#AREADATA Name Mud School (Refurbishment)~ Creator Soran~ Builders None~ VNUMs 3700 3760 Security 1 Flags 0 Aflags 16 Owned 0 End #MOBILES #3700 Librarian~ the librarian~ A Librarian directs you westwards towards more books ~ ~ 67 136 1000 S 90 -10 -20 1d1+29999 2d4+30 0 0 0 0 1 #3701 blob~ the blob~ The Mighty Blob is here, he waits for sign of vulnerability before eating you ~ He is big, he is bad. You don't want to fight him when he isn't chained up. Perhaps now would be a good time to flee from him!!! If you don't flee, you would really suffer the consequences. ~ 67 8 0 S 160 20 -99 1d1+50 1d1+0 0 0 0 0 0 #3702 captive mudder~ Captive mudder~ A mudder who broke the rules is held here in captivity ~ He looks mean, but you feel comfortable that you can kill him, especially since he is leashed up, and you are not. ~ 3 0 0 S 46 20 10 1d1+10 1d3+0 100 0 0 0 0 #3703 mudder captive~ the captive mudder~ A captive mudder is here, silenced to prevent channel spam. ~ He looks wimpy. You feel comfortable that you can kill him, especially since he is leashed up, and you are not. ~ 3 0 0 S 19 20 10 1d1+10 1d3+0 100 0 0 0 0 #3704 captive mudder~ the captive mudder~ A violent mudder is here spamming channels with insults. ~ He looks mean, but you feel comfortable that you can kill him, especially since he is leashed up, and you are not. ~ 3 0 0 S 30 20 10 1d1+10 1d3+0 100 0 0 0 0 #3705 captive mudder~ the cowardly annoying mudder~ This mudder is both annoying and unwilling to stand and fight ~ He looks mean, but you feel comfortable that you can kill him, especially since he is leashed up, and you are not. ~ 131 0 0 S 77 20 10 1d1+10 1d3+0 100 0 0 0 0 #3706 ancient warrior~ the ancient warrior~ An Ancient Warrior is your opponant ~ He is very big and powerful, you will require all your skills to defeat him. ~ 3 512 0 S 82 19 9 2d2+20 1d4+1 200 0 0 0 0 #3707 Prison Guard~ The Prison Guard~ A Prison Guard ensures you are capable of dealing with these mudders ~ The Guard will heal and protect you if you return to him after each fight. ~ 67 136 1000 S 44 -10 -20 1d1+29999 2d4+30 0 0 0 0 1 #3709 monster~ The Horrid Monster~ A Horrible Looking Monster roams this pit. ~ The monster is showing more teeth than you would see on any daytime Tv chat show hosts. Thats a lot of teeth. ~ 65 0 100 S 37 20 10 1d1+10 1d3+0 10 0 0 0 0 #3710 Giant Lizard~ the Giant Lizard~ A giant lizard eyes you carefully. ~ It smiles at you, and tries to eat your leg. ~ 65 0 -100 S 56 19 9 2d2+20 1d4+1 10 0 0 0 0 #3711 Newbie Warrior~ Newbie Warrior~ A newbie warrior is more than a match for these monsters. ~ ~ 65 0 0 S 37 18 8 3d3+30 1d6+1 10 0 0 0 1 #3712 Scum~ the Scum~ A oozy scum slides across the floor. ~ Oooooh slime, doesn't it look wonderful. ~ 65 0 100 S 57 20 10 1d1+10 1d3+0 10 0 0 0 0 #3713 Beast~ The Beast~ A giant beast is here craving your blood. ~ It big, its black, its horrid and you be afraid of it. ~ 65 0 0 S 18 21 10 1d1+0 1d1+0 2 0 0 0 0 #3714 beast~ the beast~ A beast tries to feed off of you. ~ It looks mean. You'd better run. ~ 97 0 0 S 42 16 6 5d5+55 1d6+3 50 0 0 0 0 #3715 Chaos Spawn~ Chaos Spawn~ A giant Chaos Spawn has escaped from the pits of hell. ~ A giant pile of ooze with eyeballs from every angle. Not the most attractive thing you have ever seen. ~ 65 0 0 S 21 17 7 4d4+44 1d6+2 40 0 0 0 0 #3716 Mutant~ the mutant~ A mutant is here gibbering to himself. ~ This mutated human looks quite insane. ~ 65 0 0 S 18 17 7 4d4+44 1d6+2 40 0 0 0 0 #3717 Mudschool Shopkeeper~ the shopkeeper~ The Mudschool Shopkeeper is here. ~ ~ 67 136 1000 S 77 -10 -20 1d1+29999 2d4+30 0 0 0 0 1 #3718 Librarian~ The Librarian~ A librarian is here trying to sort out the books. ~ ~ 579 136 1000 S 15 -10 -20 1d1+29999 2d4+30 0 0 0 0 1 #3719 Librarian~ The Librarian~ The Librarian is here scribing additional notes into the great book. ~ ~ 1091 136 1000 S 56 -10 -20 1d1+29999 2d4+30 0 0 0 0 1 #3720 Armourer~ The Mudschool Armourer~ The Mudschool Armourer has some equipment for you, if you can take it. ~ ~ 3 512 0 S 33 18 8 2d4+30 1d6+1 300 0 0 0 0 #3721 loc greeter~ the Legend of Chrystancia Greeter~ The Greeter of Legend of Chrystancia stands here, helping you ~ The Guardian stands here guarding the portal to the outworld. For eternity he has stood here welcoming mortals to this realm and for eternity he shall stand so that those who enter this world may stand a chance to live in this world of death. Those who wish items to defend themselves can ask him for items of armour or a sword with which they can slay their enemies. Those who seek fiends to fight can ask him where to find the demi-realms of the Smurfs, the Gnomes, The Shire and the Dwarven Drop off Centre. ~ 3 16936 1000 S 1 2 2 1d1+30000 1d8+32 100000 0 0 0 1 #3748 Shadow Shadowed One~ The Shadowed one~ A shadowed one is chained to the wall of this dungeon. ~ ~ 3 0 0 S 81 0 0 0d0+0 0d0+0 0 0 0 0 0 #0 #OBJECTS #3700 mace~ a sub issue mace~ You see a sub issue mace here.~ ~ 5 64 8193 0 2 3 7 5 0 0 A 19 1 A 18 1 E mace~ You see a mace of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3701 dagger~ a sub issue dagger~ You see a sub issue dagger here.~ ~ 5 64 8193 0 2 3 11 5 0 0 A 19 1 A 18 1 E dagger~ You see a dagger of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3702 sword~ a sub issue sword~ You see a sub issue sword here.~ ~ 5 64 8193 0 2 3 3 5 0 0 A 19 1 A 18 1 E sword~ You see a sword of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3703 vest~ a sub issue vest~ You see a sub issue vest here.