#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~ >his 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 #$