#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 #$