populated by one of the smaller races of 
the world.  Do Not enter this zone any further...
We see no use for New Rebublic law now..
~
S
#21091
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. 
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21092
D2
The road continues to the south.
~
~
0 -1 21090
S
#21092
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. 
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21093
D2
The trail continues to the south.
~
~
0 -1 21091
S
#21093
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the north and south. 
~
0 0 1
D0
A gentle sea breeze is coming in from the north.
~
~
0 -1 21094
D2
The path continues to the south.
~
~
0 -1 21092
S
#21094
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the western
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and south. 

~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21095
D2
The road continues to the south.
~
~
0 -1 21093
R M 0 21059 5 21094
S
#21095
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. 
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21096
D3
The road continues to the west.
~
~
0 -1 21094
S
#21096
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. 
~
0 0 1
D1
The trail continues to the east.
~
~
0 -1 21097
D3
The path continues to the west.
~
~
0 -1 21095
E
holodisk~
water and ocean plantlife lye on the top of the holodisk:
You place the disk into your reader ,,,,it says :
Akatamer's Time Will Come, Hail the New Empire.
~
S
#21097
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. You can feel a soft
breeze from the ocean beyond.
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21098
D3
The path continues to the west.
~
~
0 -1 21096
S
#21098
On the Road West of the Northern Docking Bay~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. You can feel a soft
drop of water from the ocean beyond.
~
0 0 1
D1
Akatamer's northern Docking bay is to the east.
~
~
0 -1 21099
D3
The road continues to the west.
~
~
0 -1 21097
S
#21099
Outside the Northern Docking bay~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. To the south you can
hear alot of hustle and bustle of ships taking off.

~
0 4 2
D1
The path begins to the east.
~
~
0 -1 21101
D2
The Docking bay leads into Akatamer.
~
Docking bay~
1 21071 21100
D3
The road begins to the west.
~
~
0 -1 21098
R M 0 21065 1 21099
  R E 1 21071 1 17
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21065 1 11
  R E 1 21064 1 15
R D 0 21099 2 0
S
#21100
Inside the Northern Docking bay~
&z You stand in the main docking bay of the planet Mon Calamari. This state
of the art Dockingbay recently recived a facelift to allow for a better
image of the planet. The floor is now a polished metal, that reflexs the
extensive lighting system they installed. From the ceiling you can see new
sprinklers to allow mon citizens to remain damp. This new facility was also
outfitted with a restarea to the east for individuals waiting for the
transport. To the North is outside the city. While to the South is the
intersection of Anna Avenue and Security Road. We hope you enjoy your stay
here at Coral City (formally Akatamer)!
~
0 4 1
D0
The Docking bay leads out of Akatamer.
~
Docking bay~
1 21071 21099
D1
~
~
0 -1 21072
D2
Two roads meet to the south.
~
~
0 -1 21004
R M 0 21064 1 21100
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21071 1 17
R O 0 21421 1 21100
R D 0 21100 0 0
S
#21101
On the Road East of the Northern Docking Bay~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. To the west you can
hear alot of hustle and bustle of ships taking off.
~
0 0 1
D1
The trail continues to the east.
~
~
0 -1 21102
D3
Akatamer's northern Docking bay is to the west.
~
~
0 -1 21099
S
#21102
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the

Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. 
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21103
D3
The path continues to the west.
~
~
0 -1 21101
E
sign~
The sign reads:
 Welcome to Akatamer - Upper World - City of Hope.
~
S
#21103
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. 
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21105
D3
The trail continues to the west.
~
~
0 -1 21102
S
#21105
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west. You see a Mon Clamrian
bird soaring in the sky.
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21106
D3
The road continues to the west.
~
~
0 -1 21103
S
#21106
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the northern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the South and west. 
~
0 0 1
D2
The path continues to the south.
~
~
0 -1 21107
D3
The path stretches westward.

~
~
0 -1 21105
R M 0 21059 4 21106
S
#21107
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the eastern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from splashing 50 ft. waves upon
the city.  The road stretches to the South and North. 
~
0 0 1
D0
The path curves around the northeastern corner.
~
~
0 -1 21106
D2
The road continues to the south.
~
~
0 -1 21108
S
#21108
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep

the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North.  
~
0 0 1
D0
The trail stretches northward.
~
~
0 -1 21107
D2
The path continues to the south.
~
~
0 -1 21109
S
#21109
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North.  