~ ~ 9 0 9 2 0 0 0 5 0 0 E vest~ You see a vest of great but cheap craftsmanship. Stamped on the side is: Merc Industries ~ #3704 shield~ a sub issue shield~ You see a sub issue shield here.~ ~ 9 0 513 2 0 0 0 5 0 0 E shield~ You see a shield of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3705 cloak~ a sub issue cloak~ You see a sub issue cloak here.~ ~ 9 0 5 2 0 0 0 5 0 0 E cloak~ You see a cloak of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3706 helmet~ a sub issue helmet~ You see a sub issue helmet here.~ ~ 9 0 17 2 0 0 0 5 0 0 E helmet~ You see a helmet of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3707 leggings~ a pair of sub issue leggings~ You see a pair of sub issue leggings here.~ ~ 9 0 33 2 0 0 0 5 0 0 E leggings~ You see leggings of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3708 boots~ a pair of sub issue boots~ You see a pair of sub issue boots here.~ ~ 9 0 65 2 0 0 0 5 0 0 E boots~ You see boots of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3709 gloves~ a pair of sub issue gloves~ You see a pair of sub issue gloves here.~ ~ 9 0 129 2 0 0 0 5 0 0 E gloves~ You see gloves of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3710 sleeves~ a pair of sub issue sleeves~ You see a pair of sub issue sleeves here.~ ~ 9 0 257 2 0 0 0 5 0 0 E sleeves~ You see sleeves of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3711 cape~ a sub issue cape~ You see a sub issue cape here.~ ~ 9 0 1025 2 0 0 0 5 0 0 E cape~ You see a cape of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3712 belt~ a sub issue belt~ You see a sub issue belt here.~ ~ 9 0 2049 2 0 0 0 5 0 0 E belt~ You see a belt of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3713 bracer~ a sub issue bracer~ You see a sub issue bracer here.~ ~ 9 0 4097 2 0 0 0 5 0 0 E bracer~ You see a bracer of great but cheap craftsmanship. Imprinted on the side is: Merc Industries ~ #3714 key~ a key~ You see a very important key here!~ ~ 18 0 1 0 0 0 0 1 0 0 #3715 The Mudschool Helm~ mudschool Helm~ The helm given to those who complete mudschool lies here~ ~ 9 64 16401 0 0 0 0 1 0 0 A 4 1 A 5 1 A 18 4 A 19 4 A 13 50 #3716 banner~ a war banner~ A war banner is on the floor here.~ ~ 1 65 1 0 0 -1 0 1 0 0 A 17 -1 A 24 -1 E banner~ This is the official Merc war banner to see you through the darkest realm! ~ #3718 mudschool Helm~ mudschool Helm~ A mudschool helm is lying here.~ ~ 9 64 17 0 0 0 0 1 0 0 A 13 100 A 19 5 A 18 5 #3750 collar of the Pit~ collar of the Pit~ A Collar used for chaining powerful creatures lie here.~ ~ 9 0 5 0 0 0 0 50 0 0 A 13 25 A 19 4 A 18 4 #3752 shackles of the pit~ shackles of the Pit~ Shackles used to trap captured pit creatures lie here.~ ~ 9 0 4097 0 0 0 0 0 0 0 A 13 25 A 19 4 A 18 4 #3753 ring of the Pit~ ring of the Pit~ A ring that identifies the wearer as a pit warrior lies here.~ ~ 9 0 3 0 0 0 0 0 0 0 A 13 25 A 19 4 A 18 4 #3755 sleeves of the Pit~ sleeves of the Pit~ A pair of sleeves dropped by a fallen warrior lie here.~ ~ 9 0 257 0 0 0 0 0 0 0 A 13 25 A 19 4 A 18 4 #3756 leggings of the pit~ leggings of the Pit~ Leggings dropped by a previous pit fighter lie here.~ ~ 9 0 33 0 0 0 0 5 0 0 A 13 25 A 19 4 A 18 4 #0 #ROOMS #3700 Legend of Chrystancia welcome room~ Welcome to the Mud School of the Legend of Chrystancia. North of here you will find help and Information that will benefit you during your first few hours on this mud. Those of you who have travelled this Mud School before may prefer to go straight to the arena to the south. A small sign is here type 'look sign' to view it. ~ 0 12 0 E sign~ This Mud School is a variation of the generic Merc Mud School created by Hatchet and this modified version does not mean to disrespect his hard work on the original. ---Soran 4/2000 ~ D0 You see the doorway into the Mud School Building. ~ ~ 0 0 3757 D1 ~ ~ 0 0 16850 D2 You see the one way door into the Arena of Mud School. ~ door~ 3 -1 3744 D3 ~ ~ 0 0 18600 D4 ~ ~ 0 0 16800 D5 You see the Temple of Midgaard. ~ ~ 0 0 3001 T |class*clan*~ The spirit says 'Legend of Chrystancia offers a varied range of classes'. The spirit says 'We have Vampires, Demons, Mages, Werewolves, Drows, Ninjas, Highlanders, Monks, and other classes'. The spirit says 'If you wish to join a clan type help <clanname> for requirements'. The spirit says 'Remember this is a player killing and stealing mud, so once you' The spirit says 'Train avatar, you are fair game.' The spirit smiles happily. The spirit says ' Enjoy your time here.'~ copy~ all~ 1048576 0 3721 T |dwarven*drop*~ The spirit says 'To get to the dwarven drop-off centre from recall,'. The spirit says 'Go 2 south, 6 east, 1 down, then go south.'.~ copy~ all~ 1048576 0 3721 T |shire*~ The spirit says 'To get to the shire from recall,'. The spirit says 'Go 2 south, 5 west, and then keep going north.'.~ copy~ all~ 1048576 0 3721 T |gnome*~ The spirit says 'To get to the gnome village from recall,'. The spirit says 'Go 2 south, 5 east, and then go south.'.~ copy~ all~ 1048576 0 3721 T |smurf*~ The spirit says 'To get to the smurf village from recall,'. The spirit says 'Go 2 south, 3 west, and keep going north!'.~ copy~ all~ 1048576 0 3721 T |arena*~ The spsirt says 'To get to the newbie arean from recall.'. The spirt says 'Go 2 south, 3 west, 3 south, and continue west!'.~ copy~ all~ 1048576 0 3721 T &what*do*~ The spirit says 'Just go north and follow the signs!'.~ copy~ all~ 1048576 0 3721 T &where*go*~ The spirit says 'First you should go north through mud school.'.~ copy~ all~ 1048576 0 3721 T |help*~ The spirit says 'Look at me to see what I can do.'