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SIGN and BOOK With a Special Message

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This is a list of SIGN and BOOK with a special message.

  • /brest/shops/buildshop
    • sign (5,23):
      Welcome to Acme. Inc construction shop!
      You will find here everything you need to build your own customized home, sweet home.
      Make sure to read our documentation on how to build nice maps.
      
    • Removing items (5,22):
      To remove built items, you need a 'generic destroyer'.
      Simply apply it, and fire in the desired direction. It will remove the first built item from the location.
      Warning: a destroyer will remove items starting from the lowest order on the spot. Basically, this means the first removed item will be a pedestal (underground), then items on floor.
      Note that the destroyer will not remove walls or floors.
      
    • Building gates and buttons/pedestals (5,21):
      Some items, like gates, require buttons, pedestals, ..., something to be opened and closed.
      To build a gate with its associated button:
      * put a marking rune at the spot where you wish to build the door. The text can be whatever you want, make sure to remember it.
      * build the gate on this spot
      * put a marking rune at the spot where you with to put the button. Use the same text as for the door.
      * build the button
      Your button will now activate the gate when you apply it.
      Note that you can link together as many gates, buttons, pedestals, as you want.
      As long as you use the same text on the marking rune, they will all work together.
      To build gates activated by other buttons, just use another text.
      Normally all gates with a single marking rune text are either all up or all down at a given time, however if you want one open while another is closed, make use of inverted gates.
      Also, it is possible to make buttons, levers, and pedestals underneath gates, however it requires things to be made in a specific order.
      * make 2 marking runes on the square that you want to build the button and gate on
      * build the gate first
      * then build the button underneath it
      This is useful for making a gate avoid crushing people underneath it. Also, you can use this same technique with inverted gates in order to make a square that pushes objects placed on it off of it.
      
    • Building floor and walls (5,20):
      Building enables you to put walls and floors where you want.
      Building a floor lets you remove walls. This is the only way to remove them.
      You can change an existing floor by building another on top. Same goes for walls.
      All created floors are magic, and will preserve items you put on them.
      You can add a window in some walls. To remove the window, build a new wall.
      
    • Basic building instructions (4,23):
      To build your own home, you can use different items:
      * generic builder: this tool lets you build anything. You need one to build.
      * generic destroyer: this tool lets you destroy a built item. This will remove any built item, except floors and walls.
      * materials: you need those to build items. For instance, a 'Wood floor material' enables you to build a woodfloor.
      To build an item:
      * apply the builder
      * mark the material of the item you want to build
      * fire the builder in the desired direction
      Of course, the material is used when you build, so you need to buy quite a few.
      
    • Building other items (4,22):
      All items not requiring any special handling are built simply by marking the appropriate material and firing the builder.
      Note that, to avoid any issue, those items can not be picked up.
      Note also that you can build an item on another.
      
    • Building restrictions (4,21):
      To build on a spot, all items on this spot must be 'buildable'.
      Buildable items will display 'this is a buildable item' when examined.
      There are several exceptions though. In all cases you can build on marking runes as they are used for making gates and buttons work together. Also you can build signs and talking books on of books and or scrolls, because they are needed for specifying the message. Also, buttons, levers and pedestals can be built underneath gates. Don't worry, you should have some clear messages on why you can't build.
      
    • Signs and talking books (4,20):
      When making signs and talking (or listening) books, you need to place a book or scroll with the text you want on the square you're building on just like a marking rune.
      With the talking/listening books, they will take the name and picture of the book used to create them as well.
      For the talking and listening books, you also need to connect them with a marking rune just like gates buttons and levers, which in the case of the talking books, makes the book say it's message when activated, and in the case of listening books, it causes saying the phrase that the book looks for to act like pulling a lever.
      For the listening books, the message must be in this format:
      @match blah
      Click.
      Which will make it activate when somebody within two squares says "blah", and will additionally say "Click." upon activation.
      
  • /pup_land/rainbow/Lv4/alter2
    • note (8,6):
      The Great Thief -M.F.-
      
    • note (8,6):
      *******
      D******
      -STATU
      
  • /scorn/taverns/apartments
    • magic_mouth (24,14):
      Suite #
      
    • magic_mouth (20,14):
      Apartment #1
      
    • magic_mouth (16,14):
      Apartment #1
      
    • README (12,10):
      With this map you can buy keys to the various rooms, in which you can store stuff.
      The stuff you drop off will stick around indefinitely (will not be reset with map resets).  This gives a place to permanently store stuff.
      
    • magic_mouth (7,11):
      Apartment #4
      
    • magic_mouth (6,11):
      Apartment #1
      
    • magic_mouth (2,11):
      Apartment #3
      
    • magic_mouth (1,11):
      Apartment #2
      
  • /scorn/misc/battle_arena/arena
    • First Aid Station (33,3):
      First Aid Station
      
    • First Aid Station (31,1):
      First Aid Station
      
    • sign (23,38):
      Use these handles to add obstacles of your choice to the arena.  You have to agree with your opponent on the selection of obstacles.
      
    • info (19,41):
      Place your winning-bets on the red squares each.  When you're both satisfied, pull the levers and step on the teleporters.
      
    • magic_mouth (17,29):
      A cheering crowd is waiting for you upstairs... You are the hero of the day!
      
    • info (15,41):
      Place your winning-bets on the red squares each.  When you're both satisfied, pull the levers and step on the teleporters.
      
    • sign (11,38):
      Use these handles to add obstacles of your choice to the arena.  You have to agree with your opponent on the selection of obstacles.
      
    • 11 (4,43):
      Ladieees aaand Gentelmeeen!! The Gladiators are ready for Cooombaaat!
      
    • 15 (4,36):
      THERE CAN ONLY BE ONE!!!
      
    • Snacks & Drinks (3,33):
      Snacks & Drinks
      
    • Snacks & Drinks (1,31):
      Snacks & Drinks
      
  • /scorn/misc/battle_arena/entrance
    • About the Arena (18,21):
      The Arena is a place where friends can fight each other without facing actual death penalties. Two players and 100 platinum are needed to enter; just go to the registration office to the north.
      
    • How it Works (18,20):
      Before combat, both players are given the opportunity to set certain conditions, such as obstacles, for the match. They can also decide to place winning bets. Peaceful mode is automatically ignored. This means that you can attack your opponents by simply running into them. The one who is victorious will gain all of the treasure. This is not required. The winner also receives one finger of the defeated foe as a trophy for victory. Neither combatant will earn experience.
      
    • Safety (18,19):
      The Arena Director takes safety very seriously. Because of this, the Arena is a very safe place. The loser will find himself in the first-aid station, with no loss of experience or stats. Moreoever, inside the arena, draining attacks don't take effect and acid doesn't harm equipment, so there is NOTHING to be afraid of.
      
    • Information Booth (14,21):
      Here you'll find everything you need to know about the arena.
      
    • Souvenirs (14,15):
      Buy souvenirs!
      
    • Scorn Battle Arena (11,21):
      Welcome to the famous Scorn Battle Arena! If you don't know how it works, visit the information booth to the right.
      
    • Gladiator's Registry Office (11,10):
      Ever wanted to battle your friends without having to fear death? - Then step ahead. (If the spikes are closed the ARENA is already occupied.)
      
    • sign (11,6):
      All payments are final. No refunds.
      -=-=-=-=-=-=-=-=-=-
      Items placed up for betting are forfeit if one or both players quit the arena before a final decision (kill) is made.  Items will be sold to defray the cost of refunding the spectator fees.
      
    • Tickets (8,15):
      Two ways of entering the terraces of the area: Pay 50 plat to the guards each time, or buy a permanent ticket once!
      
    • 4 (0,20):
      The eastern gate is set in motion...
      
    • 2 (0,17):
      The western gate is set in motion...
      
  • /azumauindo/misc/entrance1
    • sign (5,5):
      Retrieve for us the Kabuto of Geisya and you, with a friend, can enter the lands of the Shogunate.
      
  • /pup_land/rainbow/Lv7/back
    • sign (5,9):
      Say 'back' to go back.
      
  • /pup_land/nurnberg/bank
    • sign (21,5):
      Teller
      
  • /pup_land/lone_town/bank
    • Accounts (9,16):
      Please use the next available teller.
      
    • ATM (2,18):
      Note.  A service charge of 1% is placed on deposits and withdrawals.
      
  • /scorn/shops/bank
    • magic_mouth (13,14):
      Welcome to Skud's Currency Exchange.  Please form a single file line.  Have a nice day.
      
    • Deposit Box (13,12):
      Note: There is a 1% service charge on all deposits.
      
    • magic_mouth (12,14):
      Welcome to Skud's Currency Exchange.  Please form a single file line.  Have a nice day.
      
    • magic_mouth (11,14):
      Welcome to Skud's Currency Exchange.  Please form a single file line.  Have a nice day.
      
  • /darcap/darcap/shops/bank_darcap
    • ATM (19,3):
      Note.  There is a service charge of 1% placed on deposits and withdrawls.
      
  • /santo_dominion/shops/bank_santodominion
    • ATM (19,9):
      Note.  There is a service charge of 1% placed on deposits and withdrawls.
      
  • /pup_land/rainbow/bed_room
    • picture book (7,1):
      This is a picture book for children.
      
  • /scorn/misc/beginners
    • Type an A to read (15,28):
      This is the beginning of a guided tour into Crossfire.  To fight monsters you run directly at them.  The sooner you kill them off the better.  Try standing on top of the handle at your right and press the 'A'-key.  The gate will then open and a monster will try to attack you.  Run directly toward it to knock it down.  Remember to put on your armour... Good luck!
      
    • Type an A to read (15,25):
      You survived. That is promising ;->  As mentioned it is better the sooner you kill off the beasts.  That way they do not get so much time to hurt you.  To go really fast you can hold down the Control-key to run in a direction.  Try opening the gate at your right and run in by holding down the control-key and just pressing the direction key _once_.
      
    • Read by typing an A (15,22):
      Practice to run with the Control-key down once more.  Speed is very important in this game.  Another thing that you should know is that to fight many beasts at once can be dangerous.  You may be badly injured before you manage to kill them all off.  Well, go practice now!
      
    • A A A A A .... (15,19):
      It is time to get to know some other monsters.  Monsters generate from monster generators and you should try to destroy the generators as early as possible, to limit the number of monsters being produced.  So, open the gate at your right and destroy the face-shaped generator right away.  Do not waste time reading this ;-)
      
    • sign (15,16):
      Not all monsters have generators and not all monsters need a generator to reproduce.  Sometimes you get a reward for winning a hard battle.  By the way: Chests are opened by pressing the key 'A' while standing on top of them or by pressing 'a' if you have it in your inventory.  The middle mouse button can also be used.  Try it out.
      
    • sign (15,13):
      All doors are not the same.  Some need keys and some need strange button mechanisms :)  If you don't have a key, you can try to hack the door to pieces.  Beware of standing on a gate when it starts to go up.
      
    • sign (15,9):
      Now you are on your own until the next sign.
      
    • sign (15,2):
      Did you find anything?
      
    • sign (14,8):
      Now let us see how well you do in _real_ combat.
      Good luck!
      
    • sign (14,4):
      Spell training area.  To cast a spell e.g. small fireball type: 'cast small fire
      When you have done this you will notice that the Range line changes to: "spell (small fireball)"
      You now do the same as you do when you fire arrows.  Hold down the SHIFT-key and press a direction key.  But beware. Spells can and often do hurt you...
      
    • sign (14,1):
      Here you can test your shooting weapons or spells if you possess any.  If you have readied a bow and have some arrows handy, you can fire by holding the SHIFT-key down while pressing a direction.  Your arrows fly for ever if they do not hit anything.  Make sure you pick up your arrows. Arrows easily burn ... You apply a bow by clicking on it with the middle mouse button.
      
    • sign (9,4):
      Go get the wand, apply it, open the gate, fire at the monsters and RUN! CAREFUL: YOU MAY HURT YOURSELF ...
      
  • /scorn/misc/beginners2_entry
    • sign (10,6):
      One Potion of Shielding and one Potion of Heroism
      
    • sign (4,6):
      One Potion of Healing and one Minor Potion of Life
      
  • /scorn/misc/beginners_entry
    • sign (10,6):
      One Potion of Minor Life
      
    • sign (4,6):
      One Potion of Healing
      
  • /pup_land/rainbow/Lv2/b_m2
    • gravestone of BlackMind (6,7):
      Sticky..
      
  • /pup_land/rainbow/Lv2/holes
    • note (10,9):
      Go to hell!
      
  • /brest/apartments/brest_town_house
    • Brest Town House Owner Guide (8,26):
      Welcome to your new town house located in beautiful downtown Brest.  Brest Realty hopes you will have a long and happy residency in our town.
      -=-
      Note that many areas of your new home are buildable.  Some materials may not fit with the existing walls and floors in your town house so choose your building materials wisely.  You may find the town house completely usable as is and feel no need to add-on with building materials.  However, the ability to modify your town home is available should you desire it.
      
    • magic_mouth (6,31):
      Please drop 5000 diamonds here to purchase a town house.  Thank you.
      
  • /brest/brest.trademarket
    • Brest Trademarket (8,15):
      Welcome to the Brest Trademarket.
      ...
      Here 2 players may place their tradable goods in the trade zones.
      ...
      Then both players can turn their levers to complete the trade.
      ...
      Note: put only on object on each teleporter please.
      
    • Trader 1 (6,13):
      Trader
      
  • /pup_land/nurnberg/castle
    • magic_mouth (12,1):
      You hear voices from the other side of the wall:
      "voice A: Have you found the path to Eureca's treasure rooms yet?
       voice B: Not yet.. I'm sorry. There must be a well-hidden passage somewhere.  But sooner or later we'll find it.
       voice A: Tell your team of losers and idiots they shall HURRY UP!! I need Eureca's treasure, so that I can conquer the whole of Pup Land!
       voice C: ...And what about Eureca?
       voice A: Do I look like Eureca's babysitter?! He is gone, so this country needs a new king... Pup Land needs ME! Bua hua ha ha!
      