~
0 0 1
D0
The road heads northward.
~
~
0 -1 21108
D2
The road extends to the south.
~
~
0 -1 21110
S
#21110
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. 
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21109
D2
The road continues to the south.
~
~
0 -1 21111
S
#21111
On the Road North of The Eastern Docking Bay~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. To the south you can

hear starships taking off.
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21110
D2
Akatamer's eastern Docking bay is to the south.
~
~
0 -1 21112
S
#21112
Outside the Eastern Docking bay~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. To the east you can hear
starships taking off.
~
0 4 1
D0
A path begins to the north.
~
~
0 -1 21111
D2
A road begins to the south.
~
~
0 -1 21114
D3
The Docking bay leads into Akatamer.
~
Docking bay~
1 21072 21113
R M 0 21067 1 21112
  R E 1 21072 1 17
  R E 1 21065 1 11
  R E 1 21064 1 14
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 15
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
R D 0 21112 3 0
S
#21113
Inside the Eastern Docking bay~
&z You stand inside the eastern Docking bay of Coral City.  This docking

bay gets very little use, very little survalanice..and consequently is
known for it's secretive cargo. To the west is the intersection of Barster
Road and Luke Street. 
~
0 4 1
D1
The Docking bay leads out of Akatamer.
~
Docking bay~
1 21072 21112
D3
Two roads cross to the west.
~
~
0 -1 21012
R M 0 21066 1 21113
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21066 1 20
  R E 1 21067 1 0
  R E 1 21069 1 16
  R E 1 21072 1 17
R D 0 21113 1 0
S
#21114
On the Road South of The Eastern Docking Bay~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. To the north you can
hear starships taking off.
~
0 0 1
D0
The eastern Docking bay is to the north.
~
~
0 -1 21112
D2
The road continues to the south.
~
~
0 -1 21115
R M 0 21061 4 21114
  R E 1 21067 1 0
  R E 1 21056 1 1
  R E 1 21057 1 3
  R E 1 21058 1 5
  R E 1 21059 1 6
  R E 1 21060 1 7
  R E 1 21061 1 8
  R E 1 21062 1 10
  R E 1 21063 1 9
  R E 1 21064 1 14
  R E 1 21064 1 15
  R E 1 21065 1 11
  R E 1 21066 1 20
  R E 1 21069 1 16
  R G 1 21056 1
  R G 1 21058 1
  R G 1 21059 1
  R G 1 21060 1
  R G 1 21061 1
  R G 1 21062 1
  R G 1 21063 1
  R G 1 21066 1
  R G 1 21067 1
  R G 1 21068 1
  R G 1 21058 1
  R G 1 21062 1
  R G 1 21068 1
  R G 1 21057 1
  R G 1 21060 1
  R G 1 21061 1
  R G 1 21064 1
  R G 1 21068 1
  R G 1 21063 1
  R G 1 21068 1
  R G 1 21067 1
  R G 1 21068 1
  R G 1 21068 1
  R G 1 21057 1
  R G 1 21068 1
  R G 1 21064 1
  R G 1 21068 1
  R G 1 21022 1
  R G 1 21019 1
  R G 1 21020 1
  R G 1 10317 1
  R G 1 10312 1
  R G 1 10424 1
R M 0 21059 3 21114
S
#21115
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. .
~
0 0 1
D0
The trail continues to the north.
~
~
0 -1 21114
D2
The path continues to the south.
~
~
0 -1 21116
S
#21116
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. .
~
0 0 1
D0
The road continues to the north.
~
~
0 -1 21115
D2
The path continues to the south.
~
~
0 -1 21117
S
#21117
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. .
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21116
D2
The road continues to the south.
~
~
0 -1 21118
S
#21118
On a Road Rounding Coral City.~
&c You walk on  a carved out rock road rounding the eastern wall of Coral
City.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the north. The large breakwater was created to keep
the nasty wind storms that come up from splashing 50 ft. waves upon the
city.  The road stretches to the South and North. You can feel a soft mist
coming from the ocean.