~ copy~ all~ 1048576 0 3721 T |yes*~ The spirit says 'Sorry $n but you'll need to be more specific.'.~ copy~ all~ 1048576 0 3721 T |hello*hi *~ The spirit says 'Hello there $n, can I be of service?.'.~ copy~ all~ 1048576 0 3721 T &thank*spirit*~ The spirit says 'You are welcome, $n.'.~ copy~ all~ 1048576 0 3721 T >ENTER<~ The spirit says 'Welcome to the Legend of Chrystancia mud school, $n!' The spirit says 'If you need any help, just ask.'~ copy~ all~ 1048576 0 3721 S #3701 The Linking Corridor~ Now you have passed the first two libraries you will understand how to advance yourself within this game. West of here is the Circle of Libraries knowledge ranging from questing to playerkilling will be covered. Beyond that the first combat challenges will begin. ~ 0 12 0 D2 You see a path into another room. ~ ~ 0 -1 3757 D3 You see a path into another room. ~ ~ 0 -1 3702 S #3702 The Circle of Knowledge~ You are in the centre of a number of smaller chambers all of which contain scrolls and tomes detailing important information about the mud. To the west you can learn about how to quest and the various quests available. To the South scrolls record details of the mighty Avatars. Up from here you can learn how to compare yourself to other players connected and Down details challenges and how to answer a challenge. East returns you to the starting corridor and north takes you towards the first combat challenges of the mud. ~ 0 12 0 D0 You see the room north that will lead you to the next section. ~ ~ 0 0 3703 D1 You see a room. ~ ~ 0 0 3701 D2 You see a room. ~ ~ 0 0 3705 D3 You see a room. ~ ~ 0 0 3704 D4 You see a room. ~ ~ 0 0 3708 D5 You see a room. ~ ~ 0 0 3707 S #3703 A Corridor~ You are in a north-south corridor. North from here the combat tests begin and south takes you to the circle of knowledge where general mud information can be discovered. You hear a whispering coming from somewhere in the room it says '#CScore#n'. ~ 0 12 0 E score~ #pScore#n Basic information about your character can be recieved by typing #rScore#n Classed characters get additional commands listing what powers they can use. ~ D0 You see the next station ahead. ~ ~ 0 -1 3709 D2 You see the central room. ~ ~ 0 0 3702 S #3704 The Library of Quest Knowledge.~ Quests are a important feature of this mud quest points Allow you to advance in the higher levels of legend status, Improve your equipment and allow clan founders to improve clan headquaters. This Library was set up to provide those passing through with basic information about quests and how to complete them. Books range from basic #cQuest#n Information and scriptures describing the creation of a Quest #cCard#n. Right through to the #cWar#n which occasionally occurs in this land. Smaller books describe how to #cSpend#n quest points once earned and what to do with the small #cGold#n quest pieces that can be found on the bodies of the fallen. ~ 0 12 0 E quest war~ #pQuests and Wars#n There are two types of quest here at Legend of Chrystancia the most common type of quest are those that are dictated by Quest #rcards#n. These quests involve collecting certain items and then returning to the quest machine west of #rRecall#n to recharge them in return for a certain quantity of quest points. The Second Type of quest is a #rWar#n these can only be started by a immortal and this will result in every player who joins the war being transferred to a single area where the last player alive wins a amount of quest points. #rDO NOT ASK FOR WARS TO START OR THEY WILL NOT BE RUN#n ~ E card~ #pQuesting Using Quest Cards#n To quest using quest cards you must first create a quest card to do this you must gather together enough experience to create a card and practice the quest spell to 100%. To create a card train your primal points (#rTrain Primal#n) up to the value of the card you wish the maximum value of a card is 100 so the most efficient card to have while questing is a card created with 100 primal. Once you have the Primal to a level you wish the card to be #rCast Quest#n. You will now have a quest card in you inventory the next thing to do is to find out what you require to complete the card to do this type. #rComplete card#n A list of 4 items (occasionally a item is repeated more than once on Card) will be listed. You must now collect these items from the Mud zones and type. #rComplete card #g[Item Name]#n The item will disappear from the card When the card is complete (No more items to collect) go to the quest machine (1 West of recall) and type #rRecharge card Machine#n You will receive a new card as well as a token for the value of Your card. This token should be eaten and it will then appear on #rScore#n ~ E spend spending~ #pSpending Quest points#n Quest point can be use to enhance mud items or to create your own personalised items. To see the cost of adding certain things to items type #rQuest#n and a list of various powers or statistics will appear. If you are planning to modify items remember than created items can hold a far greater number of quest points than modified mud items. Created items once they reach a certain number of quest points can also be improved via the #gImprove#n spell. To hold an additional amount of qps equal to that of a basic mud item. ~ E War~ #pWar#n When an immortal calls for a War to occur messages will be flashed to your screen indicating that a war is about to start. If you wish to join the war type #rJoinWar#n once you have done this you will not be able to quit the mud until the war has finished. When the timer for the war has run down the war will begin