#AREA Forest of Arden~ #AUTHORS Desmond~ #VERSION 3 #RANGES 30 60 0 99 #FLAGS AFLAG_NODEBUG #HELPS 0 ARDEN KOLVIR AMBER~ {128} Amber Region {308} The Amber Region consists of: Forest of Arden and Mount Kolvir I make no claim of originality for these areas. All the ideas come from the Chronicles of Amber novels by Roger Zelazny. Also in the course of creating these areas I have made reference to the Amber Role Playing Game by Erick Wujcik and The Visual Guide to Castle Amber by Zelazny and Neil Randall. Anyone who enjoyed this area, I encourage you to go out and find the books. They are fascinating reading. -- Desmond ~ 0 $~ #MOBILES #10100 hound hellhound~ the huge, fearsome hellhound~ A huge, fearsome hellhound slams into you!~ The hound is a part of Julian's forest defenses. It vaguely resembles a pit- bull, but is the size of a pony. ~ ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT -350 S 30 0 0 30d2+600 3d8+25 0 0 POS_STANDING POS_STANDING SEX_MALE #10101 ranger~ the forest ranger~ A stealthy, forest ranger patrols the forest here.~ The ranger is a scout and soldier in Prince Julian's army. He looks like a formidable opponent. ~ ACT_SCAVENGER AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HIDE|AFF_CLEAR 400 S 35 0 0 30d3+750 1d9+20 10000 0 POS_STANDING POS_STANDING SEX_MALE #10102 ranger~ the forest ranger~ A stealthy, forest ranger is sleeping here.~ The ranger is a scout and soldier in Prince Julian's army. Even in his current state of repose, he still looks like a formidable opponent. ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_CLEAR|AFF_HUNT 400 S 35 0 0 30d3+950 1d9+20 10000 0 POS_SLEEPING POS_SLEEPING SEX_MALE #10103 captain~ the captain of the rangers~ The captain of the rangers is here directing scouting duties.~ The captain of the rangers is an older man but obviously a powerful warrior. He must be the best if Julian put him in charge. ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_PROTECT_EVIL|AFF_HUNT 450 S 45 0 0 30d3+1250 1d9+29 20000 0 POS_STANDING POS_STANDING SEX_MALE #10104 hawk bird shadowhawk~ the shadowhawk~ One of Julian's pet shadowhawks is perched here.~ The shadowhawk is jet-black and has a five-foot wingspan. You take special notice of its wicked talons. Julian can communicate telepathically with all of the shadowhawks. They are his eyes and ears throughout the forest. ~ ACT_SENTINEL|ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_FLYING -20 S 40 0 0 1d400+746 1d40+29 0 0 POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30967 or hasobjnum ($n) == 30968 or hasobjnum ($n) == 30969 if quest (30,1,$n) == 0 mpmset $n quest 30 1 1 mpoload 30914 mpforce $n HELP GUILDTOKEN mpquiet on cast 'giant strength' $n give i30914 $n mpquiet off endif endif ~ | #10105 hound hellhound mama mother~ the terrifying, mama hellhound~ A terrifying, mama hellhound leaps to the defense of her young.~ The hound is a part of Julian's forest defenses. It vaguely resembles a pit- bull, but is the size of a pony. ~ ACT_SENTINEL|ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT -10 S 40 0 0 30d4+900 3d8+30 0 0 POS_STANDING POS_STANDING SEX_FEMALE #10106 hound hellhound baby~ the ugly, baby hellhound~ A ugly, baby hellhound nips at your heels.~ The hound is a future part of Julian's forest defenses. It vaguely resembles a pit-bull.... and is the size of one too! ~ ACT_SENTINEL|ACT_AGGRESSIVE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT -10 S 20 0 0 30d2+250 1d20+13 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL #10107 Julian prince ruler lord~ Julian~ Prince Julian, Lord of the Forest of Arden sits here astride his powerful mount Morgenstern.~ Julian is a tall, dark haired man... although perhaps he is more than a man. He wears white scale armor that looks invulnerable to any attack and his lance points unwaveringly at your throat. You are suddenly very aware of your own mortality. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_PROTECT_EVIL|AFF_HUNT -200 S 50 0 0 50d5+2500 1d4+40 30000 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 90~ if iskiller ($n) say Foul Murderer! Prepare to meet your doom! mpkill $n else say Greetings $n. You appear to be a friend of the Realm. mpoload 10101 mpecho Julian gestures and a key appears in his hand. say I will let you through the gate. unlock gate open gate say Go forth for the glory of Amber! if hasobjnum ($n) == 10101 mpjunk i10101 else give key $n endif endif ~ | #10108 horse morgenstern~ Morgenstern~ A steel grey horse named Morgenstern stands here.