~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21117
D2
The road continues to the south.
~
~
0 -1 21119
S
#21119
On a Road Rounding Coral City.~
&c You begin to get tired of walking on  a carved out rock road rounding
the eastern wall of Coral City.  The familiar sound of running water
emanates from the Mon Calamarian ocean to the north. The large breakwater
was created to keep the nasty wind storms that come up from splashing 50
ft. waves upon the city.  The road stretches to the West and North. You
can feel a soft mist coming from the ocean.
~
0 0 1
D0
The path continues to the north.
~
~
0 -1 21118
D3
The road continues to the west.
~
~
0 -1 21120
R M 0 21059 2 21119
S
#21120
On a Road Rounding Coral City.~
&c You begin to get tired of walking on  a carved out rock road rounding
the southern wall of Coral City.  The familiar sound of running water
emanates from the Mon Calamarian ocean to the south. The large breakwater
was created to keep the nasty wind storms that come up from splashing 50
ft. waves upon the city.  The road stretches to the West and East. You can
feel a soft mist coming from the ocean.
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21119
D3
The road continues to the west.
~
~
0 -1 21121
S
#21121
On a Road Rounding Coral City.~
&c You begin to get tired of walking on  a carved out rock road rounding
the southern wall of Coral City.  The familiar sound of running water
emanates from the Mon Calamarian ocean to the south. The large breakwater
was created to keep the nasty wind storms that come up from splashing 50
ft. waves upon the city.  The road stretches to the West and East. You can
feel a soft mist coming from the ocean.
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21120
D3
The path continues to the west.
~
~
0 -1 21122
S
#21122
On a Road Rounding Coral City.~
&c You walk briskly on carved out rock road rounding the southern wall of
Akatamer.  The familiar sound of running water emanates from the Mon
Calamarian ocean to the south. The large breakwater was created to keep
the nasty wind storms that come up from spalshing 50 ft. waves upon the
city.  The road stretches to the east and west. 
~
0 0 1
D1
The road continues to the east.
~
~
0 -1 21121
D3
The path continues to the west.
~
~
0 -1 21123
S
#21123
On a Road Rounding Coral City.~
&c You continue to travel on  a carved out rock road rounding the southern
wall of Coral City.  The familiar sound of running water emanates from the
Mon Calamarian ocean to the north. The large breakwater was created to
keep the nasty wind storms that come up from spalshing 50 ft. waves upon
the city.  The road stretches to the east and west.  You can feel brief
splashes of water as the ocean spills over the breakwall.
~
0 0 1
D1
The path continues to the east.
~
~
0 -1 21122
D3
The road continues to the west.
~
~
0 -1 21075
S
#21124
On a Trail East of the Southern Docking bay~
You are on a man made road just east of the southern Docking bay.  You can hear
the
sound of a Ship Builder to the south and smile as you picture the
citiy's Marina which must lie just ahead.  The trail continues east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21123
D3
To the west is the southern Docking bay of Akatamer.
~
~
0 -1 21075
S
#21126
&p Mon Calamri Medical Facility~
&c Before you is a large plain rock building used for healing the sick. The
rock surface was once a coral underwater creature but is now a memorial to
what once was. Here you can enter and recive top of the line treatment,
from some of the greatest medical minds in the galexy. &R The pathway was
properly framed with imported red plantlife. &c This is another one of
those steps the new city officols are doing to clean up this city.
~
0 4 1
D0
Barster Road is to the north.
~
~
0 -1 21037
D2
The Tower of Mon Calamri lies to the south.
~
door~
3 -1 21127
R D 0 21126 2 1
S
#21127
&pWithin the Mon Calamri Medical Facility~
&C You walk beneath the impossibly high arches which support the Mon
Calamari Medical facility.  Walls crafted of smooth coral rock are covered
with extravegant Calamrian art which create a dazzling array of shimmering
colors.  A inpatient desk lies in the center of the room, so one can check
in. To the west is the waiting room. To the east is the medical supply
store While the south leads to the main Bacta tanks. There is a sign at

the enterance to the south. 
~
0 12 0
D0
~
door~
3 -1 21126
D1
~
~
0 -1 21129
D3
An immense library is at the end of the corridor to the west.
~
~
0 -1 21128
R M 0 21434 1 21127
R D 0 21127 0 1
E
sign~
&R due to money shortages we no longer can allow free
treatment.
 
To enter the north you must first give the 100 credits to the Sec.
 
Sorry we no longer take Glactic Insurance.
~
S
#21128
Waiting Room~
&c This room while not highly decorated is a perfect place for adventurers
who are grouping with a injured partener. The floor is a well polished and
clean coral rock. While the walls are decorated with hand drawn pictures
from Mon Calamarian children. 
~
0 1036 0
D1
The corridor leads back to the main hall.
~
~
0 -1 21127
R M 0 21444 1 21128
  R G 1 32283 1
S
#21129
Medical Supply Store~
&C This small area of the building was sectioned off to allow travelers to
Mon Calamari the option to purchase medical equipment. The walls are a
polished coral rock which give off a pinkish reflection. The floor has a

