swfote2.1/.slog/
swfote2.1/backup/u/
swfote2.1/bin/cygwin/
swfote2.1/building/
swfote2.1/doc/mudprogs/
swfote2.1/gods/
swfote2.1/html/profiles/
swfote2.1/player/
swfote2.1/player/u/
#AREA   Coral City~



#AUTHOR Ciolec~

#RANGES
0 0 0 30
$

#RESETMSG The ocean waves gently brush against the shores.~

#FLAGS
0 20

#ECONOMY 0 4868115

#MOBILES
#9701
low_mob~
a newly created low_mob~
Some god abandoned a newly created low_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
#9702
mon calamari customs officer agent~
A Mon Calamari Customs Officer~
A uniformed, bulbous-eyed customs officer stands at his post
~
~
1208090691 0 0 Z
10 0 75 2d10+100 1d4+2
150 0
8 8 0
12 12 12 12 12 10 10
0 0 0 0 0
5 0 0 0 33 32 2
2 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9703
landing bay guard~
a Landing Bay Guard~
A Landing Bay guard keeps watch here.
~
~
131139 0 0 Z
28 0 30 5d10+400 2d4+20
0 0
8 8 0
20 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9704
Spaceport Guard~
a Guard~
A Spaceport Guard Wanders Around, Looking For Suspicious Activity
~
~
1 0 0 Z
1 0 0 8d4+400 2d4+20
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9705
Factory Receptionist~
the factory receptionist~
The Factory Receptionist is applying her nail polish
~
~
1073741825 0 0 Z
10 0 75 2d15+350 1d8+4
0 0
8 8 2
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
2 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> greet_prog 75~
if ispc($n)
  say Hello there, $n ! Do you have an appointment?
  mpechoat $n The receptionist peers at you.
  say Oh! Are you the new employee? Proceed north if you are.
  mpechoat $n The receptionist points north.
endif
~
|
#9707
factory retail shopkeeper~
the retail shopkeeper~
The factory's retail shopkeeper sells samples here
~
~
1073741825 0 0 Z
32 0 20 6d10+320 3d4+8
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
6 6 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9708
warehouse shopkeeper~
a warehouse shopkeeper~
A Warehouse Shopkeeper looks bored
~
~
1073741825 0 0 Z
15 0 62 3d10+150 1d4+2
0 0
8 8 1
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
3 3 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9709
factory guard~
a factory guard~
A factory guard stands at attention here
~
~
131139 0 0 Z
28 0 30 5d5+280 5d5+2
0 0
8 8 1
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9710
smuggler~
a shadowy smuggler~
A shadowy smuggler is hiding in the corner here.
~
~
3 0 0 Z
20 0 50 4d10+200 2d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
4 4 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> give_prog blueprints~
if ovnuminv(9750) == 1
emote nods slowly.
mpadvance $n 4 500
mpwithdraw 200
give 200 credits $n
say That is your payment. Thank you.
say This information will be very useful to us.
mpat 101 drop all
mpat 101 mppurge
else
smirk
say Think you can fool someone who is adept at fooling?
drop all
endif
~
|
#9711
Mon Calamarian Citizen~
a Calamarian Citizen~
A Mon Calamarian citizen walks briskly about here.
~
~
1 0 0 Z
10 0 75 2d10+800 4d7+18
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 1
2 2 0 0 0 0 0 0
17 0 0 0 0 0 0 0
#9713
A Fat Wookiee Jurson~
Jurson the Wookiee~
A fat wookiee stands behind the counter here, serving patrons.
~
~
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
> all_greet_prog 70~
emote laughs roughly.
mpecho &W&cJurson growls, "What can I getcha, $n?"&W
~
|
#9714
A Quarren Chef~
A Quarren Chef~
A Quarren stands here, an grease-spattered apron covering his front.
~
~
3 0 0 Z
1 0 0 5d10+700 5d10+20
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
#9715
dhelnde~
Dhelnde~
Dhelnde stands here, trying to hide from you.
~
~
1 0 0 Z
20 0 50 4d10+200 2d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
4 4 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> greet_prog 80~
say Ahhhhhh! How did you get in here?
cringe
~
> give_prog letterbomb~
if ovnuminv(28611) == 1
emote screeches in pure agony!
mpecho &RYou watch as Dhelnde is blown apart before your eyes!&w
mpecho &RBlood splatters everywhere!&w
mpoload 9820
drop corpse
mpat 101 drop all
mpat 101 mppurge
mpgoto 101
mpforce bigmob kill Dhelnde
else
say Ah! I knew you weren't here to kill me.
drop all
endif
~
|
#9720
Tillena deputy officer~
Tillena the Deputy Officer~
Tillena, the Deputy Officer, is trying to learn from Denal here.
~
~
3 0 0 Z
30 0 25 6d10+300 3d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
6 6 0 0 0 0 0 0
32 0 0 0 0 0 0 0
#9721
denal customs officer~
Denal the Customs Officer~
Denal, the Customs Officer, is standing here looking for suspects.
~
~
3 0 0 Z
35 0 12 7d10+350 3d4+2
2 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 6
7 7 0 0 0 0 0 0
32 0 0 0 0 0 0 0
#9722
Hotel Keeper~
the hotel keeper~
The hotel keeper smiles beningly at you.
~
~
1 0 0 Z
20 0 50 4d10+200 2d4+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
4 4 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9731
allpurpose mount~
a horselike animal~
A horselike animal munches .. stuff here
~
~
1090781187 0 0 Z
15 0 62 3d10+150 1d4+2
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 3 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9732
Convenience shopkeeper~
the convenient shopkeeper~
A Convenient(TM) Shopkeeper stands here
~
~
1073741825 0 0 Z
34 0 15 6d10+340 3d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
6 6 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9733
mounts master~
the Master of Mounts~
The Master of Mounts tends his animals here
~
~
1073741825 4194304 0 Z
25 0 37 5d10+250 2d4+2
0 0
8 8 1
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if ispc($n)
  mpechoat $n The Master of Mounts sizes you up.
  say Hello there. You look like you could use a mount.
  say Just 400 credits to rent one.
endif
~
> bribe_prog 400~
say Perfect! Follow me.
mpechoat $n The Master of Mounts leaves through a hidden exit.
mptrans $n 9733
~
|
#9738
crying child~
a crying child~
A child is crying here, looking for something.
~
~
3 0 0 Z
8 0 80 1d10+80 0d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
1 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> greet_prog 100~
say I lost my ring! I had it in my pocket and it fell out!
cry
say Please please find it for me, my mommy gave it to me.
~
> give_prog Small Ruby Ring~
cheer
say Thank you!
mpwithdraw 37
give 37 credits $n
mpadvance $n 5 1200
mpat 102 drop ring
mpat 102 mppurge ring
say thats all my money. Thank you!