  • /scorn/temples/valkyrie
    • magic_mouth (8,16):
      May the Deathbringer bless you, faithful warrior!
      
    • magic_mouth (8,2):
      Choose your path.  When your mission is complete, return to this point and wait a few seconds.
      
  • /scorn/houses/chess_club
    • sign (22,5):
      Please don't take away the chess-figures! They're worthless anyways.
      
    • Chess Club (16,3):
      Welcome to the Scorn Chess Club!
      
  • /navar_city/temples/valkyrie
    • magic_mouth (12,9):
      Testament of your faith awaits you down the stairs.  Prove your worth to Valkyrie!
      
    • magic_mouth (3,20):
      Crossed swords prevents you from going down this stairwell.
      
  • /mlab/citydeclouds/citydeclouds2I
    • CDC Esquire Seal (44,27):
      This seal proves the rank of Esquire of the CityDeClouds in all the realm that the city controls.
      
    • sign (42,36):
      Line to speak to High Magistrate starts here.
      
    • sign (28,3):
      Rezoned
      A monster or something should live here.
      
    • IPO (6,10):
      Stairs to Post Office
      
  • /mlab/citydeclouds/citydeclouds2F
    • Notice (16,44):
      Notice: Outside of City beware of dragons.
      
  • /mlab/citydeclouds/citydeclouds2A
    • Area Dragon Port Pass (11,2):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • common passwords (10,2):
      chain
      argon
      
    • Notice (2,27):
      Notice: Outside of City beware of dragons.
      
  • /mlab/citydeclouds/citydeclouds2G
    • Cloud Yield Private Apartments (4,46):
      Cloud Yield Private Apartments
      
  • /mlab/citydeclouds/citydeclouds2H
    • Cheap Apartments (7,48):
      Cheap apartments upstairs.
      
    • sign (2,28):
      CityDeClouds Plazaview Resort Casino
      
  • /mlab/citydeclouds/citydeclouds2E
    • CDC Cloud Real Estate INC. Upstairs (46,37):
      CDC Cloud Real Estate INC. Upstairs
      
    • sign (41,20):
      Property Rezoned
      Future home of a monster.
      
    • sign (37,23):
      Property Rezoned
      Future home of a monster.
      
    • CityDeClouds Spire (27,31):
      CityDeClouds Spire
      The place of first cloud formation.
      
    • Greg's Pawn (13,47):
      Pawn shop
      
  • /mlab/citydeclouds/citydeclouds2C
    • CDC Area Travels LTD. (48,23):
      CDC Area Travels LTD.
      Vacation Planning Firm
      
    • Mist Inn (47,10):
      Mist Inn is Open
      Cheap Rates
      
    • The Joys of Travel (39,27):
      Travel can help your sanity stay intact.  Getting away from the dull monotony of daily trade is a must for any successful merchant.  To have good business one must have sound mind and travel can help in that aspect of the trade.
      
    • Area Dragon Port Pass (37,46):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (37,43):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (37,40):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (35,45):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (35,42):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (35,39):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (33,46):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (33,43):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
    • Area Dragon Port Pass (33,40):
      He who holds this card is admitted passage by way of air from the east area dragon port outside of the CityDeClouds.
      
  • /mlab/citydeclouds/citydeclouds2B
    • Locksmith (49,34):
      Locksmith
      
    • common passwords (49,31):
      sesame
      chain
      argon
      
    • John's Specialty Store (39,35):
      CLOSED BY ORDER OF THE CITY COUNCIL
      
    • magic_mouth (16,48):
      HALT! What is thy name?
      
  • /mlab/citydeclouds/cdccotgf1
    • sign (115,45):
      Esquire Lounge
      
    • sign (113,44):
      Esquire Lounge:
      All tiles are unique unless otherwise noted. This area is a place where those with the rank of Esquire may come and replenish themselves.
      
    • CDC Lieutenant of Arms Seal (39,79):
      This seal proves the rank of Lieutenant of Arms of the CityDeClouds in all the realm that the city controls.
      
    • overstock (23,57):
      overstock
      
  • /mlab/citydeclouds/cdccotgf2
    • magic_mouth (101,43):
      203
      
    • magic_mouth (97,43):
      202
      
    • magic_mouth (92,41):
      201
      
    • sign (42,51):
      The Boss
      
    • sign (37,51):
      The Assistants
      
  • /mlab/citydeclouds/cdcapart2
    • Washroom (15,10):
      Washroom
      (Free for tenants)
      
  • /mlab/citydeclouds/bank/bank2
    • Partnership Accounts (9,19):
      Partnership Accounts
      The First World Bank has partnered with the Bank of Skud to bring you fast transaction account access anywhere in the world.
      
  • /mlab/citydeclouds/bank/bank5
    • Bullion Exchange Rate Compendium (9,7):
      *************************
      ----Printed For The------
      ----First World Bank-----
      --of the CityDeClouds----
      *************************
      --Bullion ExchangeRate---
      -----------Plat.Coin-ImpN
      S.Gold.Nug:_____0.2x-____
      L.Gold.Nug:_____2.xx-____
      Gold.Bar..:___200.xx-___1
      Gold.Block:_20000.xx-_100
      Plat.Bar..:__1000.xx-___5
      Silver.Bar:____20.xx-____
      *************************
      *************************
      Std Bullion Weights------
      -----------Kilograms-----
      S.Gold.Nug:___0.xx20_____
      L.Gold.Nug:___0.x180_____
      Gold.Bar..:__10.xxxx_____
      Gold.Block:1000.xxxx_____
      Plat.Bar..:__10.xxxx_____
      Silver.Bar:__10.xxxx_____
      *************************
      *************************
      Std Bullion Purity_______
      -----------%%%%%---karats
      S.Gold.Nug:50.xx___12k***
      L.Gold.Nug:82.xx___19k***
      Gold.Bar..:99.99___24k***
      Gold.Block:99.99___24k***
      Plat.Bar..:99.95___24k***
      Silver.Bar:99.99___24k***
      *************************
      
  • /mlab/citydeclouds/bank/bank1
    • First World Bank (8,22):
      Welcome to the CityDeClouds branch of the international First World Bank.  Accounts and safety deposit keys are downstairs.  Currency Exchange is on the current floor.  The Diamond Exchange is on the 3rd level and the deposit rooms are on the 4th level.  The First World Band is the largest currency and bullion exchange in the world, partnered with many smaller banks to give you access to your accounts anywhere in the world.
      
  • /mlab/citydeclouds/IPO_citydeclouds
    • magic_mouth (37,11):
      103
      
    • magic_mouth (33,11):
      102
      
    • magic_mouth (28,9):
      101
      
    • Manual (20,17):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ...
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill.  You can get both at the office, ask Colette for help.
      ...
      Get a preaddressed mailscroll, mark it and write on it with:
      use_skill inscription 
      ...
      You can write multiple lines, when done drop the scroll in the mailbox and it will be send.
      
    • Prospectus (19,17):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages.  Want to get more? We have a wide range of products and services to offer to anyone.  Pirate? Try  our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You.
      
    • CityDeClouds Message Board (12,18):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
  • /mlab/citydeclouds/bank/vaulta1
    • Notice (33,59):
      At the entrance to the vault is a circular marble area.  Parts of the white marble are marked as 1, 2, 3, 4, 5, and 6.  These correspond to the first number on your combo-cards (ie: the 1 in 1:4). The fruit here correspond to the second number of your combo-cards (ie: the 4 in 1:4).  If you had a combo card that said 1:4 you would place a clover on the marble tile that said 1.  You do this for each of the combinations on your combo-cards.  Once all is entered the vault will open if it was done in the correct sequence (tile 1 then 2 then 3...).  Don't loose your combo-cards.  Don't enter the combo too fast.  To lock the vault once you're done enter an incorrect digit on one of the number floors, the vault will lockdown.
      
    • 8 Rep (30,62):
      8 Rep
      
    • 7 Rep (29,62):
      7 Rep
      
    • 6 Rep (28,62):
      6 Rep
      
    • 5 Rep (27,62):
      5 Rep
      
    • 4 Rep (26,62):
      4 Rep
      
    • 3 Rep (25,62):
      3 Rep
      
    • 2 Rep (24,62):
      2 Rep
      
    • 1 Rep (23,62):
      1 Rep
      
    • card (11,15):
      6:5
      
    • card (11,14):
      6:4
      
    • card (11,13):
      6:3
      
    • card (11,11):
      3:5
      
    • card (11,10):
      3:4
      
    • card (11,9):
      3:3
      
    • card (10,15):
      6:6
      
    • card (10,13):
      6:2
      
    • card (10,11):
      3:6
      
    • card (10,9):
      3:2
      
    • card (9,15):
      6:7
      
    • card (9,14):
      6:8
      
    • card (9,13):
      6:1
      
    • card (9,11):
      3:7
      
    • card (9,10):
      3:8
      
    • card (9,9):
      3:1
      
    • card (7,15):
      5:5
      
    • card (7,14):
      5:4
      
    • card (7,13):
      5:3
      
    • card (7,11):
      2:5
      
    • card (7,10):
      2:4
      
    • card (7,9):
      2:3
      
    • card (6,15):
      5:6
      
    • card (6,13):
      5:2
      
    • card (6,11):
      2:6
      
    • card (6,9):
      2:2
      
    • card (5,15):
      5:7
      
    • card (5,14):
      5:8
      
    • card (5,13):
      5:1
      
    • card (5,11):
      2:7
      
    • card (5,10):
      2:8
      
    • card (5,9):
      2:1
      
    • card (3,15):
      4:5
      
    • card (3,14):
      4:4
      
    • card (3,13):
      4:3
      
    • card (3,11):
      1:5
      
    • card (3,10):
      1:4
      
    • card (3,9):
      1:3
      
    • card (2,15):
      4:6
      
    • card (2,13):
      4:2
      
    • card (2,11):
      1:6
      
    • card (2,9):
      1:2
      
    • card (1,15):
      4:7
      
    • card (1,14):
      4:8
      
    • card (1,13):
      4:1
      
    • card (1,11):
      1:7
      
    • card (1,10):
      1:8
      
    • card (1,9):
      1:1
      
  • /mlab/citydeclouds/bank/vaultb2
    • Notice (33,59):
      At the entrance to the vault is a circular marble area.  Parts of the white marble are marked as 1, 2, 3, 4, 5, and 6.  These correspond to the first number on your combo-cards (ie: the 1 in 1:4).  The fruit here correspond to the second number of your combo-cards (ie: the 4 in 1:4).  If you had a combo card that said 1:4 you would place a clover on the marble tile that said 1.  You do this for each of the combinations on your combo-cards.  Once all is entered the vault will open if it was done in the correct sequence (tile 1 then 2 then 3...).  Don't loose your combo-cards.  Don't enter the combo too fast.  To lock the vault once you're done enter an incorrect digit on one of the number floors, the vault will lockdown.
      
    • 8 Rep (30,62):
      8 Rep
      
    • 7 Rep (29,62):
      7 Rep
      
    • 6 Rep (28,62):
      6 Rep
      
    • 5 Rep (27,62):
      5 Rep
      
    • 4 Rep (26,62):
      4 Rep
      
    • 3 Rep (25,62):
      3 Rep
      
    • 2 Rep (24,62):
      2 Rep
      
    • 1 Rep (23,62):
      1 Rep
      
    • card (11,15):
      6:5
      
    • card (11,14):
      6:4
      
    • card (11,13):
      6:3
      
    • card (11,11):
      3:5
      
    • card (11,10):
      3:4
      
    • card (11,9):
      3:3
      
    • card (10,15):
      6:6
      
    • card (10,13):
      6:2
      
    • card (10,11):
      3:6
      
    • card (10,9):
      3:2
      
    • card (9,15):
      6:7
      
    • card (9,14):
      6:8
      
    • card (9,13):
      6:1
      
    • card (9,11):
      3:7
      
    • card (9,10):
      3:8
      
    • card (9,9):
      3:1
      
    • card (7,15):
      5:5
      
    • card (7,14):
      5:4
      
    • card (7,13):
      5:3
      
    • card (7,11):
      2:5
      
    • card (7,10):
      2:4
      
    • card (7,9):
      2:3
      
    • card (6,15):
      5:6
      
    • card (6,13):
      5:2
      
    • card (6,11):
      2:6
      
    • card (6,9):
      2:2
      
    • card (5,15):
      5:7
      
    • card (5,14):
      5:8
      
    • card (5,13):
      5:1
      
    • card (5,11):
      2:7
      
    • card (5,10):
      2:8
      
    • card (5,9):
      2:1
      
    • card (3,15):
      4:5
      
    • card (3,14):
      4:4
      
    • card (3,13):
      4:3
      
    • card (3,11):
      1:5
      
    • card (3,10):
      1:4
      
    • card (3,9):
      1:3
      
    • card (2,15):
      4:6
      
    • card (2,13):
      4:2
      
    • card (2,11):
      1:6
      
    • card (2,9):
      1:2
      
    • card (1,15):
      4:7
      
    • card (1,14):
      4:8
      
    • card (1,13):
      4:1
      
    • card (1,11):
      1:7
      
    • card (1,10):
      1:8
      
    • card (1,9):
      1:1
      
  • /mlab/citydeclouds/bank/vaultc3
    • Notice (33,59):
      At the entrance to the vault is a circular marble area.  Parts of the white marble are marked as 1, 2, 3, 4, 5, and 6.  These correspond to the first number on your combo-cards (ie: the 1 in 1:4).  The fruit here correspond to the second number of your combo-cards (ie: the 4 in 1:4).  If you had a combo card that said 1:4 you would place a clover on the marble tile that said 1.  You do this for each of the combinations on your combo-cards.  Once all is entered the vault will open if it was done in the correct sequence (tile 1 then 2 then 3...).  Don't loose your combo-cards.  Don't enter the combo too fast.  To lock the vault once you're done enter an incorrect digit on one of the number floors, the vault will lockdown.
      