medical track on it to allow easy transport of victims to and from areas
of the Medical facility. To the West is the Main hallway
~
0 1032 0
D3
~
~
0 -1 21127
R M 0 21435 1 21129
  R G 1 32254 1
S
#21130
New Rebublic Mon Headquaters~
&z This high tech space appears to have no exits except for the main door.
The walls are a smooth pink coral surface decorated with pictures and
space charts. There appears to be dirt on the checkered pattern floor and
a small lighting unit is suspeneded from the ceiling.
~
0 1073742848 1
D1
~
door~
3 -1 21009
R M 0 21083 1 21130
R D 0 21130 1 1
E
dirt ~
There apears to be a small residue of dirt trailing from the entrance to
the north east corner
~
S
#21131
Coral City Park~
&G A attractive black metal gate frames the enterence to Coral City's
newest relaxation area. The Security Park, is home to a few rare 
creatures flown in and captured by customs. Due to the lack of space for
storage , city officals created this new park for them to roam around in.
It also allows for Mon Calamarian youth to have a safe and fun place to
play in. There is a large sign above the metal frame that welcome's all to
the park.
~
0 1073741828 1
D0
~
~
0 -1 21034
D2
~
~
0 -1 21135
D8
~
~
0 -1 21134
D9
~
~
0 -1 21137
E
sign~
Please fell free to stop by at anytime, just DON"T leave your children
here, unattended.
~
S
#21132
Security Lobby~
&z You enter the main office of the Mon Calamari Security. This room is
slightly, less extravegant then the rest, and has more of a rough ocean
bottom feel. The walls  are decorated with pictures of wanted men, and the
floors are polished rock that imitates a marble look. This rock was
inported from the depths of the ocean floor. In front of you is a large
counter to which you see alot of people working behind. At the counter is
a sign that says step up for assistance.
~
0 1073742848 1
D1
~
~
0 -1 21139
D2
~
door~
3 -1 21005
D3
~
~
0 -1 21145
R M 0 21400 1 21132
  R G 1 21069 1
R D 0 21132 2 1
S
#21133
Coral City Academy~
~
0 1073741824 1
D0
~
~
0 -1 21038
S
#21134
Coral City Park~
&G This area was once a apartment complex, but due to the recent renovation
project, the city mayor decided this would be a better idea. The ground is
covered by a imported weed from a nearby planet. It is well known for it's
durablity and groth rate. Both of which will be need to maintain the
trampling and activity it will see. This grass like surface is new to Mon
Calamarians and they find it extremely interesting, while the Quarren's
find it just frivlous. 
~
0 1073741824 1
D3
~
~
0 -1 21135
D7
~
~
0 -1 21131
D9
~
~
0 -1 21136
R M 0 21447 2 21134
R M 0 21446 2 21134
R M 0 21446 2 21134
R M 0 21447 2 21134
S
#21135
Coral City Park~
&G This area was once a apartment complex, but due to the recent renovation
project, the city mayor decided this would be a better idea. The ground is
covered by a imported weed from a nearby planet. It is well known for
it's;durablity and groth rate. Both of which will be need to maintain
the;trampling and activity it will see. This grass like surface is new to
Mon Calamarians and they find it extremely interesting, while the
Quarren's find it just frivlous.  You can see a large white leafed tree
sitting in the middle of the park.
~
0 1073741824 1
D0
~
~
0 -1 21131
D1
~
~
0 -1 21134
D2
~
~
0 -1 21136
D3
~
~
0 -1 21137
R M 0 21059 7 21135
R M 0 21060 1 21135
S
#21136
Coral City Park~
&G This area was once a apartment complex, but due to the recent renovation
project, the city mayor decided this would be a better idea. The ground is
covered by a imported weed from a nearby planet. It is well known for
it's;durablity and groth rate. Both of which will be need to maintain
the;trampling and activity it will see. This grass like surface is new to
Mon Calamarians and they find it extremely interesting, while the
Quarren's find it just frivlous.  There is a large brown fence keeping the
animals and people in surrounding  the edge of the park
~
0 1073741824 1
D0
~
~
0 -1 21135
D6
~
~
0 -1 21134
D7
~
~
0 -1 21137
R M 0 21446 4 21136
R M 0 21447 4 21136
S
#21137
Coral City Park~
&GThis area was once a apartment complex, but due to the recent renovation
project, the city mayor decided this would be a better idea. The ground is
covered by a imported weed from a nearby planet. It is well known for
it's;durablity and groth rate. Both of which will be need to maintain