~
|
#9741
calamari councillor member~
a calamarian councillor~
A Council Member of the Mon Calamari stands here
~
~
1073872963 0 0 Z
25 0 37 5d10+250 2d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 4
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9742
chief calamari councillor~
the Chief Councillor~
The Chief Councillor stands here, radiating power
~
~
1073872963 0 0 Z
30 0 25 6d10+300 3d4+2
0 0
8 8 2
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
6 6 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> time_prog 19~
mpgoto 9741
mptrans bodyguard 9749
say Very well. I shall ponder your suggestions overnight.
stand
say I bid you all a good night.
emote motions to his bodyguard
msleep 2
s
s
s
s
se
unlock e
open e
e
close w
~
> time_prog 6~
msleep 1
mpgoto 9749
mptrans bodyguard 9749
unlock w
open w
w
close e
lock e
nw
n
n
n
n
say I greet you well, friends.
sit rock
em puts his staff across his knees.
say Let us begin.
~
|
#9743
bodyguard~
the chief councillor's bodyguard~
The bodyguard of the chief councillor scans the area
~
~
1073872963 4292608 0 Z
35 0 12 7d10+2500 3d4+2
0 0
8 8 1
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 3
7 7 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
follow chief
~
> time_prog 19~
follow chief
msleep 1
emote rises from his semi-crouching position.
em gives the all-clear.
~
> time_prog 6~
follow chief
em gives the all-clear
~
|
#9744
plainclothesman calamari~
a plainclothesman~
A plainclothesman tries to blend in with his surroundings
~
~
1073905731 0 0 Z
27 0 32 5d10+600 2d4+2
0 0
8 8 1
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 2
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9746
guard~
a guard~
A guard is here
~
~
1 0 0 Z
1 0 0 0d0+0 0d0+0
0 0
4 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
#9750
nelduk~
Nelduk~
Nelduk is lying on a stretcher here, wounded and bleeding.
~
~
3 0 0 Z
25 0 37 5d10+250 2d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
5 5 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> give_prog illegal documents~
if ovnuminv(1241) == 1
emote nods slowly, and with much effort.
say Tttake this...give it to...my assistant.
mpoload 9750
give blueprints $n
emote gasps for air.
say He can be found...at the L..llland...Landing Pad. Go!
emote is lifted into the Bacta Tank.
mpat 101 drop all
mpat 101 mppurge
else
say You fool. I am dying, can you not see? How ...dddare you try
say to ttrick a dying man.
drop all
endif
~
|
#9751
Ewok Shopkeeper~
an ewok shopkeeper~
An Ewok shopkeeper bustles about here
~
~
1073741825 0 0 Z
15 0 62 3d10+150 1d4+2
30 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
3 3 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#9756
syringe~
a newly created syringe~
Some god abandoned a newly created syringe here.
~
~
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
#9812
Admiral Ackbar~
Admiral Ackbar~
The Great Admiral Ackbar
~
~
3 0 0 Z
1 0 0 50d50+200 50d50+200
0 0
6 8 0
20 20 20 20 10 10 10
0 0 0 0 0
5 0 0 0 33 32 0
25 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> give_prog a datapad~
if ovnuminv(9816) == 1
emote looks at the datapad with his bulbous eyes and turns to you.
mpsleep 4
say Thank you. You have just helped the New Republic beyond what you can imagine.
mpadvance $n 4 1500
mpwithdraw 250
give 250 credits $n
mpat 101 drop datapad
mpat 101 mppurge
else
emote looks quizzically at the object given.
drop all
endif
~
|
#9816
A Rebel Operative~
a Rebel Operative~
A man wearing a long dark cloak stands here, peering cautiously.
~
~
32843 0 0 Z
1 0 0 10d40+2000 20d30+40
0 0
8 8 0
20 20 20 20 20 20 20
0 0 0 0 0
0 0 0 0 1 1 0
40 30 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
get dl holster
wear dl
setblaster full
mpecho A Rebel Operative points a DL-44 Blaster to your head.
if clan($n) == The Empire
kill $n
endif
if clan($n) == The New Republic
say Oh! A fellow Rebel!
remove dl
put dl hols
say Can you take this note to Admiral Ackbar?
say He should be holed up in an office complex on Coral Street
give key $n
give datapad $n
say Thank you, and may the force be with you
salute $n
else
peer $n
endif
~
|
#9817
Rebel Guard Commander~
A Rebel Commander~
A Rebel guard commander stands here, ordering his troops.
~
~
32843 0 0 Z
1 0 0 10d40+2000 20d20+40
0 0
8 8 0
20 20 20 20 20 20 20
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
If clan($n) == the empire
mpkill $n
else
if clan($n) == rebel alliance
emote nods at you in acceptance.
else
say What are you doing! Get out now!
mpforce $n west
endif
endif
endif
~
|
#9818
A Rebel Guard~
A Rebel Guard~
A Rebel Guard stands here, warily looking about.
~
~
32843 0 0 Z
1 0 0 10d40+2000 10d10+40
0 0
8 8 0
20 20 20 20 20 20 20
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
#9835
quarren shopkeeper~
a quarren shopkeeper~
A quarren shopkeeper stands here, helping out his customers.