and you will be transferred to the war arena. You are now in a last man standing battle with only one winner. If you manage to mortally wound a player type #rEliminate #g[Player name]#n and that player will we transferred out of the arena. If you are the last player in the arena you will win the war and receive a quest point sum. Present war stats can be seen by typing #rViewwar#n ~ E Gold Piece~ #pGold Quest Piece#n Occasionally you will discover a gold quest piece within the bodies of mobiles you slay. These can be sold at the quest shop in Midgaard (2 South 1 East 1 North of main recall) for 15 quest points each. A nice easy way of picking up your first few points. ~ D1 You see the central room. ~ ~ 0 0 3702 S #3705 Avatar knowledge room~ A single book lies on a old wooden table, its cover reads #CAvatar#n. ~ 0 12 0 E avatar~ #pAvatars#n Avatars are one of the most important features of the mud once you train avatar you can join one of the classes and be safe from death by mobiles. You also do not need to eat or drink. #rOnce you are an avatar you are considered to be a willing#n #rplayerkiller and victim so do not train avatar unless you are#n #rwilling to be killed.#n ~ D0 You see the central room. ~ ~ 0 0 3702 S #3707 Challenges~ You are in a large circular room that is well lit from above. In the center of the room a large carved stone pillar stands its form covered in strange #cRunes#n. ~ 0 12 0 E runes~ #pChallenges#n Should you wish to compare yourself to other players without risk of losing status or other player intervention you can challenge other players to combat in the arena. To challenge type: #rChallenge #g[Playername]#n The opponent must be on full hit points for the challenge to work. If the challenge is valid an info message will be displayed to the target announcing your challenge they can then accept or refuse to fight you by typing. #rArenaagree#n or to refuse #rArenadecline#n You will both remain it the arena until one character is placed on negative hit points at which point you will both be transferred to the arena winners and losers enclosures to resume normal Play. ~ D4 You see the central room. ~ ~ 0 0 3702 S #3708 The Scrolls of Knowledge~ An array of scrolls lie scattered across ancient wooden tables. All seem to relate to divination methods and ways of judging the power of others. Scrolls immediately of note include #cTotal#n, #cTop#n and #cLeader#n. ~ 0 12 0 E leader~ #pLeader#n The leader command shows the greatest player killers on the mud. Players are ranked based on number of playerkills they have achieved and the number of player deaths they have suffered. ~ E top~ #pTop#n Top will list the 5 highest ranked players based on experience gained and quest point earned. Generally if someone is above you on top they will be more powerful. ~ E total~ #pTotal#n Total gives you basic information statistical information about your character. based upon how fast you gain experience. Level of stances and spell levels and toughest opponant killed. #cTotal all#n lists the 3 highest ranked players connected based upon their Total score. ~ D5 You see the central room. ~ ~ 0 0 3702 S #3709 Combat begins~ Down from here is your first combat challenge once you have killed the blob you will have a quantity of experience to spend. As a newbie it is wise to use this to #cClaim#n your equipment. ~ 0 12 0 E claim~ #pClaim#n If you die you are returned to the temple of midgaard without any equipment. To regain your equipment you will need to find your corpse and take it from the corpse. If you are unfamiliar with the mud layout or died in a hard to reach area this can prove difficult so as an alternative you can spend experience to claim items of equipment. Claimed items will automatically return to you once you die and you can #rCall all#n claimed items should you lose them in general mud play. ~ D3 You see the next station of Mud School. ~ ~ 0 -1 3711 D5 You see a cage. ~ ~ 0 0 3710 S #3710 The Blob Cage~ You are in a large cage surrounded by reinforced iron bars. Ooze trickles down the bars where the blob has tried to escape by throwing itself against them. A small piece of #cPaper#n lies on the floor. ~ 0 8 0 E paper~ First of all #rConsider#n the blob to discover if you are powerful enough to stand a chance. Setting a #rWimpy#n may be wise so you will automatically try to #rFlee#n if things go badly. ~ D4 You see a safe room up. ~ ~ 0 0 3709 S #3711 Above the Prision Cells~ You are above the prison cells, down from here you will learn to fight. ~ 0 12 0 E sign~ Down from here are the combat training rooms, you will be facing Those mudders who have for some reason been sentenced to remain In this place forever. Some carry equipment remember to use the #rIdentify#n spell to find Out whether it is worth using or not. ~ D1 You see the next station of Mud School. ~ ~ 0 0 3709 D5 You see the combat hall. ~ ~ 0 0 3712 S #3712 The Central Room~ You are in the central room of the mudschool cell block. All around you old annoying mudders including those that continually break rules, moan at being killed or just spam channels have been imprisioned here as eternal punishment for their crimes. ~ 0 12 0 D0 You see the aggressive monster inside! ~ ~ 0 -1 3713 D1 You see the unmodified monster inside! ~ ~ 0 -1 3716 D2 You see the wimpy monster inside! ~ ~ 0 -1 3715 D3 You see the aggressive wimpy monster inside! ~ ~ 0 -1 3714 D5 You see the next station below. ~ ~ 0 -1 3717 S #3713 A Cell~ You are in a cell containing a annoying mudder, conditions are poor in here and the