the;trampling and activity it will see. This grass like surface is new to
Mon Calamarians and they find it extremely interesting, while the
Quarren's find it just frivlous.  There is a large fence that surrounds
the area to keep animals and people in.
~
0 1073741824 1
D1
~
~
0 -1 21135
D6
~
~
0 -1 21131
D8
~
~
0 -1 21136
R M 0 21446 3 21137
R M 0 21447 3 21137
S
#21138
First Bank of Mon (Main Branch)~
&z This marble like surfaced bank allows for easy transactions between you
and your currencey. There is a large table in the center of the room to
sign your life away along with, a counter towards the back where a very
attractive clerk stands and counts the daily inflow of credits. On the top
of the ceiling you can see a rather expensive security system tracking
your everymove. The First bank of Mon's motto isn't "your money is safe
with us for no reason." To make a bank transaction please type bank.
~
0 1073743112 1
D2
~
~
0 -1 21018
R M 0 21448 1 21138
S
#21139
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The damp hallway is a dark grey with light grey flashes
as you pass the cells. Very little activity occurs here as most criminals
can't escape with over 20' of rock between them and the corridor. You  are
safe and sure not to hear any of them. There is a large bashproof door to
the east with an electronic doorslides for safty.
~
0 1073741828 1
D1
~
Door~
393223 21428 21140
D2
~
~
0 -1 21150
D3
~
~
0 -1 21132
R D 0 21139 1 2
S
#21140
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The dmap hallway is a dark grey with light grey flashes
as you pass the cells Very little activity occurs here as most criminals
can't escape and with over 20' of rock between them and the corridor you
are sure not to hear any of them.
~
0 1073741832 1
D0
~
~
0 -1 21141
D3
~
~
0 -1 21139
D8
~
door~
8388615 21140 21149
R D 0 21140 8 2
S
#21141
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The dmap hallway is a dark grey with light grey flashes
as you pass the cells Very little activity occurs here as most criminals
can't escape and with over 20' of rock between them and the corridor you
are sure not to hear any of them.
~
0 1073741832 1
D1
~
door~
8388615 21140 21148
D2
~
~
0 -1 21140
D3
~
~
0 -1 21142
R D 0 21141 1 2
S
#21142
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The dmap hallway is a dark grey with light grey flashes
as you pass the cells Very little activity occurs here as most criminals
can't escape and with over 20' of rock between them and the corridor you
are sure not to hear any of them. 
~
0 1073741832 1
D1
~
~
0 -1 21141
D2
~
door~
8388615 21140 21147
D3
~
~
0 -1 21143
R D 0 21142 2 2
S
#21143
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The dmap hallway is a dark grey with light grey flashes
as you pass the cells Very little activity occurs here as most criminals
can't escape and with over 20' of rock between them and the corridor you
are sure not to hear any of them.
~
0 1073741832 1
D0
~
door~
8388615 21140 21146
D1
~
~
0 -1 21142
D2
~
~
0 -1 21144
R D 0 21143 0 2
S
#21144
Security Corridor~
&z The Security Corridor is well guarded with cameras and wall lasers for
automated firing. The dmap hallway is a dark grey with light grey flashes
as you pass the cells Very little activity occurs here as most criminals
can't escape and with over 20' of rock between them and the corridor you
are sure not to hear any of them.
~
0 1073741832 1
D0
~
~
0 -1 21143
D2
~
~
2050 -1 21145
R M 0 21438 1 21144
  R E 1 21140 1 17
S
#21145
Chief Security Officer's Office~
The chief of security's office is now vacant. As the last chief was ordered
to leave by the Crime Syndacate Mon Calamari is currently looking for a
BRAVE security officer to replace him. If interested please contact
Ackbar. Sorry you must be Mon Calamari to fulfill duties
~
0 1073741824 1
D0
~
~
8390670 -1 21144
D1
~
~
0 -1 21132
R M 0 21037 12 21145
S
#21146
Cell Block 1138~
&z The Mon Calamrian cells are small 8' by 8' cubes. The walls consist of
solid rock imported form the ocean floor carved roughly to leave jagged
edges. It is rumored that the guards like to throw prisoners up against
the walls if they get out of hand There is no window except for the small
tray  hole the guards use to feed the prisoner. There is a humid and musty
smell, and hot temperature will make a non-mon quite uncomfortable. There
is no use screaming as the walls are over 20 ft thick.
~
0 1073807368 1
D2
~
door~
7 21140 21143
R M 0 21081 1 21146
R O 0 21115 1 21146
R O 0 21116 1 21146
R D 0 21146 2 2
E
patch~
&R George Lucas
&x
~
S
#21147
Cell Block 1139~
&z The Mon Calamrian cells are small 8' by 8' cubes. The walls consist of
solid rock imported form the ocean floor carved roughly to leave jagged
edges. It is rumored that the guards like to throw prisoners up against
the walls if they get out of hand There is no window except for the small
tray  hole the guards use to feed the prisoner. There is a humid and musty
smell, and hot temperature will make a non-mon quite uncomfortable. There
is no use screaming as the walls are over 20 ft thick.
~
0 1073807368 1
D0
~
door~
8388615 21140 21142
R M 0 21082 1 21147
  R E 1 21117 1 5
  R E 1 28015 1 6
  R E 1 21118 1 8
R O 0 21115 1 21147
R O 0 21116 1 21147
R D 0 21147 0 2
S
#21148
Cell Block 1140~
&z The Mon Calamrian cells are small 8' by 8' cubes. The walls consist of
solid rock imported form the ocean floor carved roughly to leave jagged
edges. It is rumored that the guards like to throw prisoners up against
the walls if they get out of hand There is no window except for the small
tray  hole the guards use to feed the prisoner. There is a humid and musty
smell, and hot temperature will make a non-mon quite uncomfortable. There
is no use screaming as the walls are over 20 ft thick.
~
0 1073807368 1
D3
~
door~
8388615 21140 21141
R O 0 21115 1 21148
R O 0 21116 1 21148
R D 0 21148 3 2
S
#21149
Cell Block 1141~
&z The Mon Calamrian cells are small 8' by 8' cubes. The walls consist of
solid rock imported form the ocean floor carved roughly to leave jagged
edges. It is rumored that the guards like to throw prisoners up against
the walls if they get out of hand There is no window except for the small
tray  hole the guards use to feed the prisoner. There is a humid and musty
smell, and hot temperature will make a non-mon quite uncomfortable. There
is no use screaming as the walls are over 20 ft thick.
~
0 1073741832 1
D7
~
door~
8388615 21140 21140
R O 0 21116 1 21149
R O 0 21115 1 21149
R D 0 21149 7 2
S
#21150
Security Station~
&z This small cubicle is where a very alert and strong guard stays at