~
~
33554435 0 0 Z
20 0 50 4d10+200 2d4+2
0 0
8 8 0
10 10 10 10 10 10 10
0 0 0 0 0
0 0 0 0 1 1 0
4 4 0 0 0 0 0 0
0 0 0 0 0 0 0 0
#10000
hi_mob~
a newly created hi_mob~
Some god abandoned a newly created hi_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
#9701
low_mob~
a low_mob~
A low_mob is here.~
~
13 0 0
0 0 0 0
1 0 0
#9702
qr-38 calamarian blaster rifle~
a QR-38 Calamarian Blaster Rifle~
An odd looking blaster rifle~
~
5 0 8193
12 8 32 6 2000 2000
15 5000 500
A
18 5
#9709
Calamarian Blaster~
a calamarian blaster~
A Calamarian blaster is here.~
~
5 1073741824 8193
12 10 40 6 2000 2000
1 0 0
#9710
Locker 210~
Locker 210~
Locker 210~
~
15 0 0
1000 5 9711 5
1 0 0
#9711
key 210~
a small orange knob with 210 etched into the end~
A small orange knob~
~
18 0 16385
0 0 0 0
1 0 0
#9712
Locker 211~
Locker 211~
Locker 211~
~
15 0 0
1000 5 9713 5
1 0 0
#9713
key 211~
a small orange knob with 211 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9714
Locker 212~
Locker 212~
Locker 212~
~
15 0 0
1000 5 9715 5
1 0 0
#9715
key 212~
a small orange knob with 212 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9716
Locker 213~
Locker 213~
Locker 213~
~
15 0 0
1000 5 9717 5
1 0 0
#9717
key 213~
a small orange knob with 213 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9718
Locker 214~
Locker 214~
Locker 214~
~
15 0 0
1000 5 9719 5
1 0 0
#9719
key 214~
a small orange knob with 214 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9720
Locker 215~
Locker 215~
Locker 215~
~
15 0 0
1000 5 9721 5
1 0 0
#9721
key 215~
a small orange knob with 215 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9722
Locker 216~
Locker 216~
Locker 216~
~
15 0 0
1000 5 9723 5
1 0 0
#9723
key 216~
a small orange knob with 216 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9724
Locker 217~
Locker 217~
Locker 217~
~
15 0 0
1000 5 9725 5
1 0 0
#9725
key 217~
a small orange knob with 217 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9726
Locker 218~
Locker 218~
Locker 218~
~
15 0 0
1000 5 9727 5
1 0 0
#9727
key 218~
a small orange knob with 218 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9728
Locker 219~
Locker 219~
Locker 219~
~
15 0 0
1000 5 9729 5
1 0 0
#9729
key 219~
a small orange knob with 219 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9730
Locker 220~
Locker 220~
Locker 220~
~
15 0 0
1000 5 9731 5
1 0 0
#9731
key 220~
a small orange knob with 220 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9732
Locker 221~
Locker 221~
Locker 221~
~
15 0 0
1000 5 9733 5
1 0 0
#9733
training whip~
a training whip~
A training whip is here.~
~
5 1073741824 8193
12 2 4 0 2000 2000
1 0 0
#9734
key 221~
a small orange knob with 221 etched into the end~
A small orange knob~
~
13 0 16385
0 0 0 0
1 0 0
#9741
chief key~
a chief key~
A chief key is here.~
~
18 1073741824 0
0 0 0 0
1 0 0
#9742
rock~
a rock~
A rock is here.~
~
12 1073741824 0
0 0 0 0
1 0 0
#9746
Storage Crate~
a storage crate~
A Storage Crate Used To Store Medical Supplies~
~
15 0 0
1000 5 0 5
1 0 0
#9748
medpac~
a MedPac~
A MedPac with MON CALAMARIAN MEMORIAL HOSPITAL stenciled onto it~
~
73 0 16385
4 0 0 0
1 0 0
#9750
blueprints~
a smuggler's blueprints~
Some diagrams and blueprints have been left on the ground here.~
~
79 16 1
0 0 0 0
1 0 0
#9751
hallucinogen~
a hallucinogen~
A hallucinogen lies here~
~
87 1073750016 1
0 0 0 0
1 0 0
#9768
syringe~
a syringe~
A syringe is here on the floor~
~
5 0 8193
15 1 1 2 5000 5000
1 0 0
#9771
Small Ruby Ring~
a small ruby ring~
A small ruby ring lies here.~
~
8 0 3
0 0 0 0
1 0 0
A
18 2
A
19 1
#9810
statue to mon calamari~
Statue~
&pA Statue To The Great Admiral Ackbar~
~
13 0 0
0 0 0 0
1 0 0
#9811
calamarian glass desk~
desk~
A Beautiful Calamarian Glass Desk Sits Against The Wall Here~
~
12 0 0
0 0 0 0
1 0 0
#9812
Key To Admiral Ackbar's Office~
a Key to Admiral Ackbar's Office~
A shiny metal object~
~
18 0 16385
0 0 0 0
1 0 0
#9815
Holster~
a holster~
A brown holster~
~
15 0 2049
9 0 0 25
1 0 0
#9816
a datapad~
A Datapad Addressed to Admiral Ackbar~
A beaten up datapad~
~
8 0 16385
0 0 0 0
1 0 0
#9817
Broiled Glurpfish~
Broiled Glurpfish~
A piece of broiled glurpfish lies here, looking mighty tasty.~
~
19 0 1
40 40 0 0
1 20 2
#9818
won-wons~
some won-wons~
A plate of greasy, slimey won-won's are here.~
~
19 8192 1
60 0 0 0
1 2 0
#9820
mangled corpse~
the mangled corpse of Dhelnde~
The mangled corpse of Dhelnde is lying here, bleeding.~
~
13 0 1
0 0 0 0
1 0 0
#9821
Calamarian Breathing Gel~
&CCalamarian Breathing Gel~
A Calamarian Breathing Gel is here.~
~
9 8192 16401
5 5 0 0
1 2000 200
A
26 -2147483648
#9835
splintered seashell neckpiece~
a &bSplintered Seashell Neckpiece&w~
A splintered seashell neckpiece is lying on the ground here.~
~
9 8192 5
10 10 0 0
1 3000 300
A
19 3
#10000
high_obj~
a high_obj~
A high_obj is here.~
~
13 0 0
0 0 0 0
1 0 0
#0


#ROOMS
#9701
Hanger 1337~
As you leave your ship, you find yourself in a magnificient hanger, one of
the many at this large spaceport. You look around you see dozens of ships,
and dozens more tourists, walking around aimlessly as they try and find
their way to their ships, or out of this facility. You also notice
Calamarian guards wandering around the hanger, looking for suspicious
looking people, one glances at you menacingly, telling you without words
that if you step out of line, he will be the first to kill you.
~
0 48 1 4 0 0 10
D1
~
~
0 -1 9702 0
R M 0 9703 2 9701
R M 0 9703 2 9701
R M 0 9710 1 9701
S
#9702
The Mon Calamari Interplanetary Spaceport~
You are in a long hallway of this sprawling Spaceport. You see creatures of
every species imaginable walking around to various shops and hangers,
coming and going.
~
0 8 1 0 0 0 10
D0
~
~
1 -1 9703 0
D1
~
~
0 -1 9706 0
D2
~
~
0 -1 9704 0
D3
~
~
0 -1 9701 0
D4
~
~
0 -1 9705 0
R D 0 9702 0 0
S
#9703
an Empty Hanger~
This is a darkened, unused hanger, you can only imagine why it is not being
used.
~
0 13 1 0 0 0 10
D2
~
~
1 -1 9702 0
R D 0 9703 2 0
S
#9704
a Rebel Fighter Hanger~
This is a hanger that is designated for use in deploying Rebel fighters.
Mon Calamari must be very well protected from Imperial activity if Rebel
operations such as this can be performed out in the open.
~
0 12 1 0 0 0 10
D0
~
~
0 -1 9702 0
S
#9705
a Ship Drydock~
You follow the stairs up to an enormous drydock bay. Workers on scaffolds
held in the air by repulsor lifts work swarm around the massive MC-90 Mon
Calamari Cruiser being built in this particular bay.
~
0 12 1 0 0 0 10
D5
~
~
0 -1 9702 0
R M 0 9709 1 9705
S
#9706
a Long Hallway~
A nondescript hallway travelling towards the Turbolift from the
Hanger.
~
0 12 1 0 0 0 10
D0
~
~
0 -1 9707 0
D1
~
~
0 -1 9708 0
D3
~
~
0 -1 9702 0
S
#9707
A Small Eating Area~
This is a small, beaten up area where people can eat their
food.
~
0 12 1 0 0 0 10
D2
~
~
0 -1 9706 0
R M 0 9711 1 9707
S
#9708
a Large Turbolift~
This is a rather large voice-activated turbolift used to connect to all
areas of the spaceport. You see a list of the levels and the numbers
associated with them on the wall.