~ Morgenstern is the most powerful horse to ever live! He is nine feet tall at the shoulder and his skin is steel grey. He has the speed of a hurricane and the strength of a pile driver. Morgenstern could probably crush you all by himself. ~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_HUNT -800 S 45 0 0 50d3+1600 20d2+20 0 0 POS_STANDING POS_STANDING SEX_MALE #0 #SHOPS 0 #SPECIALS S #OBJECTS #10101 simple key~ a simple key~ A simple looking key has been left here.~ ~ ITEM_TYPE_KEY ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 E simple key~ This key looks way too simple for such a complex lock. ~ #10102 shiny sword blade~ shiny blade~ A shiny blade lies in the dust here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 7 3 WEAPON_SLASH 0 0 0 0 20 38000 36 A APPLY_DEX 1 0 A APPLY_DAMROLL 4 0 #10103 white scale armor~ a suit of white scale armor~ A half-suit of white scale armor lies here. It looks almost indestructible.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_BODY 10 0 0 0 0 0 0 0 75 1000000 45 A APPLY_STR 3 0 A APPLY_HIT 30 0 #10104 white scale arm~ a pair of white scale arm guards~ A pair of white scale arm guards lie here. They look almost indestructible.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 10 0 0 0 0 0 0 0 50 750000 45 A APPLY_DEX 3 0 A APPLY_HIT 30 0 #10105 white scale leg~ a pair of white scale leg guards~ A pair of white scale leg guards lie here. They look almost indestructible.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 10 0 0 0 0 0 0 0 50 750000 45 A APPLY_CON 3 0 A APPLY_HIT 30 0 #10106 ivory lance~ an ivory lance~ An long, ivory lance lies abandoned on the ground. It looks VERY sharp.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_HUM|ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SPEAR 7 3 WEAPON_PIERCE 0 0 0 0 25 500000 44 A APPLY_DAMROLL 5 0 #0 #ROOMS #10100 ~ ~ 0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE S #10101 Forest of Arden~ You have entered the majestic Forest of Arden! One-hundred foot tall trees stand all around you as far as the eye can see. The colors and texture of this beautiful wood somehow seem more vibrant than any place you've ever been in your life. There is little undergrowth that you can see. Just as you begin to relax, the chilling sound of baying hounds fills the air! The forest continues to the east, while the slope below you fades into the shadows. ~ 0 ROOM_NO_MOB SECT_FOREST DDIR_EAST The forest stretches onward.~ ~ 0 -1 10102 S #10102 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10104 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10103 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10105 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10101 S #10103 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10105 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10102 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10106 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10102 S #10104 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10103 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10109 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10102 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10102 S #10105 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10102 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10103 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10106 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10106 S #10106 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10107 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10104 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10105 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10108 S #10107 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10106 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10105 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10104 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10109 S #10108 A Clearing~ There is a man-made clearing in the forest here. To the south, a permanent camp site has been erected. You can re-enter the forest through the east. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_EAST The forest stretches onward.~ ~ 0 -1 10107 DDIR_SOUTH You see Julian's camp.~ ~ 0 -1 10111 S #10109 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10110 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10107 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10105 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10103 S #10110 Arden Road~ You are striding along the road of Arden. It is a wide, well-beaten dirt path that seems well used. It is curious then, that not a soul is to be seen. The road leads east and west. ~ 0 0 SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10122 DDIR_EAST You see the Arden road.