    • 8 Rep (30,62):
      8 Rep
      
    • 7 Rep (29,62):
      7 Rep
      
    • 6 Rep (28,62):
      6 Rep
      
    • 5 Rep (27,62):
      5 Rep
      
    • 4 Rep (26,62):
      4 Rep
      
    • 3 Rep (25,62):
      3 Rep
      
    • 2 Rep (24,62):
      2 Rep
      
    • 1 Rep (23,62):
      1 Rep
      
    • card (11,15):
      6:5
      
    • card (11,14):
      6:4
      
    • card (11,13):
      6:3
      
    • card (11,11):
      3:5
      
    • card (11,10):
      3:4
      
    • card (11,9):
      3:3
      
    • card (10,15):
      6:6
      
    • card (10,13):
      6:2
      
    • card (10,11):
      3:6
      
    • card (10,9):
      3:2
      
    • card (9,15):
      6:7
      
    • card (9,14):
      6:8
      
    • card (9,13):
      6:1
      
    • card (9,11):
      3:7
      
    • card (9,10):
      3:8
      
    • card (9,9):
      3:1
      
    • card (7,15):
      5:5
      
    • card (7,14):
      5:4
      
    • card (7,13):
      5:3
      
    • card (7,11):
      2:5
      
    • card (7,10):
      2:4
      
    • card (7,9):
      2:3
      
    • card (6,15):
      5:6
      
    • card (6,13):
      5:2
      
    • card (6,11):
      2:6
      
    • card (6,9):
      2:2
      
    • card (5,15):
      5:7
      
    • card (5,14):
      5:8
      
    • card (5,13):
      5:1
      
    • card (5,11):
      2:7
      
    • card (5,10):
      2:8
      
    • card (5,9):
      2:1
      
    • card (3,15):
      4:5
      
    • card (3,14):
      4:4
      
    • card (3,13):
      4:3
      
    • card (3,11):
      1:5
      
    • card (3,10):
      1:4
      
    • card (3,9):
      1:3
      
    • card (2,15):
      4:6
      
    • card (2,13):
      4:2
      
    • card (2,11):
      1:6
      
    • card (2,9):
      1:2
      
    • card (1,15):
      4:7
      
    • card (1,14):
      4:8
      
    • card (1,13):
      4:1
      
    • card (1,11):
      1:7
      
    • card (1,10):
      1:8
      
    • card (1,9):
      1:1
      
  • /mlab/citydeclouds/bank/vaultd4
    • Notice (33,59):
      At the entrance to the vault is a circular marble area.  Parts of the white marble are marked as 1, 2, 3, 4, 5, and 6.  These correspond to the first number on your combo-cards (ie: the 1 in 1:4).  The fruit here correspond to the second number of your combo-cards (ie: the 4 in 1:4).  If you had a combo card that said 1:4 you would place a clover on the marble tile that said 1.  You do this for each of the combinations on your combo-cards.  Once all is entered the vault will open if it was done in the correct sequence (tile 1 then 2 then 3...).  Don't loose your combo-cards.  Don't enter the combo too fast.  To lock the vault once you're done enter an incorrect digit on one of the number floors, the vault will lockdown.
      
    • 8 Rep (30,62):
      8 Rep
      
    • 7 Rep (29,62):
      7 Rep
      
    • 6 Rep (28,62):
      6 Rep
      
    • 5 Rep (27,62):
      5 Rep
      
    • 4 Rep (26,62):
      4 Rep
      
    • 3 Rep (25,62):
      3 Rep
      
    • 2 Rep (24,62):
      2 Rep
      
    • 1 Rep (23,62):
      1 Rep
      
    • card (11,15):
      6:5
      
    • card (11,14):
      6:4
      
    • card (11,13):
      6:3
      
    • card (11,11):
      3:5
      
    • card (11,10):
      3:4
      
    • card (11,9):
      3:3
      
    • card (10,15):
      6:6
      
    • card (10,13):
      6:2
      
    • card (10,11):
      3:6
      
    • card (10,9):
      3:2
      
    • card (9,15):
      6:7
      
    • card (9,14):
      6:8
      
    • card (9,13):
      6:1
      
    • card (9,11):
      3:7
      
    • card (9,10):
      3:8
      
    • card (9,9):
      3:1
      
    • card (7,15):
      5:5
      
    • card (7,14):
      5:4
      
    • card (7,13):
      5:3
      
    • card (7,11):
      2:5
      
    • card (7,10):
      2:4
      
    • card (7,9):
      2:3
      
    • card (6,15):
      5:6
      
    • card (6,13):
      5:2
      
    • card (6,11):
      2:6
      
    • card (6,9):
      2:2
      
    • card (5,15):
      5:7
      
    • card (5,14):
      5:8
      
    • card (5,13):
      5:1
      
    • card (5,11):
      2:7
      
    • card (5,10):
      2:8
      
    • card (5,9):
      2:1
      
    • card (3,15):
      4:5
      
    • card (3,14):
      4:4
      
    • card (3,13):
      4:3
      
    • card (3,11):
      1:5
      
    • card (3,10):
      1:4
      
    • card (3,9):
      1:3
      
    • card (2,15):
      4:6
      
    • card (2,13):
      4:2
      
    • card (2,11):
      1:6
      
    • card (2,9):
      1:2
      
    • card (1,15):
      4:7
      
    • card (1,14):
      4:8
      
    • card (1,13):
      4:1
      
    • card (1,11):
      1:7
      
    • card (1,10):
      1:8
      
    • card (1,9):
      1:1
      
  • /mlab/citydeclouds/bank/vaulte5
    • Notice (33,59):
      At the entrance to the vault is a circular marble area.  Parts of the white marble are marked as 1, 2, 3, 4, 5, and 6.  These correspond to the first number on your combo-cards (ie: the 1 in 1:4).  The fruit here correspond to the second number of your combo-cards (ie: the 4 in 1:4).  If you had a combo card that said 1:4 you would place a clover on the marble tile that said 1.  You do this for each of the combinations on your combo-cards.  Once all is entered the vault will open if it was done in the correct sequence (tile 1 then 2 then 3...).  Don't loose your combo-cards.  Don't enter the combo too fast.  To lock the vault once you're done enter an incorrect digit on one of the number floors, the vault will lockdown.
      
    • 8 Rep (30,62):
      8 Rep
      
    • 7 Rep (29,62):
      7 Rep
      
    • 6 Rep (28,62):
      6 Rep
      
    • 5 Rep (27,62):
      5 Rep
      
    • 4 Rep (26,62):
      4 Rep
      
    • 3 Rep (25,62):
      3 Rep
      
    • 2 Rep (24,62):
      2 Rep
      
    • 1 Rep (23,62):
      1 Rep
      
    • card (11,15):
      6:5
      
    • card (11,14):
      6:4
      
    • card (11,13):
      6:3
      
    • card (11,11):
      3:5
      
    • card (11,10):
      3:4
      
    • card (11,9):
      3:3
      
    • card (10,15):
      6:6
      
    • card (10,13):
      6:2
      
    • card (10,11):
      3:6
      
    • card (10,9):
      3:2
      
    • card (9,15):
      6:7
      
    • card (9,14):
      6:8
      
    • card (9,13):
      6:1
      
    • card (9,11):
      3:7
      
    • card (9,10):
      3:8
      
    • card (9,9):
      3:1
      
    • card (7,15):
      5:5
      
    • card (7,14):
      5:4
      
    • card (7,13):
      5:3
      
    • card (7,11):
      2:5
      
    • card (7,10):
      2:4
      
    • card (7,9):
      2:3
      
    • card (6,15):
      5:6
      
    • card (6,13):
      5:2
      
    • card (6,11):
      2:6
      
    • card (6,9):
      2:2
      
    • card (5,15):
      5:7
      
    • card (5,14):
      5:8
      
    • card (5,13):
      5:1
      
    • card (5,11):
      2:7
      
    • card (5,10):
      2:8
      
    • card (5,9):
      2:1
      
    • card (3,15):
      4:5
      
    • card (3,14):
      4:4
      
    • card (3,13):
      4:3
      
    • card (3,11):
      1:5
      
    • card (3,10):
      1:4
      
    • card (3,9):
      1:3
      
    • card (2,15):
      4:6
      
    • card (2,13):
      4:2
      
    • card (2,11):
      1:6
      
    • card (2,9):
      1:2
      
    • card (1,15):
      4:7
      
    • card (1,14):
      4:8
      
    • card (1,13):
      4:1
      
    • card (1,11):
      1:7
      
    • card (1,10):
      1:8
      
    • card (1,9):
      1:1
      
  • /mlab/citydeclouds/cloudworlddecity
    • Lot 5 (114,43):
      Lot 5
      
    • Lot 2 (111,108):
      Lot 2
      
    • Lot 3 (106,99):
      Lot 3
      
    • Lot 4 (106,43):
      Lot 4
      
    • Lot 1 (103,108):
      Lot 1
      
    • sign (63,106):
      -Welcome to the City De Clouds-
      The city was created upon the whim of a great wizard thought to be long gone who built a tall tower to the clouds and infused upon them an air of magik so thus they could support a wondrous city.
      
    • sign (60,109):
      Area Dragon Dock
      <--< East
      
    • magic_mouth (48,110):
      An Area Dragon Port Pass can be acquired at CDC Area Travels LTD. in the CityDeClouds.
      
    • magic_mouth (47,48):
      A statue of a great wizard stands before you.  The wizard is holding a staff and is wearing a amulet of some sort...
      
  • /darcap/darcap/quest
    • magic_mouth (17,2):
      Congratulations - Hope you're not too wet... Ask in the magic shop for clues about the next stage.
      p.s. Pull the handle before you exit.
      
    • sign (7,7):
      To claim those rewards, you need to complete four quests:
      - Air
      - Fire
      - Earth
      - Water
      Good luck!
      
    • magic_mouth (5,1):
      You have been magically transported somewhere vaguely familiar ...
      
  • /pup_land/rainbow/Lv5/cross
    • note (12,11):
      1.C
      
    • note (11,4):
      3.RE
      
    • note (5,12):
      4.CT
      
    • note (4,5):
      2.OR
      
  • /dragonisland/damarishouse1
    • letter (12,3):
      Dear Damaris,
      I hope you will enjoy the clock.
      
    • sign (9,13):
      This is a private house.  Please don't take anything away.
      
  • /navar_city/houses/dancinglessons
    • Belly Dancing in Progress (11,10):
      Madam Stomata is taking this lesson.
      
  • /darcap/darcap/circus/chess
    • Chess (5,6):
      20 gold to play the royal game!
      
  • /darcap/darcap/circus/double
    • Double or Nothing (5,14):
      Drop 20 gp to enter
      Double your gold with each kill
      
  • /darcap/darcap/circus/ghost
    • Ghost Train - Danger (3,14):
      Beware some of the exhibits have
      escaped!
      
  • /darcap/darcap/circus/roller1
    • magic_mouth (2,3):
      Kiddies must be at least as tall Bert
      or Ernie to go on rollercoaster.
      
    • magic_mouth (2,2):
      Kiddies must be at least as tall Bert
      or Ernie to go on rollercoaster.
      
    • Rollercoaster (1,1):
      Drop 20 gold coins to go on Rollercoaster.
      
  • /darcap/darcap/circus/shooting
    • Shooting Gallery - 20 GP (14,6):
      Shoot the chickens....
      
  • /darcap/darcap/circus/wurfbude
    • magic_mouth (11,25):
      Please visit us again.
      
    • magic_mouth (11,23):
      Welcome to Rumzap's Throwing Gallery.
      
    • magic_mouth (11,20):
      Pets have to stay outside.
      
    • Tips (9,9):
      1. Try 'throw taped socks' or 'ready_skill throwing'
      2. Do some test throws against the wall.
      3. Pick up the socks one by one.
      (otherwise you might throw more then one at once)
      4. Lock all other stuff in your inventory.
      (or you might throw away unexpected things)
      
    • dontsteal (2,19):
      No one is allowed to enter or leave the throwing gallery with the game pieces!
      
    • demilich hit (1,7):
      Congratulations, the demilich is our hardest target.
      
    • zombie hit (1,6):
      O.K. ,zombie has been hit.
      
    • vampire hit (0,7):
      Good. You smashed the vampire.
      
    • linecrossing (0,6):
      Don't step beyond the line!
      
  • /darcap/raffle/raffle1
    • instruction (9,13):
      You can draw the raffle here!!
       1. Go to Dungeon No.1 (downstairs) and retrieve the raffle ticket.
       2. Go upstairs and pull lever 1 on the 2nd floor.
       2. Come back here, pull lever 2 right in front of you.
       3. Then pull lever 3.
       4. At last pull lever 2 again.
      
    • Dungeon No.1 (4,17):
      The raffle dungeon for beginners (~lvl 3-10).
      
  • /dungeons/dark-cave/dwarven_camp
    • magic_mouth (6,3):
      A handful of dwarves sit 'round the campfire.  The eldest greets you. "Welcome to our camp!  I am afraid we have not much to offer you.  We are refugees from the mining town of Grondell and our stores are low, but we will share what we can."
      
    • magic_mouth (5,5):
      Hail, good fellow!  You bring news?  Ah, but that is good to hear!  Please, take this letter to the mine town south of here.  Find the last band of dwarves, hidden deep in the tombs, and deliver your message!
      
  • /scorn/misc/dragon_guild
    • sign (11,14):
      Welcome to the Dragon Guild! All dragons are permitted to enter. Other creatures may enter only in company of a dragon.
      