~
0 12 1 0 0 0 10
E
list~
4 - Hangers
3 - Lockers
2 - Cafeteria
1 - Lobby
~
> speech_prog 4~
mpecho The turbolift moves to the hanger level
mpecho The turbolift stops, and you exit
mptransfer $n 9706
mpecho $n steps out of the turbolift.
~
> speech_prog 3~
mpecho The turbolift moves to the locker level
mpecho The turbolift stops, and you exit
mptransfer $n 9709
mpecho $n steps out of the turbolift.
~
> speech_prog 2~
mpecho The turbolift moves to the cafeteria level
mpecho The turbolift stops, and you exit
mptransfer $n 9712
mpecho $n steps out of the turbolift.
~
> speech_prog 1~
mpecho The turbolift moves to the lobby level
mpecho The turbolift stops, and you exit
mptransfer $n 9719
mpecho $n steps out of the turbolift.
~
|
S
#9709
a Long Hallway~
To the north and south are locker rooms filled with lockers. To borrow a
locker, simply get the key from inside the locker and lock it after you
place your belongings in it. Keep in mind this is not extremely secure and
the lockers are cleaned every once in a while.
(In other words, anything in the lockers will not survive a reboot or
crash)
~
0 12 1 0 0 0 10
D0
~
~
1 -1 9710 0
D1
~
~
0 -1 9708 0
D2
~
~
0 -1 9711 0
R D 0 9709 0 0
S
#9710
a Locker Room (210 - 215)~
This is a cold, blue steel room, lined with lockers.
~
0 12 1 0 0 0 10
D2
~
~
0 -1 9709 0
R O 0 9710 1 9710
R O 0 9712 1 9710
R O 0 9714 1 9710
R O 0 9716 1 9710
R O 0 9718 1 9710
R O 0 9720 1 9710
S
#9711
a Locker Room (216 - 221)~
This is a cold, blue steel room lined with lockers.
~
0 12 1 0 0 0 10
D0
~
~
0 -1 9709 0
R O 0 9722 1 9711
R O 0 9724 1 9711
R O 0 9726 1 9711
R O 0 9728 1 9711
R O 0 9730 1 9711
R O 0 9732 1 9711
S
#9712
The Cafeteria Level~
This bustling center is where species of all types can get food that they
are most familiar with. To the north is a resturant designated for those
who prefer Wookiee food, to the south, for those who prefer Hutt food, and
more stores to the east.
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9713 0
D1
~
~
0 -1 9715 0
D3
~
~
0 -1 9708 0
S
#9713
Jurson's Wook Nook~
~
0 8 1 0 0 0 10
D2
~
~
0 -1 9712 0
R M 0 9713 1 9713
  R G 1 9818 1
S
#9714
Floating in a void~
~
0 4 1 0 0 0 10
S
#9715
The Cafeteria Level~
This bustling center is where species of all types can get food that they
are most familiar with. To the north is a resturant for Mon Calamari, to
the south for Humans and to the east is a place to buy alchohol.
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9716 0
D1
~
~
0 -1 9718 0
D3
~
~
0 -1 9712 0
S
#9716
The Fish Pool~
~
0 8 1 0 0 0 10
D2
~
~
0 -1 9715 0
R M 0 9714 1 9716
  R G 1 9817 1
S
#9717
Floating in a void~
~
0 4 1 0 0 0 10
S
#9718
Oasis~
Here is a small oasis lined with tables, for people to enjoy their meal.
You see various mon calamari sitting around, enjoying mostly fish type
meals. Have a seat.
~
0 8 1 0 0 0 10
D3
~
~
0 -1 9715 0
S
#9719
The Lobby~
This is the bottom level and entrance to the spaceport, here it does not
appear as busy as it does on the upper levels, as many people just come to
use the ship maintenancing and cafeteria facilities, but it is still quite
crowded.
~
0 12 1 0 0 0 10
D1
~
~
0 -1 9708 0
D3
~
~
0 -1 9720 0
S
#9720
a Ticket Counter~
This is a desk with Calamarian secretaries typing away quickly to the back.
Here most commercial flights are planned, but anymore, most people go
private.
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9721 0
D1
~
~
0 -1 9719 0
S
#9721
Security Checkpoint~
As soon as you enter this room, you are asked at gunpoint to empty your
bags and show your identification. Although you manage to avoid getting
your bags checked, a guard still asks for your identification.
~
0 12 1 0 0 0 10
D0
~
~
1 -1 9722 0
D2
~
~
0 -1 9720 0
R M 0 9721 1 9721
R M 0 9720 1 9721
R D 0 9721 0 0
S
#9722
&BNautilus Street&W~
One of the more frequently traveled streets on this planet, this street is
a bit more polluted and congested than most of this peaceful planet. To
the south lies the spaceport.
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9723 0
D2
~
~
3 -1 9721 0
D3
~
~
0 -1 9729 0
R D 0 9722 2 1
S
#9723
&BNautilus Street&W~
One of the more frequently traveled streets on this planet, this street is
a bit more polluted and congested than most of this peaceful planet.
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9724 0
D3
~
~
0 -1 9722 0
S
#9724
&BNautilus Street&W~
One of the more frequently traveled streets on this planet, this street is
a bit more polluted and congested than most of this peaceful planet. To
the north lies the Mon Calamari Memorial Hospital.
~
0 4 1 0 0 0 10
D0
~
~
3 -1 9755 0
D1
~
~
0 -1 9725 0
D3
~
~
0 -1 9723 0
R M 0 9711 2 9724
R D 0 9724 0 1
S
#9725
&BNautilus Street&W~
One of the more frequently traveled streets on this planet, this street is
a bit more polluted and congested than most of this peaceful planet.
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9726 0
D3
~
~
0 -1 9724 0
S
#9726
&BIntersection of Nautilus and &CSea Street&W~
This is an intersection of the calmer Sea street, and the busier Nautilus
street. This is undoubtedly one of the most hectic intersections on this
planet.
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9730 0
D1
~
~
0 -1 9727 0
D2
~
~
0 -1 9743 0
D3
~
~
0 -1 9725 0
R M 0 9711 5 9726
S
#9727
&BNautilus Street&W~
One of the more frequently traveled streets on this planet, this street is
a bit more polluted and congested than most of this peaceful planet.
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9728 0
D3
~
~
0 -1 9726 0
R O 0 9810 1 9727
S
#9728
&bA Dead End&w~
A dark, frightening dead end, in sharp contrast to the colorful, cheerful
streets of Mon Calamari.
~
0 4 1 0 0 0 10
D3
~
~
0 -1 9727 0
R M 0 9711 6 9728
S
#9729
&bA Dead End&W~
A dark, frightening dead end, in sharp contrast to the colorful, cheerful
streets of Mon Calamari. You notice an odd shadow on the northern wall,
but something tells you that whatever may lie beyond that veil of darkness
would not be friendly.
~
0 4 1 0 0 0 10
D0
~
~
2048 -1 9816 0
D1
~
~
0 -1 9722 0
S
#9730
&CSea Street&W~
This is one of the most laid back streets on the entire planet, and is
mostly coastal raodside. To the east you see a shore of the marvelous Mon
Calamari oceans.