poor chap looks unfed. It is best to put him out of his misery. An exit leads South to the central room. ~ 0 8 0 D2 You see the Cage Room. ~ ~ 0 -1 3712 S #3714 A Cell~ You are in a cell containing a annoying mudder, conditions are poor in here and the poor chap looks unfed. It is best to put him out of his misery. An exit leads East to the central room. ~ 0 8 0 D1 You see the Cage Room. ~ ~ 0 -1 3712 S #3715 A Cell~ You are in a cell containing a annoying mudder, conditions are poor in here and the poor chap looks unfed. It is best to put him out of his misery. An exit leads North to the central room. ~ 0 8 0 D0 You see the Cage Room. ~ ~ 0 -1 3712 S #3716 A Cell~ You are in a cell containing a annoying mudder, conditions are poor in here and the poor chap looks unfed. It is best to put him out of his misery. An exit leads west to the central room. ~ 0 8 0 D3 You see the Cage Room. ~ ~ 0 -1 3712 S #3717 Near the end~ You are nearing the end of your challenge. To the south a small store is willing to buy your battle trophies and sell items that may be of use in the real world. To the East the final conflicts begin. ~ 0 12 0 D1 You see the next station of Mud School. ~ door~ 0 -1 3719 D2 You see the Shop. ~ ~ 0 0 3718 D4 You see the Cage room. ~ ~ 0 -1 3712 S #3718 The Supplies Store~ You are in the shop, a sign hangs above the counter it reads '#cHow#n' to shop ~ 0 8 0 E sign~ The sign reads: Buy - Buy something from the storekeeper. List - The storekeeper will tell you what's for sale. Value - The storekeeper will tell you how much he will give to you for that item. Sell - Sell that item to the storekeeper. ~ E how~ #pShops#n Type the following commands #rList#n to list what is available to buy. #rValue#g [Itemname]#n to find out the value of a item. #rSell#g [Itemname]#n to sell a item from your inventory. #rBuy#g [Itemname]#n to buy a item. ~ D0 You see the only exit out of here. ~ ~ 0 0 3717 S #3719 The Final Corridor~ You are in the last corridor of your newbie quest. To the north your combat challenges end, to the east you can collect your prize for completing mudschool and enter the real world. ~ 0 12 0 D0 You see a darkened room inside. ~ ~ 0 0 3720 D1 You see the next station of Mud School. ~ door~ 0 3714 3721 D3 You see the room you just came from. ~ door~ 0 -1 3717 S #3720 The Warriors Den~ You are standing in the Cave where an ancient warrior has been positioned to provide you with one last battle undefeated as yet he plans to destroy you. You may flee to the south if you so wish. ~ 0 9 0 D2 You see the room that you have come from. ~ ~ 0 0 3719 S #3721 The Final Room~ You have now completed mudschool, to the north the battle pit offers you your first real combat and beyond that the world beckons. A small sign offers you some final #radvice#n. ~ 0 8 0 E advice~ #pNewbie Advice#n You are now ready to enter into the wide world before you lies the battle pit where numerous creatures offer combat. Weaponskills and stances are very important and enhance you combat changes considerably I would suggest unless you are a experienced godwars code player that you max at least 1 weaponskill and stance before advancing beyond the pit. Should you be in difficulty you can #rRecall#n from combat which will take you back to midgaard temple. To return to the pit from the recall room go up and south. Ask other players for advice or help some may even offer to help you gain experience especially if you wish to join their class/clan. Most of all have fun and try not to annoy to many people until you have become fairly powerful. ~ D0 You see the Arena ahead. ~ gate~ 0 -1 3722 S #3722 The South Wall of the Pit~ You are against the south wall of the Pit. Terrible beasts can be seen in almost every direction. A #rRope#n dangles from the ceiling here. ~ 0 8 0 E rope~ To Climb the Rope type #rUp#n ~ E rope~ To Climb the Rope type #rUp#n ~ D0 ~ ~ 0 0 3729 D1 ~ ~ 0 0 3725 D3 ~ ~ 0 0 3723 D4 You see the EXIT. ~ ~ 0 0 3760 S #3723 The South Wall of the Pit~ You are against the south wall of the Pit. Terrible beasts can be seen in almost every direction. A #rRope#n dangles from the ceiling here. ~ 0 8 0 E rope~ To Climb the Rope type #rUp#n ~ E rope~ To Climb the Rope type #rUp#n ~ D0 ~ ~ 0 0 3728 D1 ~ ~ 0 0 3722 D3 ~ ~ 0 0 3724 D4 You see the EXIT. ~ ~ 0 0 3760 S #3724 The South West corner of the Pit~ You are in the South West corner of the Battle pit. All around you Battles rage against the creatures of the pit. On the west wall a #rladder#n offers you a route of escape. ~ 0 8 0 E Ladder~ The giant ladder can be used by typing #rUp#n to escape the pit. ~ D0 ~ ~ 0 0 3727 D1 ~ ~ 0 0 3723 D4 You see the EXIT. ~ ~ 0 0 3760 S #3725 The South Wall of the Pit~ You are against the south wall of the Pit. Terrible beasts can be seen in almost every direction. A #rRope#n dangles from the ceiling here. ~ 0 8 0 E rope~ To Climb the Rope type #rUp#n ~ E rope~ To Climb the Rope type #rUp#n ~ D0 ~ ~ 0 0 3730 D1 ~ ~ 0 0 3726 D3 ~ ~ 0 0 3722 D4 You see the EXIT. ~ ~ 0 0 3760 S #3726 The South East corner of the Pit~ You are in the South East corner of the Battle pit. All around you Battles rage against the creatures of the pit. On the East wall a #rladder#n offers you a route of escape. ~ 0 8 0 E Ladder~ The giant ladder can be used by typing #rUp#n to escape the pit. ~ D0 ~ ~ 0 0 3731 D3 ~ ~ 0 0 3725 D4 You see the EXIT. ~ ~ 0 0 3760 S #3727 The West Wall of the Pit~ You are against the western wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3732 D1 ~ ~ 0 0 3728 D2 ~ ~ 0 0 3724 D4 You see the EXIT. ~ ~ 0 