    • flesh guide for wyverns (10,7):
      Delicious meals for wyverns:
      skull's tongue (mjam!)
      wyvern/dragon steaks
      
    • flesh guide for wyrms (10,6):
      Delicious meals for wyrms:
      beholder's tongue
      demon's head
      elemental residues
      wyvern's steak
      
    • flesh guide for hatchlings (10,5):
      Delicious meals for hatchlings:
      zombie's corpse
      ogre's parts
      para elemental residues
      ghost's ectoplasm
      scorpion's stinger
      
  • /navar_city/mlab/dream
    • magic_mouth (9,3):
      You awake.
      
    • magic_mouth (9,2):
      You awake.
      
    • magic_mouth (9,1):
      You awake.
      
    • magic_mouth (8,3):
      You awake.
      
    • magic_mouth (8,2):
      You fall into a deep sleep.
      
    • magic_mouth (8,1):
      You awake.
      
    • magic_mouth (7,3):
      You awake.
      
    • magic_mouth (7,2):
      You awake.
      
    • magic_mouth (7,1):
      You awake.
      
    • magic_mouth (3,3):
      You awake.
      
    • magic_mouth (3,2):
      You awake.
      
    • magic_mouth (3,1):
      You awake.
      
    • magic_mouth (2,3):
      You awake.
      
    • magic_mouth (2,2):
      You fall into a deep sleep.
      
    • magic_mouth (2,1):
      You awake.
      
    • magic_mouth (1,3):
      You awake.
      
    • magic_mouth (1,2):
      You awake.
      
    • magic_mouth (1,1):
      You awake.
      
  • /lake_country/ebony/masterlev
    • sign (22,21):
      You need a Thunderfist to trade for this item.  These pair of bracers have the power to turn the wearer semi-ethereal and protect it from physical attacks.  However it weakens the wearer both mentally and physically.
      
    • sign (22,20):
      You need 30,000 diamonds to trade for this item.  Think of a way to transport the diamonds here.  The ring turns the wearer into a super-hero with incredible fighting power.
      
    • sign (22,19):
      You need a fragment of chaos to trade for it.  The Gauntlets are an ingenious artifact that were made from the lost knowledge of the element of electricity.  It tunes the wearer in every aspect to the element.  However it has some undesirable effects, as the most powerful artifacts usually do.
      
  • /pup_land/rainbow/entrance1
    • magic_mouth (10,4):
      Say the holy word to enter.
      
  • /pup_land/rainbow/Lv5/e-hall
    • sign (8,7):
      Place a crown on an altar to enter.
      
  • /scorn/shops/coffeeshop
    • magic_mouth (9,10):
      A wonderful smell wafts through the air.
      
  • /sisters/shrine0
    • magic_mouth (19,8):
      You see here a mural of several priests gathered near a rune covered wall.
      
    • magic_mouth (17,13):
      Sacrilege! Your kind is not tolerated here! The Snake god becomes very angry! Snakes pour from the pits!
      
    • magic_mouth (17,7):
      You see here a rune covered wall.
      
    • magic_mouth (16,8):
      You see here a mural of a figure walking along a ribbon of black into the open maw of a large snake being.
      
  • /whalingoutpost/houses/fisherhousesouth
    • sign (5,8):
      Note: Gone fishing, be back when the tide comes in.
      
  • /darcap/darcap/circus/fz_boatracing
    • magic_mouth (7,10):
      Racer 4 has finished!
      
    • magic_mouth (7,9):
      Racer 3 has finished!
      
    • magic_mouth (7,7):
      Racer 2 has finished!
      
    • magic_mouth (7,6):
      Racer 1 has finished!
      
    • Boat Racing Explanation (3,8):
      The objective of this game is to be the first one to the finish line.  To play, have every racer position themself at the starting gate and then someone say 'start'.  This causes the gate to open.  After it opens, go to the right towards the finish line as fast as you can, but watch out for the jagged rocks and randomly generated 'strange water' which slows you down.  In order to tell who won, look at the order of the 'Racer x has finished!' and see who was first.
      
  • /darcap/darcap/circus/fz_boulderball
    • Boulderball Explanation (44,11):
      To play boulderball, form two teams (a team can be 1-4 players) and have one team gather on one group of pentagrams, and the other team on the other, then say 'start' to be teleported in.  The goal of this game is to push the Boulderball into the opposing team's goal (reference the signs by the starting boxes for location information).  The game is won at 1 point, so upon a team scoring a goal, both teams are teleported out, and the winning team is declared.  (Warning: no tiles anywhere on this map are arena tiles, meaning that any kills anywhere on this map will be a PK with the usual penalties, so please do not do that.)  (Note: do not worry about accidentally pushing the boulder against a wall rendering it stuck--the wall lining denies boulders.  Also, players cannot stand inside the goal, to prevent them from just sitting right in there to block it.)  (Note: the teams start in a line in between the ball and their goal to prevent one team from just drilling the Boulderball into the opponent's goal right off the start.)
      
    • Team 2 Starting Box (39,14):
      This is the Team 2 starting box.  If you are Team 2, your opponents' goal is on the right side of the court.
      
    • Team 1 Starting Box (39,8):
      This is the Team 1 starting box.  If you are Team 1, your opponents' goal is on the left side of the court.
      
    • magic_mouth (21,11):
      Team 2 wins!!!
      
    • magic_mouth (21,11):
      Team 1 wins!!!
      
  • /darcap/darcap/circus/fz_dlobby
    • Deathmatch Explanation (6,5):
      This is the Deathmatch lobby.  Deathmatch is similar to arena dueling, except it is really laid back.  It is not restricted to 2 people at once... any number of people can play.  Also, it is open, meaning anyone can enter and leave whenever they want.  There are no trophies for killing either, since it is so unofficial and laid back.  Also, the fighting areas are much larger than the traditional arena, and offer varying circumstances to fight under.
      
  • /darcap/darcap/circus/fz_d1
    • sign (59,30):
      There are multiple entrances to the Deathmatch area, but only one exit (near the center).  This is to help fight against entrance/exit camping/popping in and out while casting.  Also note that the entrances are laid out in this room similar to how they are in the Deathmatch area, location wise.
      
  • /darcap/darcap/circus/fz_lobby
    • Single Player (47,11):
      Single Player
      Please purchase your Fun Zone Pass downstairs
      
    • Multiplayer (16,11):
      Multiplayer
      Please purchase your Fun Zone Pass downstairs.
      
  • /darcap/darcap/circus/fz_olobby
    • Obstacle Course Explanation (3,5):
      This is the obstacle course lobby.  Each obstacle course here is a 1-player course, filled with dangerous traps and obstacles meant to stop you from making it to the end.  To enter an obstacle course, stand on the teleporter and say 'start'.
      
  • /darcap/darcap/circus/fz_sr1
    • magic_mouth (41,34):
      Racer #2 has finished!!!
      
    • magic_mouth (41,33):
      Racer #1 has finished!!!
      
    • Sphere Racing Explanation (38,27):
      To play Sphere Racing, have 1 player enter Sphere 1, and another player enter Sphere 2, then maneuver both spheres to their respective starting positions (Sphere 1 on left, Sphere 2 on right).  A few moments after that is achieved, the starting gate will open.  The objective is to race the other person to the finish line.  When a player passes over the finish line, it will be declared to all on this map that he has finished.  In order to tell who won, see which player's message came first in the message box.  Also note that there are randomly generated obstacles to hinder you and to prevent scripts from being effective.
      
  • /darcap/darcap/circus/fz_srlobby
    • Racing Explanation (6,5):
      Racing is pretty self-explanatory, multiple people race each other to the finish.
      
  • /darcap/darcap/circus/fz_sumowrestling
    • Sumo Wrestling Explanation (24,8):
      To play Sumo Wrestling, have one player stand on one pentagram, and another player on the other, and then wait a few moments.  Once that is achieved, both players will be teleported into the wrestling area. The goal of this game is to push your opponent outside of the wrestling area (onto the 'battleground' tiles) which will cause them to lose, and die (there is no death penalty though).  The remaining player will be teleported out upon victory. (WARNING: the only way this map can work is to have *only* the fatal/out-of-boundary area as arena tiles, that means if you use magic or go hostile and end up killing someone in the wrestling area or outside the safety fence, it will be a PK with the usual penalty, so please do not do that.
      
  • /azumauindo/minatomachi/stores/diamondex1
    • Partnership Accounts (11,7):
      Partnership Accounts
      The First World Bank has partnered with the Bank of Skud to bring you fast transaction account access anywhere in the world.
      
    • First World Bank Diamond Exchange (9,14):
      Welcome the Minatomachi branch of the First World Bank Diamond Exchange.  Here First World Bank 2000 Diamond Notes can be redeemed or purchased.  Also accounts are accessable through our Bank of Skud affiliate accountant.
      
  • /navar_city/temples/gaea
    • magic_mouth (20,5):
      Beware, not all of Gaea's children are friendly.
      
  • /scorn/taverns/goths
    • sign (33,21):
      POKER ROOM --
      
    • magic_mouth (11,31):
      Cloak Room
      
    • magic_mouth (10,21):
      You see some graffiti on the wall.  It says: The Gate Password is "Chain."
      
    • sign (8,3):
      Presenting the Lucky Lady Slots - Courtesy of Casino Infernal
      Pull the handle and try your luck.
      Please visit our Casino in Navar!
      
  • /pup_land/rainbow/Lv7/grave
    • gravestone (8,1):
      FireTail
      
    • gravestone (6,1):
      BlueSonic
      
    • magic_mouth (5,10):
      Offer the heads of seven angels.
      
    • gravestone (4,1):
      Rain
      
    • gravestone (2,1):
      EarthGate
      
  • /brest/black_shield/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /brest/black_shield/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /brest/black_shield/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /brest/black_shield/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /brest/black_shield/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /brest/black_shield/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /brest/black_shield/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /brest/black_shield/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /brest/black_shield/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /brest/black_shield/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /brest/black_shield/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /brest/black_shield/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /brest/black_shield/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /brest/black_shield/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /wolfsburg/guilds/damned_heretics/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /wolfsburg/guilds/damned_heretics/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /wolfsburg/guilds/damned_heretics/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /wolfsburg/guilds/damned_heretics/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /wolfsburg/guilds/damned_heretics/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /wolfsburg/guilds/damned_heretics/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /wolfsburg/guilds/damned_heretics/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /wolfsburg/guilds/damned_heretics/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /wolfsburg/guilds/damned_heretics/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /wolfsburg/guilds/damned_heretics/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /wolfsburg/guilds/damned_heretics/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /wolfsburg/guilds/damned_heretics/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /wolfsburg/guilds/damned_heretics/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /wolfsburg/guilds/damned_heretics/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /navar_city/dreaming_sage/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /navar_city/dreaming_sage/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /navar_city/dreaming_sage/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /navar_city/dreaming_sage/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /navar_city/dreaming_sage/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /navar_city/dreaming_sage/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /navar_city/dreaming_sage/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /navar_city/dreaming_sage/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /navar_city/dreaming_sage/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /navar_city/dreaming_sage/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /navar_city/dreaming_sage/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /navar_city/dreaming_sage/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /navar_city/dreaming_sage/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /navar_city/dreaming_sage/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /santo_dominion/guilds/drunken_barbarian/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /santo_dominion/guilds/drunken_barbarian/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /santo_dominion/guilds/drunken_barbarian/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /santo_dominion/guilds/drunken_barbarian/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /santo_dominion/guilds/drunken_barbarian/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /santo_dominion/guilds/drunken_barbarian/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /santo_dominion/guilds/drunken_barbarian/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /santo_dominion/guilds/drunken_barbarian/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /santo_dominion/guilds/drunken_barbarian/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /santo_dominion/guilds/drunken_barbarian/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /santo_dominion/guilds/drunken_barbarian/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /santo_dominion/guilds/drunken_barbarian/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /santo_dominion/guilds/drunken_barbarian/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /santo_dominion/guilds/drunken_barbarian/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /euthville/green_goblin/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /euthville/green_goblin/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /euthville/green_goblin/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /euthville/green_goblin/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /euthville/green_goblin/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /euthville/green_goblin/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /euthville/green_goblin/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /euthville/green_goblin/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /euthville/green_goblin/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /euthville/green_goblin/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /euthville/green_goblin/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /euthville/green_goblin/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /euthville/green_goblin/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /euthville/green_goblin/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /azumauindo/minatomachi/ketsueki_itsuryuu/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /pup_land/guilds/laughing_skull/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /pup_land/guilds/laughing_skull/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /pup_land/guilds/laughing_skull/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /pup_land/guilds/laughing_skull/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /pup_land/guilds/laughing_skull/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /pup_land/guilds/laughing_skull/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /pup_land/guilds/laughing_skull/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/laughing_skull/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/laughing_skull/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/laughing_skull/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /pup_land/guilds/laughing_skull/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/laughing_skull/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/laughing_skull/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /pup_land/guilds/laughing_skull/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /pup_land/lone_town/guild_law
    • sign (22,7):
      Keep pushing the button.  And proceed with *caution*...
      
    • scroll (22,5):
      Say "unusual" to the reception guy.
      
    • 3 (21,1):
      The Regular Army recruiter says:
      Excellent. You've been accepted as a member of the Regular Army. Here is your passport. Talk to the guildmaster for further instructions.
      
    • sign (2,11):
      Cave of Ordeal
      (at least level 15 required)
      
  • /pup_land/nurnberg/guild
    • 3 - elec (23,2):
      Well done, you made it through the Tower of Electricity! Speak to the guildmaster now.
      
    • 2 - water (23,2):
      Well done, you made it through the Tower of Water! Speak to the guildmaster now.
      
    • 1 - fire (23,2):
      Well done, you made it through the Tower of Fire! Speak to the guildmaster now.
      
    • magic_mouth (20,4):
      There is a crack in the wall.
      
    • sign (18,3):
      Pet Room of the Guild Master. Don't enter!
      