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9731 0
D1
~
~
0 -1 9738 0
D2
~
~
0 -1 9726 0
S
#9731
&CSea Street&W~
This is one of the most laid back streets on the entire planet, and is
mostly coastal raodside. To the east you see a shore of the marvelous Mon
Calamari oceans. To the west, you see a armory.
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9732 0
D1
~
~
0 -1 9737 0
D2
~
~
0 -1 9730 0
D3
~
~
0 -1 9753 0
R M 0 9711 8 9731
R M 0 9711 8 9731
S
#9732
&CSea Street&W~
This is one of the most laid back streets on the entire planet, and is
mostly coastal raodside. To the east you see a shore of the marvelous Mon
Calamari oceans. To the west, you see a resturant.
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9733 0
D1
~
~
0 -1 9736 0
D2
~
~
0 -1 9731 0
S
#9733
&CSea Street&W~
This is one of the most laid back streets on the entire planet, and is
mostly coastal raodside. To the east you see a shore of the marvelous Mon
Calamari oceans.
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9734 0
D1
~
~
0 -1 9735 0
D2
~
~
0 -1 9732 0
R M 0 9711 9 9733
S
#9734
&bA Dead End&w~
A sandy end to Sea Street, you are surrounded by sand and grass. To the
west you see complexes of buildings that make up Nautilus City, and to
your north and west you see nothing but sand and grass, leading into
ocean. Although, you notice what looks like a metal staircase to your
east, but, it's probably just some rocks...
~
0 4 1 0 0 0 10
D1
~
~
2048 -1 9817 0
D2
~
~
0 -1 9733 0
S
#9735
The Beachside~
The sand between your toes! The water splashing up occasionally around you,
looking out over the blue on blue on blue ocean...
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9742 0
D2
~
~
0 -1 9736 0
D3
~
~
0 -1 9733 0
S
#9736
The Beachside~
The sand between your toes! The water splashing up occasionally around you,
looking out over the blue on blue on blue ocean...
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9735 0
D1
~
~
0 -1 9741 0
D2
~
~
0 -1 9737 0
D3
~
~
0 -1 9732 0
S
#9737
The Beachside~
The sand between your toes! The water splashing up occasionally around you,
looking out over the blue on blue on blue ocean...
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9736 0
D1
~
~
0 -1 9740 0
D2
~
~
0 -1 9738 0
D3
~
~
0 -1 9731 0
S
#9738
The Beachside~
The sand between your toes! The water splashing up occasionally around you,
looking out over the blue on blue on blue ocean...
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9737 0
D1
~
~
0 -1 9739 0
D3
~
~
0 -1 9730 0
R M 0 9738 1 9738
S
#9739
In Shallow Water~
Ankle deep in the turquoise water, you can see a barrier reef not far out,
you don't think you could get into the open ocean through here.
~
0 4 6 0 0 0 10
D0
~
~
0 -1 9740 0
D1
~
~
0 -1 9761 0
D3
~
~
0 -1 9738 0
S
#9740
In Shallow Water~
Ankle deep in the turquoise water, you can see a barrier reef not far out,
you don't think you could get into the open ocean through here.
~
0 4 6 0 0 0 10
D0
~
~
0 -1 9741 0
D1
~
~
0 -1 9760 0
D2
~
~
0 -1 9739 0
D3
~
~
0 -1 9737 0
S
#9741
In Shallow Water~
Ankle deep in the turquoise water, you can see a barrier reef not far out,
you don't think you could get into the open ocean through here.
~
0 4 6 0 0 0 10
D0
~
~
0 -1 9742 0
D1
~
~
0 -1 9759 0
D2
~
~
0 -1 9740 0
D3
~
~
0 -1 9736 0
S
#9742
In Shallow Water~
Ankle deep in the turquoise water, you can see a barrier reef not far out,
you don't think you could get into the open ocean through here.
~
0 4 6 0 0 0 10
D1
~
~
0 -1 9758 0
D2
~
~
0 -1 9741 0
D3
~
~
0 -1 9735 0
S
#9743
&CSea Street&W~
This is one of the most laid back streets on the entire planet, and is
mostly coastal raodside. To the east you see a shore of the marvelous Mon
Calamari oceans.
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9726 0
D2
~
~
0 -1 9744 0
S
#9744
&CIntersection of Sea Street and &YShell Street&W~
This is an intersection of the immensly calm Sea Street and the more urban
and war torn Shell Street. Shell street is practically a ghost town, and
has very little traffic any more...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9743 0
D1
~
~
0 -1 9781 0
D2
~
~
0 -1 9745 0
D3
~
~
0 -1 9835 0
S
#9745
&bA Dead End&w~
A dark, frightening dead end, in sharp contrast to the colorful, cheerful
streets of Mon Calamari. 
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9744 0
S
#9746
Storage Level~
In comparison, the filthiest place in this hospital by far is well kept for
a storage area. You see crates scattered about and man here "guarding" the
supplies.
~
0 12 1 0 0 0 10
D0
~
~
0 -1 9749 0
D1
~
~
0 -1 9747 0
D3
~
~
0 -1 9748 0
R M 0 9746 1 9746
S
#9747
Storage Room~
~
0 12 1 0 0 0 10
D3
~
~
0 -1 9746 0
R O 0 9746 1 9747
  R P 0 150 1 9746
S
#9748
Storage Room~
~
0 12 1 0 0 0 10
D1
~
~
0 -1 9746 0
R O 0 9746 1 9748
  R P 0 150 1 9746
S
#9749
Turbolift~
A turbolift large enough to fit a strecher on, it is also rediculously
clean, like the rest of the hospital. You see a small list on the wall.
~
0 12 1 0 0 0 10
E
list~
3 - Bacta
2 - Storage
1 - Lobby
~
> speech_prog 1~
mpecho The turbolfit hums as it takes you to the lobby level.
mpecho The doors open, and you step out
mptransfer $n 9757
mpecho $n steps out of the turbolift
~
> speech_prog 2~
mpecho The turbolfit hums as it takes you to the storage level.
mpecho The doors open, and you step out
mptransfer $n 9746
mpecho $n steps out of the turbolift
~
> speech_prog 3~
mpecho The turbolfit hums as it takes you to the bacta level.
mpecho The doors open, and you step out
mptransfer $n 9750
mpecho $n steps out of the turbolift
~
|
S
#9750
Bacta Level~
This is a relatively small room of the hospital, with single man-sized
bacta tanks to the left and right. You don't see anyone around... So you
suppose it would be ok to just jump in... For a little while...
~
0 12 1 0 0 0 10
D1
~
~
0 -1 9752 0
D2
~
~
0 -1 9749 0
D3
~
~
0 -1 9751 0
R M 0 9750 1 9750
  R G 1 1241 1
S
#9751
Floating in a Bacta Tank~
The red fluid soothingly flows over your wounds.. you sit back and relax
for a while.