~ ~ 0 -1 10118 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10107 DDIR_WEST You see the Arden road.~ ~ 0 -1 10115 S #10111 Center of Camp~ You stand in the middle of a large campground of rangers. Although most forest rangers are solitary people, these men appear to have been welded together by an iron hand. To the east and west are living quarters for the men, while a large pavillion is set to the south. A pennant flying from the top of the pavillion bears the standard of a striking hawk. ~ 0 0 SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10108 DDIR_EAST You see a barracks tent.~ ~ 0 -1 10112 DDIR_SOUTH You see a grand pavillion.~ ~ 0 -1 10114 DDIR_WEST You see a barracks tent.~ ~ 0 -1 10113 S #10112 East Barracks Tent~ The tent is a large, permanent structure that can house up to twenty men. It is littered with gear and equipment. The only exit is back to the west. ~ 0 0 SECT_CITY DDIR_WEST You see the center of the camp.~ ~ 0 -1 10111 S #10113 West Barracks Tent~ The tent is a large, permanent structure that can house up to twenty men. It is littered with gear and equipment. The only exit is back to the east. ~ 0 0 SECT_CITY DDIR_EAST You see the center of the camp.~ ~ 0 -1 10111 S #10114 Julian's Headquarters~ This is the headquarters of Julian, one of the nine Princes of Amber and Lord of the Forest of Arden. There is a table placed in the center of the pavillion where councils of war can be held. On the wall to the north is a huge map of the forest and the surrounding area. The only exit is to the north. There is a note lying on the table. ~ 0 0 SECT_CITY DDIR_NORTH You see the center of the camp.~ ~ 0 -1 10111 E note~ Prince Julian, Be faithful in your defense of the forest. I have received omens of an attack by the forces of chaos. If Arden should fall, even fabled Amber could be destroyed. Duty before all. King Oberon ~ E map~ Map of the region around Amber ------------------------------------------------------------------ | %% & & & & & & & | | 5 | | | %%% & & & & & & & & ^ ^ ^ ^ ^ ^ | \-/ ^ ^ ^ | | %%%% & & & & & & & & ^ ^ ^ -----| #|# ^ ^ ^ | | %%% & & & & & & & & ^ ^ ^ ^ ^ ^ ^ ^ ^ | # # # #|# # # # # | | %%% & & & & & & & & ^ ^ ^ ^ ^ ^ ^ ^ /---|----------4--------- | | %% & & & & & & & & ^ ^ ^ ^ ^ ^ /---/ ^ #|# # # # # #|# # | | %%%-----------------X----------/ ^ ^ ^ 2 ^ ^ # ^ ^ ^ ^ | | | %% & & & & & & & & ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ /-----/ ^ | | %%% & & & 1 & & & & ^ ^ ^ ^ ^ ^ ^ ^ /-------/ ^ ^ ^ ^ | | %% & & & & & & & & ^ ^ ^ ^ ^ ^ ^ | ^ ^ ^ ^ ^ ^ ^ ^ ^ | | % & & & & & & & & & ^ ^ ^ ^ | ^ ^ ^ ^ ^ ^ | | % & & & & & & & & ^ ^ ^ ^ ^ 3 | ^ ^ ^ ^ ^ ^ | | %% & & & & & & & ^ ^ ^ ^ ^ ^ | ^ ^ ^ ^ ^ | | | | & = forest ^ = mountain % = sea | | # = residential - = roads | |----------------------------------------------------------------- KEY: 1 - Forest of Arden, 2 - Mount Kolvir, 3 - Valley of Garnath 4 - City of Amber, 5 - Castle Amber ~ S #10115 Arden Road~ You are striding along the road of Arden. It is a wide, well-beaten dirt path that seems well used. It is curious then, that not a soul is to be seen. The road leads east and west. ~ 0 0 SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10121 DDIR_EAST You see the Arden road.~ ~ 0 -1 10110 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10102 DDIR_WEST You see the Arden road.~ ~ 0 -1 10116 S #10116 Arden Road~ You are striding along the road of Arden. It is a wide, well-beaten dirt path that seems well used. It is curious then, that not a soul is to be seen. The road leads east and west. ~ 0 0 SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10123 DDIR_EAST You see the Arden road.~ ~ 0 -1 10115 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10103 DDIR_WEST You see a sandy beach.~ ~ 0 -1 10117 S #10117 Sandy Beach~ The road appears to end at an empty beach. Although the beach is beautiful and the sea is a sparkling colbalt color, for some reason you don't think the road was built for sunbathers. The only exit appears to be back to the east. ~ 0 0 SECT_FIELD DDIR_EAST You see the Arden road.~ ~ 0 -1 10116 DDIR_WEST ~ ~ 0 -1 17889 S #10118 Arden Road~ You are striding along the road of Arden. It is a wide, well-beaten dirt path that seems well used. It is curious then, that not a soul is to be seen. The road leads east and west. ~ 0 0 SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10123 DDIR_EAST You see the Arden road.~ ~ 0 -1 10119 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10103 DDIR_WEST You see the Arden road.