    • sign (8,19):
      Information Center of the Regular Army
      
  • /scorn/guilds/mailed_fist/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /scorn/guilds/mailed_fist/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /scorn/guilds/mailed_fist/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /scorn/guilds/mailed_fist/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /scorn/guilds/mailed_fist/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /scorn/guilds/mailed_fist/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /scorn/guilds/mailed_fist/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /scorn/guilds/mailed_fist/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /scorn/guilds/mailed_fist/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /scorn/guilds/mailed_fist/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /scorn/guilds/mailed_fist/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /scorn/guilds/mailed_fist/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /scorn/guilds/mailed_fist/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /scorn/guilds/mailed_fist/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /lake_country/Butakis/mockers/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /lake_country/Butakis/mockers/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /lake_country/Butakis/mockers/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /lake_country/Butakis/mockers/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /lake_country/Butakis/mockers/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /lake_country/Butakis/mockers/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /lake_country/Butakis/mockers/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /lake_country/Butakis/mockers/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /lake_country/Butakis/mockers/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /lake_country/Butakis/mockers/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /lake_country/Butakis/mockers/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /lake_country/Butakis/mockers/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /lake_country/Butakis/mockers/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /lake_country/Butakis/mockers/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /azumauindo/suno-yamatoshi/nenshou_youso/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /darcap/darcap/guilds/poisoned_dagger/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /darcap/darcap/guilds/poisoned_dagger/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /darcap/darcap/guilds/poisoned_dagger/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /darcap/darcap/guilds/poisoned_dagger/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /darcap/darcap/guilds/poisoned_dagger/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /darcap/darcap/guilds/poisoned_dagger/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /darcap/darcap/guilds/poisoned_dagger/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/poisoned_dagger/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/poisoned_dagger/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/poisoned_dagger/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /darcap/darcap/guilds/poisoned_dagger/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/poisoned_dagger/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/poisoned_dagger/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /darcap/darcap/guilds/poisoned_dagger/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /pup_land/guilds/purple_butterfly/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /pup_land/guilds/purple_butterfly/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /pup_land/guilds/purple_butterfly/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /pup_land/guilds/purple_butterfly/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /pup_land/guilds/purple_butterfly/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /pup_land/guilds/purple_butterfly/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /pup_land/guilds/purple_butterfly/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/purple_butterfly/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/purple_butterfly/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/purple_butterfly/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /pup_land/guilds/purple_butterfly/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/purple_butterfly/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /pup_land/guilds/purple_butterfly/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /pup_land/guilds/purple_butterfly/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /darcap/darcap/guilds/smoking_cauldron/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /darcap/darcap/guilds/smoking_cauldron/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /darcap/darcap/guilds/smoking_cauldron/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /darcap/darcap/guilds/smoking_cauldron/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /darcap/darcap/guilds/smoking_cauldron/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /darcap/darcap/guilds/smoking_cauldron/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /darcap/darcap/guilds/smoking_cauldron/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/smoking_cauldron/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/smoking_cauldron/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/smoking_cauldron/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /darcap/darcap/guilds/smoking_cauldron/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/smoking_cauldron/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /darcap/darcap/guilds/smoking_cauldron/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /darcap/darcap/guilds/smoking_cauldron/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /azumauindo/zaseki_dzuki_ryoku/basement
    • rest area (7,10):
      Notice.
      Items left on the floor of the sleeping area will be periodically cleaned by guild staff.
      
  • /azumauindo/zaseki_dzuki_ryoku/guild_alchemy
    • magic_mouth (4,7):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/zaseki_dzuki_ryoku/guild_hq
    • Glowing Crystal Token (26,16):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,10):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Glowing Crystal Token (26,7):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (25,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (24,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (24,16):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,13):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,10):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Jeweler Token (24,7):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • magic_mouth (23,0):
      The Oracle points at you and curses.  Your brain is on fire!  The Oracle zaps a wand.  The bolt hits you.  You feel a wrenching sensation.  Something is wrong!
      
    • Thaumaturgy Token (22,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Tannery Token (22,14):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,11):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,8):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Tannery Token (22,5):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Toolshed Token (21,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Thaumaturgy Token (19,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (18,20):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Jeweler Token (18,15):
      The holder of this card is allowed free access into and out of the Jeweler's Workshop.
      
    • Glowing Crystal Token (18,13):
      The holder of this card is allowed free access into and out of the Crystal Room.
      
    • Thaumaturgy Token (18,11):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Garden Token (18,9):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (18,7):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Toolshed Token (18,5):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Tannery Token (18,3):
      The holder of this card is allowed free access into and out of the Tannery.
      
    • Kennel Token (18,1):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (17,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Thaumaturgy Token (16,26):
      The holder of this card is allowed free access into and out of the Thaumaturgy Room.
      
    • Toolshed Token (15,21):
      The holder of this card is allowed free access into and out of the Tool Shed.
      
    • Garden Token (14,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Attention (14,1):
      Our vending machines are old, give them time to process your money.
      
    • sign (13,15):
      To trophy room
      
    • Garden Token (11,24):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (11,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (11,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Garden Token (8,25):
      The holder of this card is allowed free access into and out of the Garden.
      
    • Alchemy Token (8,22):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (8,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • GuildMaster Message Board (8,1):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Alchemy Token (5,24):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (5,20):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • Alchemy Token (2,25):
      The holder of this card is allowed free access into and out of the Alchemy Room.
      
    • Kennel Token (2,21):
      The holder of this card is allowed free access into and out of the Kennel.
      
    • sign (2,15):
      Hall of Joining
      
  • /azumauindo/zaseki_dzuki_ryoku/guild_jeweler
    • magic_mouth (3,4):
      Be sure to pick up after yourself, otherwise the cleaning staff will.
      
  • /azumauindo/zaseki_dzuki_ryoku/guild_thaum
    • magic_mouth (6,3):
      Be sure to leave no items behind; the cleaning staff is very, very thorough.
      
  • /azumauindo/zaseki_dzuki_ryoku/guild_toolshed
    • magic_mouth (14,6):
      Did you clean up after yourself? If not, the cleaning staff will.
      
  • /azumauindo/zaseki_dzuki_ryoku/guildman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/zaseki_dzuki_ryoku/guildmaster_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/zaseki_dzuki_ryoku/journeyman_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/zaseki_dzuki_ryoku/mainfloor
    • How to buy a Guild (32,22):
      Three people are required to purchase a guild house.
      To purchase your guild house, you will need 100 amberium coins for the altar.
      Two must stand on the pedestals in the first two alcoves and the third must take the payment into the third alcove.
      When the third person has entered the third alcove the gates will be raised on the first two.
      When the payment is made all three people shall be made GuildMasters and the way will be open to enter the guildhouse.
      Remember, owning a guild is a very big responsibility.
      If you are not ready for the time and effort involved perhaps you should look into joining an existing guild instead.
      
    • Guild Message Board (31,7):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
    • Altar (30,28):
      Three characters are required to purchase a guild house.
      To purchase your guild house, you will need 100 amber for the altar.
      After the fee is paid three characters must stand on the pedestals in the small rooms.
      
    • magic_mouth (15,25):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Posted: No Tresspassing (14,26):
      Violators will be jailed, if they live that long.
      In all seriousness, permanant character damage can result from trying to break into the guild.
      
    • Owners Guide (12,14):
      Welcome to your new Guild House!
      A few things to note, bugs should be reported to alestan@meflin.com.
      In the upper left corner, there are two levers, the left one pays out fees and dues, fees are dropped onto the floor and dues go straight into your inventory.  The one on the right sets what happens if a non member tries to enter.  In the left position, they are held in a prison and must wait for the guild master, get a DM to help, or step into chaos long enough to word of recall out.  In the right position, it simply throws them out of the entry portal.  The work rooms are not player unique maps, so multiple people can enter the same work room.  The maps also do not reset, there is a small fee for using the maps, that the guild masters collect, use the funds from it to replace broken equipment.  To control who has access to the rooms, in the basement there are tokens, one of each kind is free, further ones must be purchased at ten gold apiece.  Once in a while the mechanism malfunctions and eats your money, just like a real vending machine, if this happens, sorry, just put more in and it should work.  You may buy four additional tokens per map reset, if you buy a fifth, it will refund your money and tell you it is sold out, putting more money in is simply eaten by the machine.  Questions or comments, please send them to alestan@meflin.com
      New in this update:  Security system for the guild.  It's not perfect yet, but it catches most people trying to sneak into the guild.  Guild Storage room, the old storage hall is set up, thanks to Chad, to be a sorting/staging room.  It is not secure, so it is suggested that valuable items are not left unattended in it.  Also, if the gates are up in front of the stairs and you jump down one of the holes, a guildmaster will have to come rescue you because there is no way out.  New guild storage area is added under the guild.  The entrance is through the basement to the north.  This one splits up whose allowed to enter by guild rank.  Play around with it, most of the bugs should have been fixed already.
      Known bugs:  Some areas may be accessible by dimension door that should not be accessible.  Some of the floor in the storage rooms beneath the guild hall may not be buildable.  Those are the major ones.
      P.S.  This latest version now includes a security system.  Anyone caught on the mainfloor who does not belong is jailed for a random length of time between 15 minutes and four hours, or life.  Anyone caught entering the GM only area in the guild_hq, will be given one of 9 random curses.  At present, they must see a DM to have it removed.
      Alestan
      
    • Guild HQ (8,3):
      Guild Masters Only.  Keep out.
      
    • Dues (6,7):
      Pay guild dues here.
      
  • /azumauindo/zaseki_dzuki_ryoku/master_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/zaseki_dzuki_ryoku/novice_lounge
    • Note to the Lucky Owners (3,8):
      As you are certainly aware, we at Guild Houses Inc. take great care of our customer's satisfaction.
      Unfortunately this is not the case of all our suppliers.
      Thus the roof of the Big Storage Room collapsed last time a dragon flew too low.
      While we sue the indelicate supplier who made the roof up to his last silver coin, and the dragon to its last scale, we decided to let you, the Customer, pay for the repairs.  You will, this way, be able to customize this Big Storage Room to your tastes, and pay our partner organization Acme Inc. many building fees.
      We hope you will enjoy building this place!
      
  • /azumauindo/zaseki_dzuki_ryoku/secondfloor
    • magic_mouth (2,2):
      This crystal glows brighter than anything you've ever seen.  You wonder if touching it might be a bad idea.
      
  • /azumauindo/zaseki_dzuki_ryoku/storage_room
    • magic_mouth (28,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • magic_mouth (27,13):
      Guardian says: If you are worthy to enter here, say enter.
      Be warned - if you are not welcome here you will suffer my wrath.
      
    • Owner's Guide (27,9):
      Welcome to your storage building.  This fine facility has a auto-storing feature, so that you can store all your items into their respective areas faster than normal.  Also, there are powerful anti magic fields all through this facility, to make it impossible to have your loot destroyed.  To use the auto sort feature, place items on the pits above, then pull the lever.  That causes the items to fall through tubes and end up in different rooms to your sorting delight.  Enjoy!
      
  • /HallOfDMs
    • DM Message Board (21,26):
      I am a talking board, designed for inter-DM messages.
      If you don't know what to say, say help.
      
    • Petitions for the DM (3,26):
      I am a talking board, designed for leaving messages for the DM.
      If you don't know what to say, say help.
      
  • /pup_land/hall_of_fame
    • monument (6,2):
      The greatest Heroes of Pup Land:
      ------------------------------
      
  • /pup_land/hall2
    • Chronicle of Pup Land (3,1):
      Welcome wanderer,
      -----------------
      Pup Land is huge, great adventures await you.  These maps contain more "action" and storyline than most.  As you advance, the tasks will become more and more difficult - Don't forget that the finest of artifacts are waiting for you!  And always keep in mind: *Anything* can happen on Pup Land maps.  Don't be afraid of the unexpected...
      
  • /HallOfSelection
    • magic_mouth (10,30):
      Step forward to become a Priest.
      
    • magic_mouth (10,28):
      Step forward to become a Paladin.
      
    • magic_mouth (10,26):
      Step forward to become a Monk.
      Beware!  Monks cannot use weapons.
      This is a significant handicap:  experienced players only.
      
    • magic_mouth (10,24):
      Step forward to become a Thief.
      
    • magic_mouth (10,22):
      Step forward to become a Ninja.
      
    • magic_mouth (10,20):
      Step forward to become a Swashbuckler.
      
    • magic_mouth (10,18):
      Step onto the circle to become a Barbarian.
      
    • magic_mouth (10,16):
      Step on the circle to become a Warrior.
      
    • magic_mouth (9,30):
      Priest
      As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.
      You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general.
      Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed.
      
    • magic_mouth (9,28):
      Paladin
      You are a militant priest, with an emphasis on 'priest'.
      You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct.  Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith.  Your church members have been charged a pretty penny to equip you for the job!
      All other areas of your education have been neglected.  Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic.
      
    • magic_mouth (9,26):
      Monk
      In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion.
      Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.
      Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras.
      
    • magic_mouth (9,24):
      Thief
      Trained to be a thief from a young age, you've learned to steal and you're familiar with the value a fence will give you on your "finds".
      You've had some weaponry training, including archery; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
      You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far.
      
    • magic_mouth (9,22):
      Ninja
      As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons.  Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.
      You have had no introduction to either religious devotion or magic.
      
    • magic_mouth (9,20):
      Swashbuckler
      Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oars work, you and your shipmates have an admirable command of rhythm, and you can sing well.
      You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.
      On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.
      
    • magic_mouth (9,18):
      Barbarian
      Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.
      You find that you're a lot tougher and stronger than these city folk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cook pot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month.
      You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it.
      You've no deep problem with the idea of gods, but you don't know much about them.
      
    • magic_mouth (9,16):
      Warrior
      As a Warrior you've been trained in the art of combat with weapons and in archery.
      Because of your training, you're stronger, more agile, and hardier than you would be otherwise.
      Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth.
      
    • magic_mouth (7,15):
      To begin choosing, walk into the room
      below, and examine the different
      classes until you are satisfied.
      When you find a class you like, walk
      forward onto the circle for that
      class.
      