0 3760 S #3728 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3733 D1 ~ ~ 0 0 3729 D2 ~ ~ 0 0 3723 D3 ~ ~ 0 0 3727 D4 You see the EXIT. ~ ~ 0 0 3760 S #3729 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3734 D1 ~ ~ 0 0 3730 D2 ~ ~ 0 0 3722 D3 ~ ~ 0 0 3728 D4 You see the EXIT. ~ ~ 0 0 3760 S #3730 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3735 D1 ~ ~ 0 0 3731 D2 ~ ~ 0 0 3725 D3 ~ ~ 0 0 3729 D4 You see the EXIT. ~ ~ 0 0 3760 S #3731 The East Wall of the Pit~ You are against the eastern wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3736 D2 ~ ~ 0 0 3726 D3 ~ ~ 0 0 3730 D4 You see the EXIT. ~ ~ 0 0 3760 S #3732 The West Wall of the Pit~ You are against the western wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3737 D1 ~ ~ 0 0 3733 D2 ~ ~ 0 0 3727 D4 You see the EXIT. ~ ~ 0 0 3760 S #3733 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3738 D1 ~ ~ 0 0 3734 D2 ~ ~ 0 0 3728 D3 ~ ~ 0 0 3732 D4 You see the EXIT. ~ ~ 0 0 3760 S #3734 The Centre of the Pit~ You are in the dead centre of the Battle Pit a #rLadder#n leads down to the dungeon where even more powerful creatures are trapped. The #rLadder#n continues upward providing exit from the Pit. ~ 0 8 0 E Ladder~ The giant ladder can be used by typing #rDown#n to reach The Dungeon or #rUp#n to escape the pit. ~ D0 ~ ~ 0 0 3739 D1 ~ ~ 0 0 3735 D2 ~ ~ 0 0 3729 D3 ~ ~ 0 0 3733 D4 You see the EXIT. ~ ~ 0 0 3760 D5 You see a dark murky dungeon below. ~ grate~ 0 -1 3748 S #3735 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3740 D1 ~ ~ 0 0 3736 D2 ~ ~ 0 0 3730 D3 ~ ~ 0 0 3734 D4 You see the EXIT. ~ ~ 0 0 3760 S #3736 The East Wall of the Pit~ You are against the eastern wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3741 D2 ~ ~ 0 0 3731 D3 ~ ~ 0 0 3735 D4 You see the EXIT. ~ ~ 0 0 3760 S #3737 The West Wall of the Pit~ You are against the western wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3742 D1 ~ ~ 0 0 3738 D2 ~ ~ 0 0 3732 D4 You see the EXIT. ~ ~ 0 0 3760 S #3738 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 E rope~ To Climb the Rope type #rUp#n ~ D0 ~ ~ 0 0 3743 D1 ~ ~ 0 0 3739 D2 ~ ~ 0 0 3733 D3 ~ ~ 0 0 3737 D4 You see the EXIT. ~ ~ 0 0 3760 S #3739 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3744 D1 ~ ~ 0 0 3740 D2 ~ ~ 0 0 3734 D3 ~ ~ 0 0 3738 D4 You see the EXIT. ~ ~ 0 0 3760 S #3740 The BattlePit~ The Floor is covered with a layer of blood stained sand. Chains and ropes dangle from the ceiling offering a exit from the pit to those who go up. ~ 0 8 0 D0 ~ ~ 0 0 3745 D1 ~ ~ 0 0 3741 D2 ~ ~ 0 0 3735 D3 ~ ~ 0 0 3739 D4 You see the EXIT. ~ ~ 0 0 3760 S #3741 The East Wall of the Pit~ You are against the eastern wall of the pit. Above you various ropes and chains can be reached to offer access to above. ~ 0 8 0 D0 ~ ~ 0 0 3746 D2 ~ ~ 0 0 3736 D3 ~ ~ 0 0 3740 D4 You see the EXIT. ~ ~ 0 0 3760 S #3742 The North West Corner of the Battle Pit~ You are in the north west corner of the pit. To the south and east more carnage can be seen. Escape lies up from here via a #rladder#n. ~ 0 8 0 E ladder~ To climb the ladder type #rup#n ~ D1 ~ ~ 0 0 3743 D2 ~ ~ 0 0 3737 D4 You see the EXIT. ~ ~ 0 0 3760 S #3743 The North Wall of the Pit~ You are against the north wall of the Pit. Terrible beasts can be seen in almost every direction. A #rRope#n dangles from the ceiling here. ~ 0 8 0 E Rope~ To climb the rope type #rUp#n ~ D1 ~ ~ 0 0 3744 D2 ~ ~ 0 0 3738 D3 ~ ~ 0 0 3742 D4 You see the EXIT. ~ ~ 0 0 3760 S #3744 North Wall of the Pit~ You are in the north wall of the battle pit. The walls are splattered with the blood of those that have passed before, beneath your feet you can feel the crunch of bone and the squish of dead flesh. #rRope#n dangles from the ceiling providing a escape for those tired of the bloodletting. ~ 0 8 0 E rope~ To climb the rope type #rup#n. ~ D1 ~ ~ 0 0 3745 D2 ~ ~ 0 0 3739 D3 ~ ~ 0 0 3743 D4 You see the EXIT. ~ ~ 0 0 3760 S #3745 The North Wall of the Pit~ You are against the north wall of the Pit. Terrible beasts can be seen in almost every direction. A #rRope#n dangles from the ceiling here. ~ 0 8 0 E Rope~ To climb the rope type #rUp#n ~ D1 ~ ~ 0 0 3746 D2 ~ ~ 0 0 3740 D3 ~ ~ 0 0 3744 D4 You see the EXIT. ~ ~ 0 0 3760 S #3746 The North East Corner of the Pit~ You are against the north east corner of the Pit. To the south and east battles continue against the beasts. A #rLadder#n is attached to the east wall. ~ 0 8 0 E Ladder~ To climb the Ladder type #rUp#n ~ D2 ~ ~ 0 0 3741 D3 ~ ~ 0 0 3745 D4 You see the EXIT. ~ ~ 0 0 3760 S #3748 The Center of the Dungeon~ You are in the center of a large room. A faint light from above shows that the floors are all covered with slime. A feeling of dread comes over you as you notice that this is NOT a great place to go. Exits go in all directions. Of special note is the one that brings you back up!!! ~ 0 8 0 D0 You see the north wall. ~ ~ 0 0 3750 D1 You see the east wall. ~ ~ 0 0 3753 D2 You see the south wall. ~ ~ 0 0 3755 D3 You see the west wall. ~ ~ 0 0 3752 D4 You see safety! ~ grate~ 0 -1 3734 S #3749 The North West Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D1 You see the north wall. ~ ~ 0 0 3750 D2 You see the south wall. ~ ~ 0 0 3752 S #3750 The North Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 8 0 D1 You see the north east corner. ~ ~ 0 0 3751 D2 You see the center of the dungeon. ~ ~ 0 0 3748 D3 You see the north west corner. ~ ~ 0 0 3749 S #3751 The North East Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D2 You see the east wall. ~ ~ 0 0 3753 D3 You see the north wall. ~ ~ 0 