attention. For it is here that the main door opens from and allows access
to the jail cells. There is a small computer panel on the wall surrounded
by laser proof glass panels. There is also a large swival chair with a
recline feature.  The walls and floors are smooth surface unlike the
surrounding area. It is most likely that this station was recently
installed.
~
0 1073741824 1
D0
~
~
0 -1 21139
R M 0 21433 1 21150
R O 0 21427 1 21150
E
computer~
There is a state of the art computer panel with a televison screen for each
cell
block.
In the center of the computer panel is a large lever.
~
E
lever~
~
S
#21151
Security Desk~
&c There is a big round desk in the middle of the room here, with all sorts
of security equipment secured around it.  It looks like some sort of
high-tech, punch in area for workers to check in. There is a room to the
east, where most of the Quarren and Mon Calamarian workers seem to be
going. There is a excellent grained wooden door to the west with an
extravegant golden sign on it.  This room is tastefully done in a coral
pink and dark purple decor which makes it feel somewhat exciting. You can
smell in the distence the heavy smoke of iron ore mealting. 
~
0 1073741824 1
D1
~
~
0 -1 21152
D2
~
~
0 -1 21073
D3
~
~
0 -1 21155
S
#21152
Worker's Lobby~
&c This is a nice, sunlit area, strewn about with cushions and benches and
other pieces of Calamrian comforts.  Along one wall is a array of service
machines that sell food and drinks.  There is a mini kitchen near the
windows, for the employee's lunches.  The walls are covered with pitures
of home and of some of the workers children. On the table you even see a
Mon Calamarian Fish Scout cookiee order form.
~
0 1073741824 1
D0
~
~
0 -1 21160
D3
~
~
0 -1 21151
S
#21153
Floating in a void~
~
0 1073741824 1
D2
~
~
0 -1 21152
S
#21155
Customer Check-In~
This part of the factory is set up for customer relations with clients.
There is a protocol droid sitting here to set up meetings, answer
telecommunica ions and take orders for materials to be sent all over the
galaxy. The carpet here 
~
0 8 0
D0
North-Halway~
~
196608 0 21156
D1
~
~
0 -1 21151
S
#21156
Hallway~
You are walking along a plush hallway.  Large windows line the western wall
and a door is set to the east.  The markings on the door indicate a
salesroom 
~
0 8 0
D0
North-End of Hall~
~
393216 0 21158
D1
East-Equipment Sales~
~
393216 0 21157
D2
South-Customer Checkin~
~
393216 0 21155
S
#21157
Equipment Sales~
You barely step into the room and are stopped by a large counter.  A short 
squat Protocol Droid stands here taking orders and feeding the information 
into its counterpart, a large assembly droid.  Bins of parts and pieces line the
walls behind the counter waiting for thier turn to be used in som useful pieces
of equipment for you.~
0 8 0
D3
West-Hallway~
~
393216 0 21156
S
#21158
End of Hall~
Here a magnetic lift sits waiting to take customers up to the ship repair
~
0 8 0
D1
East-Workshop~
~
393216 0 21159
D2
South-Hallway~
~
393216 0 21156
D4
Up-Ship Repair~
~
458752 0 21170
S
#21159
Workshop~
This is the largest and most elaborate workshop you have everseen. A
magnetic balanced laser guided lathe sits along the north wall and further
in is several plasma cutters and a bench of specialty tools of all shapes
and sizes.  Along the south wall lies a circuit building station complete
with touch screen  
~
0 67108872 0
D3
West-End of Hall~
~
393216 0 21158
S
#21160
Security Check-Point~
Several Infra Scanners sweep over you for an ID check.  You can rest
assured that if you are wanted on Mon Calamar you won't make it past this
point.  Sever l Large swiveling blasters guard the room so that no one
will enter the factory t at isn't meant to be here.  The workers take
stairs to the plant floor below and managers continue north to the observe
the proceedings.  To the south is the 
To the north is the observation booth, while down is the worker's
entrance.
~
0 8 0
D0
North- Observation Room~
~
393216 0 21161
D2
~
~
0 -1 21152
D5
Down-Workers Entrance~
~
393216 0 21162
S
#21161
Observation Room~
Several large windows overlook the factory below and hundreds of dials and
readouts display conditions on the floor below. A few comfortable chairs
sit  here placed for easy observation of everything.  This is obviously
where plant managers come to check on the comings and goings of everything
on the plant flo r. A lev tube in this room can take you up to the
shipping platform or down to the 
To the south is the check-point, Up is the platform, while down is the
computer
mainframe.
~
0 8 0
D2
South-Security Checkpoint~
~
393216 0 21160
D4
Up-Ship Yard~
~
458752 0 21172
D5
Down-Mainframe Computer~
~
458752 0 21165
S
#21162
Workers Entrance~
Rows upon Rows of Equipment lockers stand here holding workers personal
items and tools for work.  This is presumably where those who work at the
factory  suit up for the day.  There are two exits from here up to the
security checkpoi t  In the Direction up you can goto the lift station
while west is the security post. 
~
0 8 0
D3
West-Lift Station~
~
393216 0 21163
D4
Up-Security Checkpoint~
~
458752 0 21160
S
#21163
Lift Station~
The cooled parts arrive here on a conveyor from the north where they are
loaded into large boxes and the boxes are loaded on to a repulsor lift and
taken up to  the uppermost floor for storage and transfer onto shipping
barges.  From here y u can go east to the workers entrance, you can go
north further up the line, or up to the warehouse..or ne to the mainframe.
~
0 8 0
D0
North-Cooling Section~
~
393216 0 21164
D1
East-Workers Entrance~
~
393216 0 21162
D4
Up-Warehouse~
~
458752 0 21171
D6
Northeast-Mainframe Computer~
~
393216 0 21165
S
#21164
Cooling Station~
Here the converyor makes a series of sharp turns to S its way from the
north as dozens of droids turn cooling air hoses on the parts to cool them
before they  make it to the lift station to the south.  Looking east you
can see the system that controls the entire facility and from the north
loud clanging and hissing 
~
0 8 0
D0
North-Molding and Forming~
~
393216 0 21166
D1
East-Mainframe Computer~
~
393216 0 21165
D2
South-Lift Station~
~
393216 0 21163
S
#21165
Mainframe Computer~
Here before you is a huge cylinderical object that stretchs from floor to
ceili g lights run the entire circumfrence of the object and wires string
about running  away from the massive computer in all directions.  Several
operator stations ci cle the factory's heart and soul as to monitor and
solve any problems that occur at a moments notice.  It is possible to