    • magic_mouth (7,14):
      Crossfire Primer #6.
      Religions
      Religions are acquired by praying at an altar.  Any player with the praying skill may pray at an altar and become a devotee of that god.
      The deities are very different from each other and can vastly affect how the game is played.  Beginning players should probably choose either Mostrai or Valriel, and should probably avoid Gaea and Ruggilli.
      Praying at an altar can have a number of advantages.  For example, your god may grant you extra grace points, or may spontaneously bless you with some unexpected boon.  Don't give up on praying at the altar as sometimes it takes quite a bit of prayer to convince your god that you are worthy.
      Temples for most of the religions may be found in the town of Scorn, where new players should go after selecting a class.
      
    • magic_mouth (7,14):
      To begin choosing a character class, walk into the room ahead.  Examine the different classes by stepping on the first tile of each aisle.  When you find a class that appeals to you, walk forward onto the teleport circle for that class.  At that point, your character usually assumes the appearance of the fellow standing at the end of the aisle.
      Note that your character's statistics like strength, dexterity, and so on, will be automatically adjusted according the chosen class.  Keep this in mind when making a selection. Some statistics will get higher, and others will get lower.
      It may be helpful to choose a class keeping in mind which statistics are high and low.  For example, it may not be wise to pick a warrior class if your character has very low strength, and electing a magical class with a very low power statistic may prevent your character from using magic until artifacts may be found that raise your characters statistics to a useful level.
      
    • magic_mouth (7,13):
      Crossfire Primer #5:
      Prayers
      Players with the praying skill can ask help of their gods.  Prayers and magical spells are used in much the same way as magic spells.  For example:
      cast holy word
      cast cause light wounds
      These commands set a ranged attack to that prayer.  Then, like other ranged weapons, the spell is "fired" in a direction to invoke the prayer.  The "invoke" command also works with praying spells.
      Grace is a measure of how pleased your god is with you at the moment.  Your god will grant you favors if you have sufficient grace, or even sometimes when you don't.
      Asking for a big favor when you have insufficient grace may bring down divine retribution, so watch your grace meter when casting spells.
      Grace is slowly replenished, up to a point.  You must pray to gain more grace, or gain it faster than the natural replenishment rate.  The following command may be used to set up a convenient way to pray:
      bind use_skill praying
      P
      This is called keybinding, and sets up a hotkey for a commonly entered text command.  After binding the command to the P key, pressing P causes your character to pray.
      
    • magic_mouth (7,12):
      Crossfire Primer #4:
      Magic
      Players with magical skills may cast mana-based spells.  Magic skills are split into sub-groups called evocation, pyromancy, sorcery, and summoning, and are used by typing commands.  For example:
      cast small lightning
      cast burning hands
      The cast command "readies" a spell and selects a ranged attack to prepare for "firing" magic.  To invoke the spell, fire, or shoot, in some direction after it has been readied.  It is also possible to invoke a spell without having to fire or ready it.  For example:
      invoke word of recall
      invoke small lightning
      Using the invoke command does not change the melee or ranged weapon selection.
      Magical energy is called mana and is depleted whenever a player invokes a magical spell.   Mana is normally replenished slowly, but certain items may speed the recharging process.
      
    • magic_mouth (7,11):
      Crossfire Primer #3:
      Skills
      Crossfire players can have many skills.  Type in the command "skills" to see which ones you have.  Remember, the apostrophe key is used to begin entering typed commands.  At the moment your character will have few or no skills.  Selecting your character class is the way to choose your beginning skill set.
      The primary skills are organized into groups that represent abilities to use various forms of magic, weapons, and praying, but there are also many other skills that do not fall into these broad categories.
      Some skills are used by typing in commands like this:
      use_skill alchemy
      Other skills, like praying, weapons, and magic are used automatically.  Skills may be inherent to your character, but they may also be acquired by using items like talismans, holy symbols, or other inventory items.
      
    • magic_mouth (7,10):
      Crossfire Primer #2:
      Basic movement and melee combat.
      During your adventures, you often need to battle monsters.  If you want to physically strike a monster, just run into him with your player, many times, and quickly.  This is called melee combat.  To combat foes or escape with your life, learn the keyboard commands for running and moving.
      Move using the following keys, or by using arrow key clusters or numeric key pads present on many keyboards:
      yku
      h l
      bjn
      To run, hold the  key and press a direction key.  When you run, it is not necessary to repeatedly press direction keys.  You move in the indicated direction until the direction key is released.
      It is better to hit a monster with a weapon rather than with fists.  Click on your inventory until you figure out how to get a weapon "wielded".  Once that is done, you'll be able to hit the monster with the weapon when you run into him.
      Melee combat can be very effective, but be careful.  Some monsters do a great deal of damage to character and equipment during close combat, and yet others are unaffected by physical damage, though these monsters do not appear in the easy dungeons you will play first.
      To avoid melee combat, use ranged weapons like bows, crossbows, throwing weapons, or magic.  Fire such ranged weapons by pressing the  key in combination with a direction key.
      
    • magic_mouth (7,9):
      Crossfire Primer #1:
      How to pick up, drop, and apply things.
      On this square there is a piece of food.  Click around with various mouse buttons.  One of the buttons will cause you to apply (eat) the food.  Another button is used to pick up or drop items.  It is important to get comfortable with pickup and drop early so that you do not accidentally drop things that are given to you after you select a class.  Some of those items will disappear forever if you drop them.
      The mouse is not the only way to do things.  Keyboard keys are used also.  For example, the "," (comma) key is quick way to pick up objects you are standing on.
      Crossfire also has a rich set of text commands.  To begin entering a text command, use the apostrophe (') key.  On most modern clients, this places your cursor in a text entry box.
      To pick up, drop, or apply objects, type an apostrophe followed by an appropriate text command.  For example, typing a text command "take all" gets everything off of the floor at once.  You can even be more specific by using an objects name.  For example, "drop food" will cause all items named food to be dropped.
      
    • magic_mouth (7,8):
      Welcome to the Hall of Selection.
      Here you pick a character class.  Each class starts out with different skills.  Picking a class here does not permanently affect the skills you know as it is quite possible to 'train' your character in additional skills.  Like a person, a character can learn a new career if his native abilities allow it.
      Selection of a class also affects the appearance of your character on the game board.  Even though a character may assume a new vocation by learning new skills, the appearance chosen here is permanent.
      On this walk toward your destiny, some basic game concepts will be offered to prepare you for your adventures.  Do not worry too much about all the details yet.  After you select a class, you will have another chance to learn more about how to start playing Crossfire.
      
    • magic_mouth (5,28):
      Devotee
      The axis of your existence is your devotion to your god, but you've also been busy in other areas.
      Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study.
      Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so.  You haven't trained as assiduously as you should have, so you are soft and weak.
      
    • magic_mouth (5,26):
      Sorcerer
      Your study of magic has been obsessive.  Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies.
      Barbarians used to push you around on the street until you blasted one's leg off with a lightning bolt.  You reflected later on the stupidity of this, because you could by no means have blasted his friends, too.  Fortunately, they ran off.  You resolved to learn how to take out a whole group of barbarians before losing your temper again.
      On the other hand, you have totally neglected to learn to use weaponry, so you're soft and weak.
      Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices.
      
    • magic_mouth (5,24):
      Alchemist
      Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop.
      Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably.
      Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you.
      Your dependence on magical devices extends to the use of a talisman to channel mana.  The talisman has become attuned to detonation and transmutation because of the way you have used it.
      
    • magic_mouth (5,22):
      Wizard
      You're the generalist of the spellcasters.  You've emphasized the use of magic and studied all its areas equally.
      You've learned something about the gods and religious devotion as well.
      To a much lesser extent, you've studied weaponry, but you've not had much physical training:  you're mostly sedentary, and so you're not nearly so strong and healthy as you could be.
      
    • magic_mouth (5,20):
      Summoner
      You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting.  You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.
      Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that.  That attunement, however, makes it harder for you to reject unwanted creatures.
      You've also had a reasonable education in religious devotion.
      
    • magic_mouth (5,18):
      Evoker
      Your specialty is the use of attack spells in combat.  You practice these spells daily, and your capacity to cast them has increased hugely.
      You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking.
      You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.  The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else.
      You have not been trained in religious devotion:  however, you come from a religious family and will have no particular difficulty taking up the service of a god.
      
    • magic_mouth (5,16):
      Warlock
      You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.
      You're physically stronger and hardier because of your training, and you know the use of weapons and bows.  However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them.
      
    • magic_mouth (4,28):
      Step forward to become a Devotee.
      
    • magic_mouth (4,26):
      Step forward to become a Sorcerer.
      Sorcerers are difficult to play and not recommended for beginners.
      
    • magic_mouth (4,24):
      Step forward to become an Alchemist.
      Alchemists are for somewhat advanced players.
      
    • magic_mouth (4,22):
      Step forward to become a Wizard.
      
    • magic_mouth (4,20):
      Step forward to become a Summoner.
      
    • magic_mouth (4,18):
      Step forward to become an Evoker.
      
    • magic_mouth (4,16):
      Step forward to become a Warlock.
      
  • /start/HallsOfSelection/fireborn_player
    • magic_mouth (10,30):
      Step forward to become a Priest.
      
    • magic_mouth (10,28):
      Step forward to become a Paladin.
      
    • magic_mouth (10,26):
      Step forward to become a Monk.
      Beware!  Monks cannot use weapons.
      This is a significant handicap:  experienced players only.
      
    • magic_mouth (10,24):
      Step forward to become a Thief.
      
    • magic_mouth (10,22):
      Step forward to become a Ninja.
      
    • magic_mouth (10,20):
      Step forward to become a Swashbuckler.
      
    • magic_mouth (10,18):
      Step onto the circle to become a Barbarian.
      
    • magic_mouth (10,16):
      Step on the circle to become a Warrior.
      
    • magic_mouth (9,30):
      Priest
      As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.
      You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general.
      Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed.
      
    • magic_mouth (9,28):
      Paladin
      You are a militant priest, with an emphasis on 'priest'.
      You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct.  Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith.  Your church members have been charged a pretty penny to equip you for the job!
      All other areas of your education have been neglected.  Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic.
      
    • magic_mouth (9,26):
      Monk
      In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion.
      Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.
      Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras.
      
    • magic_mouth (9,24):
      Thief
      Trained to be a thief from a young age, you've learned to steal and you're familiar with the value a fence will give you on your "finds".
      You've had some weaponry training, including archery; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
      You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far.
      
    • magic_mouth (9,22):
      Ninja
      As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons.  Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.
      You have had no introduction to either religious devotion or magic.
      
    • magic_mouth (9,20):
      Swashbuckler
      Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oars work, you and your shipmates have an admirable command of rhythm, and you can sing well.
      You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.
      On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.
      
    • magic_mouth (9,18):
      Barbarian
      Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.
      You find that you're a lot tougher and stronger than these city folk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cook pot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month.
      You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it.
      You've no deep problem with the idea of gods, but you don't know much about them.
      
    • magic_mouth (9,16):
      Warrior
      As a Warrior you've been trained in the art of combat with weapons and in archery.
      Because of your training, you're stronger, more agile, and hardier than you would be otherwise.
      Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth.
      
    • magic_mouth (7,15):
      To begin choosing a character class, walk into the room ahead.  Examine the different classes by stepping on the first tile of each aisle.  When you find a class that appeals to you, walk forward onto the teleport circle for that class.
      Note that your character's statistics like strength, dexterity, and so on, will be automatically adjusted according the chosen class.  Keep this in mind when making a selection. Some statistics will get higher, and others will get lower.
      It may be helpful to choose a class keeping in mind which statistics are high and low.  For example, it may not be wise to pick a warrior class if your character has very low strength, and electing a magical class with a very low power statistic may prevent your character from using magic until artifacts may be found that raise your characters statistics to a useful level.
      
    • magic_mouth (7,14):
      Crossfire Primer #6.
      Religions
      Religions are acquired by praying at an altar.  Any player with the praying skill may pray at an altar and become a devotee of that god.
      The deities are very different from each other and can vastly affect how the game is played.  Beginning players should probably choose either Mostrai or Valriel, and should probably avoid Gaea and Ruggilli.
      Praying at an altar can have a number of advantages.  For example, your god may grant you extra grace points, or may spontaneously bless you with some unexpected boon.  Don't give up on praying at the altar as sometimes it takes quite a bit of prayer to convince your god that you are worthy.
      Temples for most of the religions may be found in the town of Scorn, where new players should go after selecting a class.
      
    • magic_mouth (7,13):
      Crossfire Primer #5:
      Prayers
      Players with the praying skill can ask help of their gods.  Prayers and magical spells are used in much the same way as magic spells.  For example:
      cast holy word
      cast cause light wounds
      These commands set a ranged attack to that prayer.  Then, like other ranged weapons, the spell is "fired" in a direction to invoke the prayer.  The "invoke" command also works with praying spells.
      Grace is a measure of how pleased your god is with you at the moment.  Your god will grant you favors if you have sufficient grace, or even sometimes when you don't.
      Asking for a big favor when you have insufficient grace may bring down divine retribution, so watch your grace meter when casting spells.
      Grace is slowly replenished, up to a point.  You must pray to gain more grace, or gain it faster than the natural replenishment rate.  The following command may be used to set up a convenient way to pray:
      bind use_skill praying
      P
      This is called keybinding, and sets up a hotkey for a commonly entered text command.  After binding the command to the P key, pressing P causes your character to pray.
      
    • magic_mouth (7,12):
      Crossfire Primer #4:
      Magic
      Players with magical skills may cast mana-based spells.  Magic skills are split into sub-groups called evocation, pyromancy, sorcery, and summoning, and are used by typing commands.  For example:
      cast small lightning
      cast burning hands
      The cast command "readies" a spell and selects a ranged attack to prepare for "firing" magic.  To invoke the spell, fire, or shoot, in some direction after it has been readied.  It is also possible to invoke a spell without having to fire or ready it.  For example:
      invoke word of recall
      invoke small lightning
      Using the invoke command does not change the melee or ranged weapon selection.
      Magical energy is called mana and is depleted whenever a player invokes a magical spell.   Mana is normally replenished slowly, but certain items may speed the recharging process.
      