0 3750 S #3752 The West Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D0 You see the north west corner. ~ ~ 0 0 3749 D1 You see the center of the dungeon. ~ ~ 0 0 3748 D2 You see the south west corner. ~ ~ 0 0 3754 S #3753 The East Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D0 You see the north east corner. ~ ~ 0 0 3751 D2 You see the south east corner. ~ ~ 0 0 3756 D3 You see the center of the dungeon. ~ ~ 0 0 3748 S #3754 The South West Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D0 You see the north wall. ~ ~ 0 0 3752 D1 You see the south wall. ~ ~ 0 0 3755 S #3755 The South Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D0 You see the center of the dungeon. ~ ~ 0 0 3748 D1 You see the south east corner. ~ ~ 0 0 3756 D3 You see the south west corner. ~ ~ 0 0 3754 S #3756 The South East Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 0 9 0 D0 You see the east wall. ~ ~ 0 0 3753 D3 You see the south wall. ~ ~ 0 0 3755 S #3757 The start of your quest.~ You are in the First room of the Mud School before you continue please note that any words you see in this area that are highlighted hold additional #cInformation#n. To see this extra information please type 'Look #cKeyword#n' for example now type 'look Information' To the west of here you will find a room explaining how to advance your characters skills. To the east basic information about Class's can be found. ~ 0 0 1 E Information~ Many topics covered also have help files associated with them to view these help files type 'help Topic' for example 'help class' will give you basic information about the classes available here. ~ E informationdesc~ You are in the First room of the Mud School before you continue please note that any words you see in this area that is highlighted hold additional #cInformation#x. To see this extra information please type 'Look #cKeyword#x' for example now type 'look Information' To the west of here you will find a room explaining how to advance your character skills. To the east basic information about Class's can be found. ~ D0 You see the next station of Mud School. ~ ~ 0 0 3701 D1 You see Hatchet's Guild Room. Go there to practice your skills. ~ ~ 0 0 3759 D2 You see the entrance to Mud School. ~ ~ 0 0 3700 D3 You see Furey's Training Room. Go there to train your attributes. ~ ~ 0 0 3758 S #3758 The Library of Skill Enhancement.~ In this room various exercise journals and books detailing every detail in performing difficult tasks lie strewn across the floor. Three books catch your eye as being particularly weighty. The book of #cPractice#n, Ye Olde Book of the #cTrain#n skill and The Newbies guide to #cSkills#n. The main corridor is east of here. ~ 0 0 1 E practice~ #pThe Practice Command#n Basic skills and spells can be learnt by use of the practice command To list what skills you can presently practice type '#rPractice#n'. Once you have decided upon which skill to practice you type '#rPractice #g[skill name]#n' Each skill has a rating on #o0 -100%#n this is your base chance of succeeding in the use of a skill. Skills can often be used simply by typing in the name of the skill followed by a target for example '#rBackstab Fox#n' would attempt to backstab a mobile named fox if one is in the room. Some skills also have other requirements to ensure success for example the backstab skill requires you to be wielding a piercing or stabbing type of weapon. Spells on the other hand require casting and a prerequisite amount of mana stored before you can use them. They are cast using the syntax: #rCast#g 'Spell' #rTarget#n The ' before and after the spell name is important especially if the name of the spell is two words such as cure light. ~ E train~ #pThe Train Command#n The train command is used to enhance the base statistics of your Character. These include Hit points (HP), Mana, Move. Weapon and skill resistances, Primal points (which are used for quests and some class powers when you are a little more advanced) and Legend status (also not important until you are more advanced). Each of these cost experience points with the cost increasing as the number of hp/resistances/primal you have increases. Type #RTrain#n for a list of what you can presently train and for what cost ~ E skills~ #pWeaponskills, Stances and Spell levels#n If you type #rLevel#n or #rExp#n you will receive a list of all the weapon types, stances and spell colours available in the game. Each has a number between #o0 - 200#n next to it. This number represents your present level of experience using that ability. Unlike specific spells or skills you cannot train these skills using experience and can only be advanced by use during play. Help on stances and what they do is available on help stance To ensure you use a stance in every fight it is best to set your autostance straight away by typing. #gAutostance #r[Stance Name]#n ~ D1 You see the room you came from, and the room you should go to. ~ ~ 0 0 3757 S #3759 The Library of the Races.