reach almost any station along the line fr m
~
0 8 0
D0
North-Smelting~
~
393216 0 21167
D3
West-Cooling Section~
~
393216 0 21164
D4
Up-Observation Room~
~
458752 0 21161
D6
Northeast-Sorting and Seperating~
~
393216 0 21168
D7
Northwest-Molding and Forming~
~
393216 0 21166
D9
Southwest-Lift Station~
~
393216 0 21163
S
#21166
Molding and Forming~
Here is where the super heated pipes carring the melted down ore end.  They pore
their precious cargo into shape shifting molds that set the steel into whatever
shape the clients of this factory require.  They are then lifted on to the conveyor
by special droids designed to withstand the heat.  After that they are sent south 
to the cooling section.  You could go east to find out where the pipes are filled.
~
0 8 0
D1
~
~
0 -1 21167
D2
South- Cooling Section~
~
393216 0 21164
D8
Southeast-Mainframe Computer~
~
393216 0 21165
S
#21167
Smelting~
After the ore is seperated further east, it comes here to be dropped in a
huge vat that melts it down.  Huge specially heated pipes connect to the
vat here an 
~
0 8 0
D1
East-Sorting and Seperating~
~
393216 0 21168
D2
South-Mainframe Computer~
~
393216 0 21165
D3
West- Molding and Forming~
~
393216 0 21166
S
#21168
Sorting and Seperating~
After the raw ore and other materials are recieved to the north it comes
here. The materials that are used for maintence and electronic
construction are seper ted from the ore here. As well unexecatable pieces
of ore are returned to the molin 
~
0 8 0
D0
North-Recieving~
~
393216 0 21169
D3
West-Smelting~
~
393216 0 21167
D9
Southwest-Mainframe Computer~
~
393216 0 21165
S
#21169
Recieving~
Here is where the moling miner machines return to drop off the ore after stripping
it from the floor of the ocean below.  Other things are also recieved here as well,
Parts for maintence of crucial machines and critical components that can not be
created on site.  The sorting area to the south is responsible for deciphering where 
materials need to go,  here though the main concern is unloading the constant 
stream of machines as quickly as possible.~
0 8 0
D2
South-Sorting and Seperating~
~
393216 0 21168
S
#21170
Ship Repair~
A huge hangar surrounds you and large cranes susspended from the ceiling
work  continuosly peeling old armor off of ships and pulling worn engine
casings.  Maintence droids of all shapes and sizes swarm over the ships
here beeping and whiring at an almost frantic pace.  You get the feeling
that although this is an iron ore factory they recieve a substancial
income from the repair of ships
~
0 8 0
D1
East-Warehouse~
~
393216 0 21171
D5
Down-End of Hall~
~
458752 0 21158
S
#21171
Warehouse~
As the repulsor lifts the huge packages of parts bound for other worlds.
Binary load lifters sweep them up and move them into neat stacks to await 
transport.  Many of the boxes marked armor are sent west to the ship
repair area and still many other boxes are being sent through huge doors
to the east 
~
0 8 0
D1
East-Ship Yard~
~
393216 0 21172
D3
West-Ship Repair~
~
393216 0 21170
D5
Down- Lift Station~
~
458752 0 21163
S
#21172
Shipping Platform~
Here a platform that holds at least five cargo ships at any given time is a
bee hive of activity.  Binary load lifters beep at you to get out of the
way as the   charge back and forth between waiting barges and the
warehouse to the west. A  small lev tube sits out of the way at one corner
of the platform. It seems to  
West is the warehouse and Down is the observation booth.
~
0 0 0
D3
West-Warehouse~
~
393216 0 21171
D5
Down-Observation Room~
~
458752 0 21161
S
#21180
Secret Room~
&z As you look up you can see a few light rays slipping down from the
cracks in the hard wood floor above. There is a small light positioned in
the corner of the room. The floor is carved out stone and rather ruffand
dark. The walls lead around to a small steal circular hatch. If you become
quiet you can hear small business transactions occuring above.
~
0 1073741824 1
D1
~
hatch~
3 -1 21181
D4
~
~
0 -1 21066
R D 0 21180 1 1
S
#21181
Tunnel~
You stand in a dark tunnel system made out of a mined ore obviously the
work of the Quarren. The walls are ribbed and appear to be fastened by
metal pins along the seam. Above you can see the hatch, while below you
look down and see nothing but complete darkness.
~
0 1073741824 1
D3
~
hatch~
1 -1 21180
D5
~
~
0 -1 21182
S
#21182
Tunnel~
You stand in a dark tunnel system made out of a mined ore obviously the
work of the Quarren. The walls are ribbed and appear to be fastened by
metal pins along the seam. Above you can see only darkness, while below
you look down and see a glimmer of light coming from the darkness.
~
0 1073741825 1
D4
~
~
0 -1 21181
D5
~
~
0 -1 21183
S
#21183
Security Clearance Room~
&c  Looking around you know this place is one of danger and definitely
doesn't belong here in Coral City. The Walls are carved out magma with
extremly state of the art security cameras scanning your every bio-stat.
Attached to the sides of the doors are small laser pods used to make sure
someone doesn't pass who is not allowed.  
~
0 1082130432 1
D1
~
door~
3 -1 21184
D4
~
~
0 -1 21182
R D 0 21183 1 1
S
#21184
Imperial Spy Base~
&z You stand in a rather large room full of computer and survailence
equipment. There are strange markings on the displays .You are familiar
with the markings, Imperial code language . Apparently the rumors about
the Quarren are true. 
&x
~
0 1073741824 1
D2
~
~
0 -1 21185
D3
~
door~
3 -1 21183
R D 0 21184 3 1
S
#21185
Floating in a void~
~
0 1073741824 1
D0
~
~
0 -1 21184
S
#21186
&G Universe Construction Co.~
Welcome to the Universe Construction Co. , We are always looking for new
builders. In this room is the Construction Board. On it will be
assignments and a way to check in. This is not a place to ask for a zone
you have to email me or contact me on the game! Failure to follow this
simple rule will result in you getting smacked with my back fin!!!!
To the east you see a large Library!
Contact Ackbar for more info!
~
0 1082131460 1
D1
~
~
0 -1 21187
D2
~
~
1 -1 21023
R O 0 21429 1 21186
R D 0 21186 2 0
S
#21187
Construction Blueprints~
Here you will find some background info available for your reading.
Understand this is not all you can use but a basic idea to start with. Got
any more info on projects were doing ..Well email me them at
MonCal@netscape.net 
~
0 1073741824 1
D3
~
~
0 -1 21186
R O 0 21435 1 21187
S
#21436
Floating in a void~
~
0 1073741828 1
S
#21445
Floating in a void~
~
0 1073741828 1
S
#21499
Floating in a void~
~
0 1073741828 1
S
#0