~
0 12 1 0 0 0 1
D1
leave
~
leave~
262144 -1 9750 0
> rand_prog 100~
mpecho You feel a tingling as the bacta heas your wounds.
mprestore $n 500
~
|
S
#9752
Floating in a Bacta Tank~
The red fluid soothingly flows over your wounds.. you sit back and relax
for a while. 
~
0 12 1 0 0 0 1
D3
~
~
262144 -1 9750 0
> rand_prog 100~
mpecho You feel a tingling as the bacta heals your wounds
mprestore $n 500
~
|
S
#9753
Glittering Shellfish Inn~
You enter into a rather run down looking hotel. Although the name suggests
opulence, it is most definitely not so. Built with what looks to be
imported  wood, it has been warped by the salty sea air. Obviously bad
planning on the architects part.
~
0 8388616 1 0 0 0 10
D1
~
~
0 -1 9731 0
D4
~
~
0 -1 9884 0
S
#9754
Floating in a void~
~
0 4 1 0 0 0 10
S
#9755
The Mon Calamari Memorial Hospital~
This immasculinely clean facility is the epitomy of Mon Calamarian
attention to detail. As you walk in from the street, you see rows of empty
seats, you can only assume they're empty because either no one is being
hurt on Mon Calamari, or, more likely because the staff of this hospital
is very on top of things.
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9756 0
D2
~
~
3 -1 9724 0
R D 0 9755 2 1
S
#9756
A hallway~
As you enter this room, you see the rows of chairs to the northern wall and
a reception desk to the southwest wall. To the west you see a turbolift
and there's a small closet to the east.
~
0 8 1 0 0 0 10
D1
~
~
3 -1 9768 0
D2
~
~
0 -1 9755 0
D3
~
~
0 -1 9757 0
R D 0 9756 1 1
S
#9757
At a Turbolift~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9749 0
D1
~
~
0 -1 9756 0
S
#9758
In Deep Water~
In waist deep water, you can now clearly see the very complete barrier
reef. Possibly man made...
~
0 0 8 0 0 0 10
D1
~
~
0 -1 9765 0
D2
~
~
0 -1 9759 0
D3
~
~
0 -1 9742 0
S
#9759
In Deeper Water~
In waist deep water, you can now clearly see the very complete barrier
reef. Possibly man made...
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9758 0
D1
~
~
0 -1 9764 0
D2
~
~
0 -1 9760 0
D3
~
~
0 -1 9741 0
S
#9760
In Deeper Water~
In waist deep water, you can now clearly see the very complete barrier
reef. Possibly man made...
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9759 0
D1
~
~
0 -1 9763 0
D2
~
~
0 -1 9761 0
D3
~
~
0 -1 9740 0
S
#9761
In Deep Water~
In waist deep water, you can now clearly see the very complete barrier
reef. Possibly man made...
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9760 0
D1
~
~
0 -1 9762 0
D3
~
~
0 -1 9739 0
D5
~
~
0 -1 9766 0
S
#9762
In Deep Water~
You are now deeper than you can reach, you can see the ocean floor below
you and the barrief reef to your east. You are now certain it would
impossible to get into the open ocean from
here.
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9763 0
D3
~
~
0 -1 9761 0
D5
~
~
0 -1 9767 0
S
#9763
In Deep Water~
You are now deeper than you can reach, you can see the ocean floor below
you and the barrief reef to your east. You are now certain it would
impossible to get into the open ocean from
here.
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9764 0
D2
~
~
0 -1 9762 0
D3
~
~
0 -1 9760 0
D5
~
~
0 -1 9769 0
S
#9764
In Deep Water~
You are now deeper than you can reach, you can see the ocean floor below
you and the barrief reef to your east. You are now certain it would
impossible to get into the open ocean from
here.
~
0 0 8 0 0 0 10
D0
~
~
0 -1 9765 0
D2
~
~
0 -1 9763 0
D3
~
~
0 -1 9759 0
D5
~
~
0 -1 9770 0
S
#9765
In Deep Water~
You are now deeper than you can reach, you can see the ocean floor below
you and the barrief reef to your east. You are now certain it would
impossible to get into the open ocean from
here.
~
0 0 8 0 0 0 10
D2
~
~
0 -1 9764 0
D3
~
~
0 -1 9758 0
D5
~
~
0 -1 9771 0
S
#9766
At the &BOcean &WFloor~
~
0 0 12 0 0 0 10
D0
~
~
0 -1 9767 0
D4
~
~
0 -1 9761 0
S
#9767
At the &BOcean &WFloor~
At the ocean floor, you can see shells and rocks littered about, as well as
small fish here and there. To the west you see the reef wall, with
occasional pieces of metal and plastic lodged into
it.
~
0 0 12 0 0 0 10
D0
~
~
0 -1 9769 0
D2
~
~
0 -1 9766 0
D4
~
~
0 -1 9762 0
R O 0 9771 1 9767
S
#9768
Storage Closet~
This small closet was built into the wall of the Mon Calamari
Memorial Hospital for storage. There are a few medical supplies
scattered around the floor here, as well as some shelves for
holding materials and waste.There are some cleaning items, such
as brooms and cleaning agents on the shelves as well.
~
0 8 1 0 0 0 10
D3
~
~
3 -1 9756 0
R O 0 9746 1 9768
R D 0 9768 3 1
S
#9769
At the &BOcean&W Floor~
At the ocean floor, you can see shells and rocks littered about, as well as
small fish here and there. To the west you see the reef wall, with
occasional pieces of metal and plastic lodged into
it.
~
0 0 12 0 0 0 10
D0
~
~
0 -1 9770 0
D2
~
~
0 -1 9767 0
D4
~
~
0 -1 9763 0
S
#9770
At the &BOcean &WFloor~
At the ocean floor, you can see shells and rocks littered about, as well as
small fish here and there. To the west you see the reef wall, with
occasional pieces of metal and plastic lodged into it. You notice a
glimmer out of the corner of your eye on the wall, but when you look, you
can't find anything...
~
0 0 12 0 0 0 10
D0
~
~
0 -1 9771 0
D2
~
~
0 -1 9769 0
D4
~
~
0 -1 9764 0
D6
~
~
2048 -1 9772 0
S
#9771
At the &BOcean&W Floor~
At the ocean floor, you can see shells and rocks littered about, as well as
small fish here and there. To the west you see the reef wall, with
occasional pieces of metal and plastic lodged into it.  You notice a
glimmer out of the corner of your eye on the wall, but when you look, you
can't find anything...