~ Eight pedestals encircle this great room upon each resides a great tome of knowledge. Walking to the first you decipher the ancient script embyossed in brass upon its covers it reads #cDemon#n. To the next you swiftly travel, you notice its cover has been heavily damaged by claws and tooth. The Silver embossed script reads #cWerewolf#n. Crossing the room to the next pedestal you discover the pages of this tome are written in the blood of man or beast, Its cover reads Vampire. Next you discover a tome that glows with its own inner light created b Numerous runes scribed onto its pages. The Leather cover reveals the Name #cWarlock#n. The Fifth Tome puzzles you for it is thin and contains Far less information that the others the cover reads #cNinja#n. The Sixth book is the most unusual of all for it contains no words but Eminates heat in such away to be strangely decipherable as information. You believe the Cover states the word #cDrow#n. Two more tomes are to Visit passing quickly along them both you recognise the words #cHighlander#n And #cMonk#n. In the centre of the room a giant #cBook#n contains general class information. ~ 0 0 1 E book~ #pGeneral Class Information#n To be classed you will need to decide which class you wish to be basic information about the classes is found in the tomes of this room and more can be found on the suggested help files. Once a class is chosen type #rHelp Clan#n this will show you the various clans of each class as well as the clan founder names. Most clans will of posted requirements listing what weaponskill levels, Hit points, mana etc they require for new member to be classed. To discover these requirements type #rHelp #g[founder-name]#n. For example to discover the requirements for Drow House Nearth you must type #rHelp #gDrizzt#n Once you have the requirements try to see the clan head on line or another member of their clan who has the ability to class and ask to be inducted. It is often best to check a class can induct new members before trying to reach their reqs as imbalance in class/clan member numbers occasionally requires some clans having induct commands disabled. ~ E monk~ #pMonks#n Once a peaceful union of people who joined together to aid each other in the quest for enlightenment the monk orders have now gone to war to defend themselves from the attacks of the other races. Using the great martial arts skills they have honed from birth they can prove a difficult challenge for anyone. #Ghelp #rMonk#n for more information ~ E highlander~ #pHighlanders#n Ancient Humans who for unknown reason have gained the power of the immortals. Now forever living they spend their time mastering the arts of war becoming far superior to any other in a multitude in weaponry. #Ghelp #rHighlander#n for more information ~ E drow~ #pDrow#n From early days these Dark Elves have fought to reclaim the lands taken from them by man. Now they have emerged from their underdark homes to take back what was once theirs. Dedicated to the service of the spider queen Lloth these nocturnal marauders strike down all without mercy. #Ghelp #rDrow#n for more information ~ E ninja~ #pNinja#n Silence and swiftness are the powers of these ancient warriors. Few shall see the blade coming from the shadows of the room fewer still shall live to tell others of the terror this blade brought to them. #Ghelp #rNinja#n for more information ~ E warlock~ #pWarlock#n Great is the power of the Magic users, quests pose little difficulty for those adept in the use of sphere magic and should they come into combat they can strike down enemies from afar using their great true magic or close for the kill using the power of the runes. Those caught drained of raw power can prove easier pickings however for those who seek such prized heads. #Ghelp #rMage#n for more information ~ E werewolf~ #pWerewolves#n Shapeshifters for ever bound to the power of great Luna rage against the creatures of darkness bringing destruction to all who come across their path. Not even the mighty Demonlords dare face a wolf during the full moon for as the moon grows the power of the wolf is strong. #Ghelp #rWerewolves#n for more information ~ E demon~ #pDemons#n Demons are creatures of chaos calling on powers inparted into them from their demonlords and wearing mighty armour forged from hellfire itself they are fierce close combat opponants. #Ghelp #rDemon#n for more information ~ D3 You see the room you came from and the room you should go to. ~ ~ 0 0 3757 S #3760 The Sanctuary~ You have escaped the pit and now stand in the sanctuary. This room is NOT Safe from mobile or player attacks so you can't use this place to rest and heal before going up to face the challenges of Midgaard. ~ 0 12 0 E safe~ #pSafe Rooms#n A safe room is a room that has been set to prevent player characters or Mobiles engaging in combat. They should be used as a opportunity to heal in safety. The main safe room of the mud is the Altar in the temple of Midgaard (1 north of where you go when you type #rRecall#n). Safe rooms are also often used for spell botting (The repeated casting of spells to raise magic levels). Please note that Mud rules (#rHelp Rules#n) ban the use of the Temple Safe room for this purpose. ~ D4 You see the Temple of Midgaard. ~ ~ 0 0 3001 S #0 #SPECIALS M 3707 spec_cast_adept Load to: The Prison Guard M 3714 spec_fido Load to: the beast S #RESETS D 0 3700 2 3 M 0 3748 4 3752 E 0 3750 0 4 E 0 3750 0 3 M 0 3748 4 3750 E 0 3753 0 2 E 0 3753 0 1 M 0 3748 4 3755 E 0 3752 0 15 E 0 3752 0 14 M 0 3748 4 3753 E 0 3756 0 7 E 0 3755 0 10 M 0 3721 1 3700 M 0 3700 1 3701 M 0 3701 1 3710 M 0 3702 1 3716 E 0 3705 0 3 E 0 3705 0 4 M 0 3703 1 3715 E 0 3706 0 6 E 0 3711 0 12 M 0 3704 1 3713 E 0 3707 0 7 E 0 3712 0 13 M 0 3705 1 3714 E 0 3708 0 8 E 0 3713 0 14 M 0 3717 1 3718 G 0 3138 0 G 0 3031 0 M 0 3706 1 3720 E 0 3709 0 9 E 0 3710 0 10 E 0 3714 0 17 E 0 3713 0 14 M 0 3709 4 3734 M 0 3710 3 3742 M 0 3711 3 3746 M 0 3712 3 3726 M 0 3713 5 3724 M 0 3714 1 3749 M 0 3715 2 3751 M 0 3716 2 3754 M 0 3707 1 3712 M 0 3720 1 3721 E 0 3718 0 6 M 0 3718 1 3758 M 0 3719 1 3759 S #SHOPS 3717 1 15 17 19 0 100 100 0 23 0 #$