    • magic_mouth (7,11):
      Crossfire Primer #3:
      Skills
      Crossfire players can have many skills.  Type in the command "skills" to see which ones you have.  Remember, the apostrophe key is used to begin entering typed commands.  At the moment your character will have few or no skills.  Selecting your character class is the way to choose your beginning skill set.
      The primary skills are organized into groups that represent abilities to use various forms of magic, weapons, and praying, but there are also many other skills that do not fall into these broad categories.
      Some skills are used by typing in commands like this:
      use_skill alchemy
      Other skills, like praying, weapons, and magic are used automatically.  Skills may be inherent to your character, but they may also be acquired by using items like talismans, holy symbols, or other inventory items.
      
    • magic_mouth (7,10):
      Crossfire Primer #2:
      Basic movement and melee combat.
      During your adventures, you often need to battle monsters.  If you want to physically strike a monster, just run into him with your player, many times, and quickly.  This is called melee combat.  To combat foes or escape with your life, learn the keyboard commands for running and moving.
      Move using the following keys, or by using arrow key clusters or numeric key pads present on many keyboards:
      yku
      h l
      bjn
      To run, hold the  key and press a direction key.  When you run, it is not necessary to repeatedly press direction keys.  You move in the indicated direction until the direction key is released.
      It is better to hit a monster with a weapon rather than with fists.  Click on your inventory until you figure out how to get a weapon "wielded".  Once that is done, you'll be able to hit the monster with the weapon when you run into him.
      Melee combat can be very effective, but be careful.  Some monsters do a great deal of damage to character and equipment during close combat, and yet others are unaffected by physical damage, though these monsters do not appear in the easy dungeons you will play first.
      To avoid melee combat, use ranged weapons like bows, crossbows, throwing weapons, or magic.  Fire such ranged weapons by pressing the  key in combination with a direction key.
      
    • magic_mouth (7,9):
      Crossfire Primer #1:
      How to pick up, drop, and apply things.
      On this square there is a piece of food.  Click around with various mouse buttons.  One of the buttons will cause you to apply (eat) the food.  Another button is used to pick up or drop items.  It is important to get comfortable with pickup and drop early so that you do not accidentally drop things that are given to you after you select a class.  Some of those items will disappear forever if you drop them.
      The mouse is not the only way to do things.  Keyboard keys are used also.  For example, the "," (comma) key is quick way to pick up objects you are standing on.
      Crossfire also has a rich set of text commands.  To begin entering a text command, use the apostrophe (') key.  On most modern clients, this places your cursor in a text entry box.
      To pick up, drop, or apply objects, type an apostrophe followed by an appropriate text command.  For example, typing a text command "take all" gets everything off of the floor at once.  You can even be more specific by using an objects name.  For example, "drop food" will cause all items named food to be dropped.
      
    • magic_mouth (7,8):
      Welcome to the Hall of Selection.
      Here you pick a character class.  Each class starts out with different skills.  Picking a class here does not permanently affect the skills you know as it is quite possible to 'train' your character in additional skills.  Like a person, a character can learn a new career if his native abilities allow it.
      On this walk toward your destiny, some basic game concepts will be offered to prepare you for your adventures.  Do not worry too much about all the details yet.  After you select a class, you will have another chance to learn more about how to start playing Crossfire.
      
    • magic_mouth (5,28):
      Devotee
      The axis of your existence is your devotion to your god, but you've also been busy in other areas.
      Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study.
      Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so.  You haven't trained as assiduously as you should have, so you are soft and weak.
      
    • magic_mouth (5,26):
      Sorcerer
      Your study of magic has been obsessive.  Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies.
      Barbarians used to push you around on the street until you blasted one's leg off with a lightning bolt.  You reflected later on the stupidity of this, because you could by no means have blasted his friends, too.  Fortunately, they ran off.  You resolved to learn how to take out a whole group of barbarians before losing your temper again.
      On the other hand, you have totally neglected to learn to use weaponry, so you're soft and weak.
      Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices.
      
    • magic_mouth (5,24):
      Alchemist
      Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop.
      Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably.
      Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you.
      Your dependence on magical devices extends to the use of a talisman to channel mana.  The talisman has become attuned to detonation and transmutation because of the way you have used it.
      
    • magic_mouth (5,22):
      Wizard
      You're the generalist of the spellcasters.  You've emphasized the use of magic and studied all its areas equally.
      You've learned something about the gods and religious devotion as well.
      To a much lesser extent, you've studied weaponry, but you've not had much physical training:  you're mostly sedentary, and so you're not nearly so strong and healthy as you could be.
      
    • magic_mouth (5,20):
      Summoner
      You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting.  You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.
      Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that.  That attunement, however, makes it harder for you to reject unwanted creatures.
      You've also had a reasonable education in religious devotion.
      
    • magic_mouth (5,18):
      Evoker
      Your specialty is the use of attack spells in combat.  You practice these spells daily, and your capacity to cast them has increased hugely.
      You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking.
      You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.  The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else.
      You have not been trained in religious devotion:  however, you come from a religious family and will have no particular difficulty taking up the service of a god.
      
    • magic_mouth (5,16):
      Warlock
      You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.
      You're physically stronger and hardier because of your training, and you know the use of weapons and bows.  However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them.
      
    • magic_mouth (4,28):
      Step forward to become a Devotee.
      
    • magic_mouth (4,26):
      Step forward to become a Sorcerer.
      Sorcerers are difficult to play and not recommended for beginners.
      
    • magic_mouth (4,24):
      Step forward to become an Alchemist.
      Alchemists are for somewhat advanced players.
      
    • magic_mouth (4,22):
      Step forward to become a Wizard.
      
    • magic_mouth (4,20):
      Step forward to become a Summoner.
      
    • magic_mouth (4,18):
      Step forward to become an Evoker.
      
    • magic_mouth (4,16):
      Step forward to become a Warlock.
      
  • /start/HallsOfSelection/pl_dragon
    • magic_mouth (10,37):
      Step forward to become a Priest.
      
    • magic_mouth (10,35):
      Step forward to become a Paladin.
      
    • magic_mouth (10,33):
      Step forward to become a Monk.
      Beware!  Monks are recommended for experienced players only.
      
    • magic_mouth (10,31):
      Step forward to become a Thief.
      
    • magic_mouth (10,29):
      Step forward to become a Ninja.
      
    • magic_mouth (10,27):
      Step forward to become a Swashbuckler.
      
    • magic_mouth (10,25):
      Step onto the circle to become a Barbarian.
      
    • magic_mouth (10,23):
      Step on the circle to become a Warrior.
      
    • magic_mouth (9,37):
      Priest
      As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.
      You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general.
      Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed.
      
    • magic_mouth (9,35):
      Paladin
      You are a militant priest, with an emphasis on 'priest'.
      You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct.  Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith.  Your church members have been charged a pretty penny to equip you for the job!
      All other areas of your education have been neglected.  Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic.
      
    • magic_mouth (9,33):
      Monk
      In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion.
      Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.
      Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras.
      
    • magic_mouth (9,31):
      Thief
      Trained to be a thief from a young age, you've learned to steal and you're familiar with the value a fence will give you on your "finds".
      You've had some weaponry training, including archery; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
      You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far.
      
    • magic_mouth (9,29):
      Ninja
      As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons.  Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.
      You have had no introduction to either religious devotion or magic.
      
    • magic_mouth (9,27):
      Swashbuckler
      Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oars work, you and your shipmates have an admirable command of rhythm, and you can sing well.
      You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.
      On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.
      
    • magic_mouth (9,25):
      Barbarian
      Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.
      You find that you're a lot tougher and stronger than these city folk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cook pot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month.
      You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it.
      You've no deep problem with the idea of gods, but you don't know much about them.
      
    • magic_mouth (9,23):
      Warrior
      As a Warrior you've been trained in the art of combat with weapons and in archery.
      Because of your training, you're stronger, more agile, and hardier than you would be otherwise.
      Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth.
      
    • magic_mouth (8,19):
      The poison hatchling says:
      Step through this pool to be born as a poison hatchling.
      You'll be green, have facility with poison spells, gain resistance to poison as you grow old, and other sick (giggle) gifts.
      
    • magic_mouth (8,18):
      The poison hatchling says:
      Step through this pool to be born as a poison hatchling.
      You'll be green, have facility with poison spells, gain resistance to poison as you grow old, and other sick (giggle) gifts.
      
    • magic_mouth (8,17):
      The cold hatchling says:
      Step through this pool to be born as a cold hatchling.
      You'll be black, have facility with cold spells, gain resistance to cold as you grow old, and other cool (wink) gifts.
      
    • magic_mouth (8,16):
      The cold hatchling says:
      Step through this pool to be born as a cold hatchling.
      You'll be black, have facility with cold spells, gain resistance to cold as you grow old, and other cool (wink) gifts.
      
    • magic_mouth (7,15):
      To begin choosing a character class, walk into the room ahead.  Examine the different classes by stepping on the first tile of each aisle.  When you find a class that appeals to you, walk forward onto the teleport circle for that class.
      Note that your character's statistics like strength, dexterity, and so on, will be automatically adjusted according the chosen class.  Keep this in mind when making a selection. Some statistics will get higher, and others will get lower.
      It may be helpful to choose a class keeping in mind which statistics are high and low.  For example, it may not be wise to pick a warrior class if your character has very low strength, and electing a magical class with a very low power statistic may prevent your character from using magic until artifacts may be found that raise your characters statistics to a useful level.
      
    • magic_mouth (7,14):
      Crossfire Primer #6.
      Religions
      Religions are acquired by praying at an altar.  Any player with the praying skill may pray at an altar and become a devotee of that god.
      The deities are very different from each other and can vastly affect how the game is played.  Beginning players should probably choose either Mostrai or Valriel, and should probably avoid Gaea and Ruggilli.
      Praying at an altar can have a number of advantages.  For example, your god may grant you extra grace points, or may spontaneously bless you with some unexpected boon.  Don't give up on praying at the altar as sometimes it takes quite a bit of prayer to convince your god that you are worthy.
      Temples for most of the religions may be found in the town of Scorn, where new players should go after selecting a class.
      
    • magic_mouth (7,13):
      Crossfire Primer #5:
      Prayers
      Players with the praying skill can ask help of their gods.  Prayers and magical spells are used in much the same way as magic spells.  For example:
      cast holy word
      cast cause light wounds
      These commands set a ranged attack to that prayer.  Then, like other ranged weapons, the spell is "fired" in a direction to invoke the prayer.  The "invoke" command also works with praying spells.
      Grace is a measure of how pleased your god is with you at the moment.  Your god will grant you favors if you have sufficient grace, or even sometimes when you don't.
      Asking for a big favor when you have insufficient grace may bring down divine retribution, so watch your grace meter when casting spells.
      Grace is slowly replenished, up to a point.  You must pray to gain more grace, or gain it faster than the natural replenishment rate.  The following command may be used to set up a convenient way to pray:
      bind use_skill praying
      P
      This is called keybinding, and sets up a hotkey for a commonly entered text command.  After binding the command to the P key, pressing P causes your character to pray.
      
    • magic_mouth (7,12):
      Crossfire Primer #4:
      Magic
      Players with magical skills may cast mana-based spells.  Magic skills are split into sub-groups called evocation, pyromancy, sorcery, and summoning, and are used by typing commands.  For example:
      cast small lightning
      cast burning hands
      The cast command "readies" a spell and selects a ranged attack to prepare for "firing" magic.  To invoke the spell, fire, or shoot, in some direction after it has been readied.  It is also possible to invoke a spell without having to fire or ready it.  For example:
      invoke word of recall
      invoke small lightning
      Using the invoke command does not change the melee or ranged weapon selection.
      Magical energy is called mana and is depleted whenever a player invokes a magical spell.   Mana is normally replenished slowly, but certain items may speed the recharging process.
      
    • magic_mouth (7,11):
      Crossfire Primer #3:
      Skills
      Crossfire players can have many skills.  Type in the command "skills" to see which ones you have.  Remember, the apostrophe key is used to begin entering typed commands.  At the moment your character will have few or no skills.  Selecting your character class is the way to choose your beginning skill set.
      The primary skills are organized into groups that represent abilities to use various forms of magic, weapons, and praying, but there are also many other skills that do not fall into these broad categories.
      Some skills are used by typing in commands like this:
      use_skill alchemy
      Other skills, like praying, weapons, and magic are used automatically.  Skills may be inherent to your character, but they may also be acquired by using items like talismans, holy symbols, or other inventory items.
      
    • magic_mouth (7,10):
      Crossfire Primer #2:
      Basic movement and melee combat.
      During your adventures, you often need to battle monsters.  If you want to physically strike a monster, just run into him with your player, many times, and quickly.  This is called melee combat.  To combat foes or escape with your life, learn the keyboard commands for running and moving.
      Move using the following keys, or by using arrow key clusters or numeric key pads present on many keyboards:
      yku
      h l
      bjn
      To run, hold the  key and press a direction key.  When you run, it is not necessary to repeatedly press direction keys.  You move in the indicated direction until the direction key is released.
      It is better to hit a monster with a weapon rather than with fists.  Click on your inventory until you figure out how to get a weapon "wielded".  Once that is done, you'll be able to hit the monster with the weapon when you run into him.
      Melee combat can be very effective, but be careful.  Some monsters do a great deal of damage to character and equipment during close combat, and yet others are unaffected by physical damage, though these monsters do not appear in the easy dungeons you will play first.
      To avoid melee combat, use ranged weapons like bows, crossbows, throwing weapons, or magic.  Fire such ranged weapons by pressing the  key in combination with a direction key.
      