~
0 0 12 0 0 0 10
D2
~
~
0 -1 9770 0
D4
~
~
0 -1 9765 0
S
#9772
A damp airlock~
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9773 0
D9
~
~
0 -1 9770 0
S
#9773
Entrance to a Rebel Base~
~
0 4 1 0 0 0 10
D1
~
~
0 -1 9776 0
D3
~
~
0 -1 9772 0
S
#9774
A disused corridor~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9775 0
D2
~
~
0 -1 9776 0
S
#9775
a rusty stairwell~
~
0 4 1 0 0 0 10
D2
~
~
0 -1 9774 0
D4
~
~
0 -1 9777 0
S
#9776
A Guard Post~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9774 0
D3
~
~
0 -1 9773 0
R M 0 9817 1 9776
R M 0 9818 2 9776
R M 0 9818 2 9776
S
#9777
a large intersection~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9778 0
D1
~
~
0 -1 9779 0
D2
~
~
0 -1 9780 0
D3
~
~
0 -1 9795 0
D4
~
~
0 -1 9818 0
D5
~
~
0 -1 9775 0
S
#9778
A Communication Room~
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9777 0
S
#9779
An Armory~
~
0 0 1 0 0 0 10
D3
~
~
0 -1 9777 0
S
#9780
A Briefing Room~
~
0 4 1 0 0 0 10
D0
~
~
0 -1 9777 0
S
#9781
&YShell Street&W~
This is probably the most depressing part of Mon Calamari. Shell Street was
a major economic source during the times when Mon Calamari was ruled by
the Empire, however, once Mon Calamari revolted, The Empire concentrated
it's forces in this area, and even held some ground here before being
turned back. Ironically, the primary facilities on Shell Street were those
of the Empire, and so many Imperial bombs destroyed buildings they had
built and killed people that worked for them. Thus, many Mon Calamari were
happy to lose this scar on the jewel of a planet that is Mon Calamari.
~
0 0 1 0 0 0 10
D1
~
~
0 -1 9782 0
D3
~
~
0 -1 9744 0
S
#9782
&YIntersection of Shell and &PCoral Street&W~
This is an intersection of the two war torn Shell and Coral streets.
Disgusting. 
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9787 0
D1
~
~
0 -1 9783 0
D2
~
~
0 -1 9788 0
D3
~
~
0 -1 9781 0
R M 0 9711 3 9782
S
#9783
&YShell Street&W~
This is probably the most depressing part of Mon Calamari. Shell Street was
a major economic source during the times when Mon Calamari was ruled by
the Empire, however, once Mon Calamari revolted, The Empire concentrated
it's forces in this area, and even held some ground here before being
turned back. Ironically, the primary facilities on Shell Street were those
of the Empire, and so many Imperial bombs destroyed buildings they had
built and killed people that worked for them. Thus, many Mon Calamari were
happy to lose this scar on the jewel of a planet that is Mon Calamari. To
the north you notice a disused Imperial landing pad.
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9794 0
D1
~
~
0 -1 9784 0
D3
~
~
0 -1 9782 0
D5
~
manhole~
2051 -1 9795 0
R M 0 9711 3 9783
R D 0 9783 5 1
S
#9784
&YShell Street&W~
This is probably the most depressing part of Mon Calamari. Shell Street was
a major economic source during the times when Mon Calamari was ruled by
the Empire, however, once Mon Calamari revolted, The Empire concentrated
it's forces in this area, and even held some ground here before being
turned back. Ironically, the primary facilities on Shell Street were those
of the Empire, and so many Imperial bombs destroyed buildings they had
built and killed people that worked for them. Thus, many Mon Calamari were
happy to lose this scar on the jewel of a planet that is Mon Calamari.
~
0 0 1 0 0 0 10
D1
~
~
0 -1 9785 0
D2
~
~
0 -1 9796 0
D3
~
~
0 -1 9783 0
R M 0 9711 1 9784
S
#9785
&YShell Street&W~
This is probably the most depressing part of Mon Calamari. Shell Street was
a major economic source during the times when Mon Calamari was ruled by
the Empire, however, once Mon Calamari revolted, The Empire concentrated
it's forces in this area, and even held some ground here before being
turned back. Ironically, the primary facilities on Shell Street were those
of the Empire, and so many Imperial bombs destroyed buildings they had
built and killed people that worked for them. Thus, many Mon Calamari were
happy to lose this scar on the jewel of a planet that is Mon Calamari.
~
0 0 1 0 0 0 10
D1
~
~
0 -1 9786 0
D3
~
~
0 -1 9784 0
R M 0 9711 4 9785
S
#9786
The End of Shell Street~
Here the road is too beaten and cratered to follow any further... Not too
far in the distance of your path you see a marvelous wreck of a Mon
Calamari cruiser.
~
0 0 1 0 0 0 10
D3
~
~
0 -1 9785 0
R M 0 9711 2 9786
S
#9787
&bA Dark Alley&w~
This is a frightening, dark dead end, you notice disused blasters and armor
scattered throughout... You don't like this place. 
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9782 0
S
#9788
&PCoral Street&W~
War-torn Coral Street...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9782 0
D2
~
~
0 -1 9789 0
S
#9789
&PCoral Street&W~
War-torn Coral Street...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9788 0
D2
~
~
0 -1 9790 0
D3
~
~
0 -1 9809 0
S
#9790
&PCoral Street&W~
War-torn Coral Street...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9789 0
D2
~
~
0 -1 9791 0
S
#9791
&PCoral Street&W~
War-torn Coral Street...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9790 0
D2
~
~
0 -1 9792 0
D3
~
~
0 -1 9814 0
S
#9792
&PCoral Street&W~
War-torn Coral Street...
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9791 0
D1
~
~
0 -1 9815 0
D2
~
~
0 -1 9793 0
S
#9793
&bA Dead End&W~
Jinkies! 
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9792 0
S
#9794
A Deserted Landing Pad~
This landing pad is beaten and mauled into almost looking like nothing more
than a patch of clear ground. Still, ships could land here. To the north
you notice an odd looking rock...
~
0 48 1 4 0 0 10
D0
~
~
33556480 -1 9818 0
D2
~
~
0 -1 9783 0
R M 0 9711 4 9794
S
#9795
A Dark Stairway~
~
0 8 1 0 0 0 10
D1
~
~
0 -1 9777 0
D4
~
~
3 -1 9783 0
R D 0 9795 4 1
S
#9796
Golden Urchin Apartment Complex~
This building used to be the Imperial central command on Mon Calamari. It's
frequent vacancy is testimony to this and many locals claim that this
building is haunted. Still, it's a place to keep your stuff...
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9784 0
D2
~
~
0 -1 9797 0
S
#9797
A Brightly Lit Hallway~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9796 0
D1
~
~
0 -1 9798 0
D2
~
~
0 -1 9800 0
D3
~
~
0 -1 9799 0
S
#9798
An Empty Apartment~
~
0 10485768 1 0 0 0 10
D3
~
~
0 -1 9797 0
S
#9799
An Empty Apartment~
~
0 10485768 1 0 0 0 10
D1
~
~
0 -1 9797 0
S
#9800
A Brightly Lit Hallway~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9797 0
D1
~
~
0 -1 9801 0
D2
~
~
0 -1 9803 0
D3
~
~
0 -1 9802 0
S
#9801
An Empty Apartment~
~
0 10485768 1 0 0 0 10
D3
~
~
0 -1 9800 0
S
#9802
An Empty Apartment~
~
0 10485768 1 0 0 0 10
D1
~
~
0 -1 9800 0
S
#9803
A Brightly Lit Hallway~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9800 0
D1
~
~
0 -1 9804 0
D2
~
~
0 -1 9806 0
D3
~
~
0 -1 9805 0
S
#9804
An Empty Apartment~
~
0 10485768 1 0 0 0 10
D3
~
~
0 -1 9803 0
S
#9805
An Empty Apartment~
~
0 10485772 1 0 0 0 10
D1
~
~
0 -1 9803 0
S
#9806
A Brightly Lit Hallway~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9803 0
D1
~
~
0 -1 9807 0
D3
~
~
0 -1 9808 0
E
note~
If all of these apartments are filled, please contact Trancer or another
IMM to get more rooms added, thanks.