#SHOPS
 21001    3  4  0  0  0   120  90         0 23    ; Anikem the shopkeeper
 21003   26 10  0  0  0   115  90         0 23    ; the spice dealer
 21004    2  0  0  0  0   120  90         0 23    ; the Shuttleee
 21009   22  0  0  0  0   120  90         0 23    ; the Builder
 21010    0  0  0  0  0   120  90         0 23    ; the waitress
 21011    0  0  0  0  0   120  90         0 23    ; the printer
 21013    0  0  0  0  0   120  90         0 23    ; the bartender Monei
 21014    8  0  0  0  0    95  90         0 23    ; Joyta, Mon Calamarian Jewler
 21015    9  0  0  0  0   130  90         0 23    ; the Rax armourer
 21016    5  0  0  0  0   120  90         0 23    ; the Bonta weaponsmith
 21018    0  0  0  0  0   120  90         0 23    ; the chef Wannie
 21019    0  0  0  0  0   120  90         0 23    ; the baker
 21020    0  0  0  0  0   120  90         0 23    ; the Mon Calamrian girl
 21021    9  0  0  0  0   120  90         0 23    ; &z Lokist the tailor
 21029   71  5  9  0  0   120  90         0 23    ; the storekeeper
 21435    0  0  0  0  0   120  90         0 23    ; &P A Mon Calamarian Nurse
 21436    0  0  0  0  0   120  90         0 23    ; A TK-71 cooking droid
 21444    0  0  0  0  0   120  90         0 23    ; &R A XT-4y Food Dispensor 
0


#REPAIRS
 21002    5  9 15         120   1         0 23    ; the repair tech
 21015    0  9  0         100   1         0 23    ; the Rax armourer
 21025    0  0  0         100   1         0 23    ; the hotel keeper
0


#SPECIALS
M  21037 spec_police_attack
M  21037 spec_guardian
M  21052 spec_thief
M  21062 spec_police_attack
M  21062 spec_guardian
M  21063 spec_police_attack
M  21063 spec_guardian
M  21064 spec_police_attack
M  21064 spec_guardian
M  21066 spec_police_attack
M  21066 spec_guardian
M  21068 spec_police_attack
M  21068 spec_guardian
M  21069 spec_police_attack
M  21069 spec_guardian
M  21083 spec_customs_weapons
M  21400 spec_customs_weapons
M  21400 spec_police
M  21438 spec_police_attack
M  21438 spec_guardian
S


#$