~ ~ 0 -1 10110 S #10119 Arden Road~ You are striding along the road of Arden. It is a wide, well-beaten dirt path that seems well used. It is curious then, that not a soul is to be seen. The road leads east and west. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10121 DDIR_EAST You see a road block ahead.~ ~ 0 -1 10120 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10105 DDIR_WEST You see the Arden road.~ ~ 0 -1 10118 S #10120 Road Block~ Permanent looking stone barricades block off both sides of the road here. A gate bars you from continuing along the road. You had better hope that you actually belong here. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 17442 DDIR_EAST You see Mount Kolvir far in the distance.~ gate~ EX_ISDOOR 10101 10125 DDIR_WEST You see the Arden road.~ ~ 0 -1 10119 S #10121 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10122 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10122 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10115 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10124 S #10122 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10123 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10123 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10124 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10121 S #10123 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10121 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10122 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10118 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10122 S #10124 Lost in the Forest~ The lack of undergrowth and distinguishing landmarks is hampering your ability to find a path. Every tree looks exactly the same and the sky is hidden by the leafy boughs. The forest stretches on in every direction. ~ 0 ROOM_MAZE SECT_FOREST DDIR_NORTH The forest stretches onward.~ ~ 0 -1 10121 DDIR_EAST The forest stretches onward.~ ~ 0 -1 10126 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10123 S #10125 Road to Amber~ Now that you have successfully negotiated past the road block you find yourself upon the road to Amber. The road runs toward Mount Kolvir, which is currently far in the distance. Blue glowing runes begin along the sides of the road and appear to be warding off danger. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_EAST ~ ~ 0 -1 10301 DDIR_WEST You see the blockade.~ gate~ EX_ISDOOR 10101 10120 S #10126 Lost in the Forest~ This area of the forest does seem different from the rest. To the south you can continue to search through the forest. More intriguing though is a small cave mouth that opens up to the east. ~ 0 ROOM_NO_MOB|ROOM_MAZE SECT_FOREST DDIR_EAST You see a small cave.~ ~ 0 -1 10127 DDIR_SOUTH The forest stretches onward.~ ~ 0 -1 10121 S #10127 Lair~ Maybe you shouldn't have investigated this place after all. It appears to be the lair of some very smelly animals. You can beat a hasty retreat to the west or continue farther into the cave to the south. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_FIELD DDIR_SOUTH You can't see a thing!~ ~ 0 -1 10128 DDIR_WEST The forest stretches onward.~ ~ 0 -1 10126 S #10128 Hellhound Lair~ Now you know you should have gotten out. This appears to be a breeding ground for those nasty hellhounds! You can leave through the north. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_FIELD DDIR_NORTH You can't see a thing!~ ~ 0 -1 10127 S #0 #RESETS M 10101 100 10102 E 10102 20 WEAR_WIELD M 10101 100 10102 E 10102 20 WEAR_WIELD M 10100 100 10103 M 10100 100 10104 M 10100 100 10105 M 10100 100 10107 M 10101 100 10108 E 10102 20 WEAR_WIELD M 10101 100 10109 E 10102 20 WEAR_WIELD M 10100 100 10110 M 10101 100 10111 E 10102 20 WEAR_WIELD M 10101 100 10111 E 10102 20 WEAR_WIELD M 10103 100 10111 E 10102 20 WEAR_WIELD M 10101 100 10112 E 10102 20 WEAR_WIELD M 10102 100 10112 E 10102 20 WEAR_WIELD M 10102 100 10112 E 10102 20 WEAR_WIELD M 10102 100 10112 E 10102 20 WEAR_WIELD M 10101 100 10113 E 10102 20 WEAR_WIELD M 10102 100 10113 E 10102 20 WEAR_WIELD M 10102 100 10113 E 10102 20 WEAR_WIELD M 10102 100 10113 E 10102 20 WEAR_WIELD M 10101 100 10114 E 10102 20 WEAR_WIELD M 10104 100 10114 M 10100 100 10116 M 10100 100 10119 M 10107 100 10120 E 10103 1 WEAR_BODY E 10104 1 WEAR_ARMS E 10105 1 WEAR_LEGS E 10106 1 WEAR_WIELD G 10101 2 0 M 10108 100 10120 M 10100 100 10121 M 10101 100 10124 E 10102 20 WEAR_WIELD M 10101 100 10124 E 10102 20 WEAR_WIELD M 10100 100 10127 M 10105 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 M 10106 100 10128 S #$ XXXXXXXXXX #Savearea