 
-Trancer
~
S
#9807
An Empty Apartment~
~
0 9437960 1 0 0 0 10
D3
~
~
0 -1 9806 0
S
#9808
An Empty Apartment~
~
0 1083179784 1 0 0 0 10
D1
~
~
0 -1 9806 0
S
#9809
A Large Office Complex~
You are surprised by the lack of guard here, you see a hallway leading to a
turbolift to the north. 
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9810 0
D1
~
~
0 -1 9789 0
S
#9810
Hallway~
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9811 0
D2
~
~
0 -1 9809 0
S
#9811
At A Turbolift~
To the east, you notice a closed door, and to the north you notice the
turbolift. 
~
0 8 1 0 0 0 10
D0
~
~
0 -1 9813 0
D1
~
~
7 9812 9812 0
D2
~
~
0 -1 9810 0
R D 0 9811 1 2
S
#9812
Admiral Ackbar's Office~
~
0 8 1 0 0 0 10
D3
~
~
7 9812 9811 0
R M 0 9812 1 9812
R O 0 9811 1 9812
R D 0 9812 3 2
S
#9813
A Turbolift~
A decent looking turbolift, with a small list on the wall.
~
0 12 1 0 0 0 10
E
list~
1 - Office Level 1
2 - Office Level 2
3 - Office Level 3
4 - Office Level 4
5 - Office Level 5
6 - Office Level 6
7 - Office Level 7
8 - Office Level 8
~
> speech_prog 1~
mpecho The turbolift takes you to the bottom level
mpecho The turbolift dings as it reaches the first level and you get
off
mptransfer $n 9811
mpecho $n leaves a turbolift
~
> speech_prog 2 3 4 5 6 7 8~
mpecho A calm voice says "You do not have authorization for that level."
~
|
S
#9814
The Mon Calamari Branch Of Coruscant Savings And Loan~
This is the Mon Calamari branch of the Coruscant Savings and Loan bank.
This was previously an Imperial bunker. 
~
0 264 1 0 0 0 10
D1
~
~
0 -1 9791 0
S
#9815
Herculaneum Fitness Center And Gym~
You are surrounded by people who look strong enough to snap you like a
tootpick, and trainers who seem very helpful and strong themselvse.
~
0 8 1 0 0 0 10
D3
~
~
0 -1 9792 0
S
#9816
A Dark, Brooding Alley~
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9729 0
R M 0 9816 1 9816
  R G 1 9812 1
  R G 1 9816 1
S
#9817
An Old, Disused Bunker~
This appears to be some old, abandoned bunker. There is a single
man standing here, he looks quite afraid and suspicious. He
is shaking visibly, and you can tell that he doesn't get out
much from the paleness and frailty of his body.
~
0 8 1 0 0 0 10
D3
~
~
0 -1 9734 0
R M 0 9715 1 9817
S
#9818
A Sniping Tower~
You stand in a rather well-kept sniping tower. A tiny window with a small
hole for a rifle sits at the south end of this room, most likely for
taking out subjects before they get... well, here. Be careful though. If
you can see in, they can see out...
~
0 8 1 0 0 0 10
D2
~
~
33554432 -1 9794 0
D5
~
~
0 -1 9777 0
S
#9819
Ship Maintenance Room~
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9818 0
S
#9820
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9818 0
D1
~
~
0 -1 9822 0
D2
~
~
0 -1 9824 0
D3
~
~
0 -1 9821 0
S
#9821
Storage Room~
~
0 0 1 0 0 0 10
D1
~
~
0 -1 9820 0
D2
~
~
0 -1 9823 0
S
#9822
Storage Room~
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9825 0
D3
~
~
0 -1 9820 0
S
#9823
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9821 0
D1
~
~
0 -1 9824 0
D2
~
~
0 -1 9826 0
S
#9824
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9820 0
D1
~
~
0 -1 9825 0
D2
~
~
0 -1 9827 0
D3
~
~
0 -1 9823 0
S
#9825
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9822 0
D2
~
~
0 -1 9828 0
D3
~
~
0 -1 9824 0
S
#9826
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9823 0
D1
~
~
0 -1 9827 0
D2
~
~
0 -1 9831 0
S
#9827
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9824 0
D1
~
~
0 -1 9828 0
D2
~
~
0 -1 9830 0
D3
~
~
0 -1 9826 0
S
#9828
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9825 0
D2
~
~
0 -1 9829 0
D3
~
~
0 -1 9827 0
S
#9829
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9828 0
D3
~
~
0 -1 9830 0
S
#9830
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9827 0
D1
~
~
0 -1 9829 0
D3
~
~
0 -1 9831 0
S
#9831
Storage Room~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9826 0
D1
~
~
0 -1 9830 0
S
#9832
Detention Level~
~
0 0 1 0 0 0 10
D2
~
~
0 -1 9833 0
S
#9833
Hallway~
~
0 0 1 0 0 0 10
D0
~
~
0 -1 9832 0
S
#9834
Prison Cell~
~
0 4 1 0 0 0 10
S
#9835
&zQuarren Inc.&w~
~
0 1073741824 1 0 0 0 10
D1
~
~
0 -1 9744 0
R M 0 9835 1 9835
  R G 1 9835 1
  R G 1 9821 1
S
#9868
Floating in a void~
~
0 4 1 0 0 0 10
S
#9883
Floating in a void~
~
0 4 1 0 0 0 10
S
#9884
The Galactic Mail Center~
~
0 1073741824 1 0 0 0 10
D5
~
~
0 -1 9753 0
R O 0 38 1 9884
S
#10000
Floating in a void~
~
0 1073741828 1 0 0 0 10
S
#0


#SHOPS
 9707    0  0  0  0  0   120  90         8 20    ; the retail shopkeeper
 9713    0  0  0  0  0   120  90         0 23    ; Jurson the Wookiee
 9714    0  0  0  0  0   120  90         0 23    ; A Quarren Chef
 9732    0  0  0  0  0   120  90         1 23    ; the convenient shopkeeper
 9751    0  0  0  0  0   120  90         0 23    ; an ewok shopkeeper
 9835    0  0  0  0  0   120  90         0 23    ; a quarren shopkeeper
0


#REPAIRS
0


#SPECIALS
M  9702 spec_customs_weapons
M  9703 spec_police_attack
M  9704 spec_police_attack
M  9720 spec_police_attack
M  9720 spec_customs_weapons
M  9721 spec_customs_smut
M  9721 spec_police
M  9818 spec_guardian
S


#$