    • magic_mouth (7,9):
      Crossfire Primer #1:
      How to pick up, drop, and apply things.
      On this square there is a piece of food.  Click around with various mouse buttons.  One of the buttons will cause you to apply (eat) the food.  Another button is used to pick up or drop items.  It is important to get comfortable with pickup and drop early so that you do not accidentally drop things that are given to you after you select a class.  Some of those items will disappear forever if you drop them.
      The mouse is not the only way to do things.  Keyboard keys are used also.  For example, the "," (comma) key is quick way to pick up objects you are standing on.
      Crossfire also has a rich set of text commands.  To begin entering a text command, use the apostrophe (') key.  On most modern clients, this places your cursor in a text entry box.
      To pick up, drop, or apply objects, type an apostrophe followed by an appropriate text command.  For example, typing a text command "take all" gets everything off of the floor at once.  You can even be more specific by using an objects name.  For example, "drop food" will cause all items named food to be dropped.
      
    • magic_mouth (7,8):
      Welcome to the Hall of Selection.
      Here you pick a character class.  Each class starts out with different skills.  Picking a class here does not permanently affect the skills you know as it is quite possible to 'train' your character in additional skills.  Like a person, a character can learn a new career if his native abilities allow it.
      On this walk toward your destiny, some basic game concepts will be offered to prepare you for your adventures.  Do not worry too much about all the details yet.  After you select a class, you will have another chance to learn more about how to start playing Crossfire.
      
    • magic_mouth (6,19):
      The electricity hatchling says:
      Step through this lightning to be born as a electricity hatchling.
      You'll be blue, have facility with electricity spells, gain resistance to electricity as you grow old, and other shocking (snicker) gifts.
      
    • magic_mouth (6,18):
      The electricity hatchling says:
      Step through this lightning to be born as a electricity hatchling.
      You'll be blue, have facility with electricity spells, gain resistance to electricity as you grow old, and other shocking (snicker) gifts.
      
    • magic_mouth (6,17):
      The fire hatchling says:
      Step through this flame to be born as a fire hatchling.
      You'll be red, have facility with fire spells, gain resistance to fire as you grow old, and other hot (he he) gifts.
      
    • magic_mouth (6,16):
      The fire hatchling says:
      Step through this flame to be born as a fire hatchling.
      You'll be red, have facility with fire spells, gain resistance to fire as you grow old, and other hot (he he) gifts.
      
    • magic_mouth (5,35):
      Devotee
      The axis of your existence is your devotion to your god, but you've also been busy in other areas.
      Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study.
      Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so.  You haven't trained as assiduously as you should have, so you are soft and weak.
      
    • magic_mouth (5,33):
      Sorcerer
      Your study of magic has been obsessive.  Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies.
      Barbarians used to push you around on the street until you blasted one's leg off with a lightning bolt.  You reflected later on the stupidity of this, because you could by no means have blasted his friends, too.  Fortunately, they ran off.  You resolved to learn how to take out a whole group of barbarians before losing your temper again.
      On the other hand, you have totally neglected to learn to use weaponry, so you're soft and weak.
      Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices.
      
    • magic_mouth (5,31):
      Alchemist
      Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop.
      Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably.
      Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you.
      Your dependence on magical devices extends to the use of a talisman to channel mana.  The talisman has become attuned to detonation and transmutation because of the way you have used it.
      
    • magic_mouth (5,29):
      Wizard
      You're the generalist of the spellcasters.  You've emphasized the use of magic and studied all its areas equally.
      You've learned something about the gods and religious devotion as well.
      To a much lesser extent, you've studied weaponry, but you've not had much physical training:  you're mostly sedentary, and so you're not nearly so strong and healthy as you could be.
      
    • magic_mouth (5,27):
      Summoner
      You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting.  You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.
      Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that.  That attunement, however, makes it harder for you to reject unwanted creatures.
      You've also had a reasonable education in religious devotion.
      
    • magic_mouth (5,25):
      Evoker
      Your specialty is the use of attack spells in combat.  You practice these spells daily, and your capacity to cast them has increased hugely.
      You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking.
      You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.  The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else.
      You have not been trained in religious devotion:  however, you come from a religious family and will have no particular difficulty taking up the service of a god.
      
    • magic_mouth (5,23):
      Warlock
      You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.
      You're physically stronger and hardier because of your training, and you know the use of weapons and bows.  However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them.
      
    • fire hatchling (5,16):
      
                
    • magic_mouth (4,35):
      Step forward to become a Devotee.
      
    • magic_mouth (4,33):
      Step forward to become a Sorcerer.
      Sorcerers are difficult to play and not recommended for beginners.
      
    • magic_mouth (4,31):
      Step forward to become an Alchemist.
      Alchemists are for somewhat advanced players.
      
    • magic_mouth (4,29):
      Step forward to become a Wizard.
      
    • magic_mouth (4,27):
      Step forward to become a Summoner.
      
    • magic_mouth (4,25):
      Step forward to become an Evoker.
      
    • magic_mouth (4,23):
      Step forward to become a Warlock.
      
  • /start/HallsOfSelection/wraith_player
    • magic_mouth (10,29):
      Step forward to become a Priest.
      
    • magic_mouth (10,27):
      Step forward to become a Paladin.
      
    • magic_mouth (10,25):
      Step forward to become a Monk.
      Beware!  Monks cannot use weapons.
      This is a significant handicap:  experienced players only.
      
    • magic_mouth (10,23):
      Step forward to become a Thief.
      
    • magic_mouth (10,21):
      Step forward to become a Ninja.
      
    • magic_mouth (10,19):
      Step forward to become a Swashbuckler.
      
    • magic_mouth (10,17):
      Step onto the circle to become a Barbarian.
      
    • magic_mouth (10,15):
      Step on the circle to become a Warrior.
      
    • magic_mouth (9,29):
      Priest
      As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.
      You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general.
      Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed.
      
    • magic_mouth (9,27):
      Paladin
      You are a militant priest, with an emphasis on 'priest'.
      You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct.  Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith.  Your church members have been charged a pretty penny to equip you for the job!
      All other areas of your education have been neglected.  Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic.
      
    • magic_mouth (9,25):
      Monk
      In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion.
      Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.
      Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras.
      
    • magic_mouth (9,23):
      Thief
      Trained to be a thief from a young age, you've learned to steal and you're familiar with the value a fence will give you on your "finds".
      You've had some weaponry training, including archery; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
      You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far.
      
    • magic_mouth (9,21):
      Ninja
      As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons.  Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.
      You have had no introduction to either religious devotion or magic.
      
    • magic_mouth (9,19):
      Swashbuckler
      Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oars work, you and your shipmates have an admirable command of rhythm, and you can sing well.
      You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.
      On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.
      
    • magic_mouth (9,17):
      Barbarian
      Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.
      You find that you're a lot tougher and stronger than these city folk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cook pot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month.
      You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it.
      You've no deep problem with the idea of gods, but you don't know much about them.
      
    • magic_mouth (9,15):
      Warrior
      As a Warrior you've been trained in the art of combat with weapons and in archery.
      Because of your training, you're stronger, more agile, and hardier than you would be otherwise.
      Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth.
      
    • magic_mouth (8,34):
      This road leads to the afterlife.
      You feel that you have unfinished
      business in the material world.
      
    • magic_mouth (7,34):
      This road leads to the afterlife.
      You feel that you have unfinished
      business in the material world.
      
    • magic_mouth (7,15):
      To begin choosing a character class, walk into the room ahead.  Examine the different classes by stepping on the first tile of each aisle.  When you find a class that appeals to you, walk forward onto the teleport circle for that class.  At that point, your character will often assume the appearance of the fellow standing at the end of the aisle.
      Note that your character's statistics like strength, dexterity, and so on, will be automatically adjusted according the chosen class.  Keep this in mind when making a selection. Some statistics will get higher, and others will get lower.
      It may be helpful to choose a class keeping in mind which statistics are high and low.  For example, it may not be wise to pick a warrior class if your character has very low strength, and electing a magical class with a very low power statistic may prevent your character from using magic until artifacts may be found that raise your characters statistics to a useful level.
      
    • magic_mouth (7,14):
      Crossfire Primer #6.
      Religions
      Religions are acquired by praying at an altar.  Any player with the praying skill may pray at an altar and become a devotee of that god.
      The deities are very different from each other and can vastly affect how the game is played.  Beginning players should probably choose either Mostrai or Valriel, and should probably avoid Gaea and Ruggilli.
      Praying at an altar can have a number of advantages.  For example, your god may grant you extra grace points, or may spontaneously bless you with some unexpected boon.  Don't give up on praying at the altar as sometimes it takes quite a bit of prayer to convince your god that you are worthy.
      Temples for most of the religions may be found in the town of Scorn, where new players should go after selecting a class.
      
    • magic_mouth (7,13):
      Crossfire Primer #5:
      Prayers
      Players with the praying skill can ask help of their gods.  Prayers and magical spells are used in much the same way as magic spells.  For example:
      cast holy word
      cast cause light wounds
      These commands set a ranged attack to that prayer.  Then, like other ranged weapons, the spell is "fired" in a direction to invoke the prayer.  The "invoke" command also works with praying spells.
      Grace is a measure of how pleased your god is with you at the moment.  Your god will grant you favors if you have sufficient grace, or even sometimes when you don't.
      Asking for a big favor when you have insufficient grace may bring down divine retribution, so watch your grace meter when casting spells.
      Grace is slowly replenished, up to a point.  You must pray to gain more grace, or gain it faster than the natural replenishment rate.  The following command may be used to set up a convenient way to pray:
      bind use_skill praying
      P
      This is called keybinding, and sets up a hotkey for a commonly entered text command.  After binding the command to the P key, pressing P causes your character to pray.
      
    • magic_mouth (7,12):
      Crossfire Primer #4:
      Magic
      Players with magical skills may cast mana-based spells.  Magic skills are split into sub-groups called evocation, pyromancy, sorcery, and summoning, and are used by typing commands.  For example:
      cast small lightning
      cast burning hands
      The cast command "readies" a spell and selects a ranged attack to prepare for "firing" magic.  To invoke the spell, fire, or shoot, in some direction after it has been readied.  It is also possible to invoke a spell without having to fire or ready it.  For example:
      invoke word of recall
      invoke small lightning
      Using the invoke command does not change the melee or ranged weapon selection.
      Magical energy is called mana and is depleted whenever a player invokes a magical spell.   Mana is normally replenished slowly, but certain items may speed the recharging process.
      
    • magic_mouth (7,11):
      Crossfire Primer #3:
      Skills
      Crossfire players can have many skills.  Type in the command "skills" to see which ones you have.  Remember, the apostrophe key is used to begin entering typed commands.  At the moment your character will have few or no skills.  Selecting your character class is the way to choose your beginning skill set.
      The primary skills are organized into groups that represent abilities to use various forms of magic, weapons, and praying, but there are also many other skills that do not fall into these broad categories.
      Some skills are used by typing in commands like this:
      use_skill alchemy
      Other skills, like praying, weapons, and magic are used automatically.  Skills may be inherent to your character, but they may also be acquired by using items like talismans, holy symbols, or other inventory items.
      
    • magic_mouth (7,10):
      Crossfire Primer #2:
      Basic movement and melee combat.
      During your adventures, you often need to battle monsters.  If you want to physically strike a monster, just run into him with your player, many times, and quickly.  This is called melee combat.  To combat foes or escape with your life, learn the keyboard commands for running and moving.
      Move using the following keys, or by using arrow key clusters or numeric key pads present on many keyboards:
      yku
      h l
      bjn
      To run, hold the  key and press a direction key.  When you run, it is not necessary to repeatedly press direction keys.  You move in the indicated direction until the direction key is released.
      It is better to hit a monster with a weapon rather than with fists.  Click on your inventory until you figure out how to get a weapon "wielded".  Once that is done, you'll be able to hit the monster with the weapon when you run into him.
      Melee combat can be very effective, but be careful.  Some monsters do a great deal of damage to character and equipment during close combat, and yet others are unaffected by physical damage, though these monsters do not appear in the easy dungeons you will play first.
      To avoid melee combat, use ranged weapons like bows, crossbows, throwing weapons, or magic.  Fire such ranged weapons by pressing the  key in combination with a direction key.
      
    • magic_mouth (7,9):
      Crossfire Primer #1:
      How to pick up, drop, and apply things.
      On this square there is a piece of food.  Click around with various mouse buttons.  One of the buttons will cause you to apply (eat) the food.  Another button is used to pick up or drop items.  It is important to get comfortable with pickup and drop early so that you do not accidentally drop things that are given to you after you select a class.  Some of those items will disappear forever if you drop them.
      The mouse is not the only way to do things.  Keyboard keys are used also.  For example, the "," (comma) key is quick way to pick up objects you are standing on.
      Crossfire also has a rich set of text commands.  To begin entering a text command, use the apostrophe (') key.  On most modern clients, this places your cursor in a text entry box.
      To pick up, drop, or apply objects, type an apostrophe followed by an appropriate text command.  For example, typing a text command "take all" gets everything off of the floor at once.  You can even be more specific by using an objects name.  For example, "drop food" will cause all items named food to be dropped.
      
    • magic_mouth (7,8):
      Welcome to the Hall of Selection.
      Here you pick a character class.  Each class starts out with different skills.  Picking a class here does not permanently affect the skills you know as it is quite possible to 'train' your character in additional skills.  Like a person, a character can learn a new career if his native abilities allow it.
      On this walk toward your destiny, some basic game concepts will be offered to prepare you for your adventures.  Do not worry too much about all the details yet.  After you select a class, you will have another chance to learn more about how to start playing Crossfire.
      
    • magic_mouth (6,34):
      This road leads to the afterlife.
      You feel that you have unfinished
      business in the material world.
      
    • magic_mouth (5,27):
      Devotee
      The axis of your existence is your devotion to your god, but you've also been busy in other areas.
      Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study.
      Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so.  You haven't trained as assiduously as you should have, so you are soft and weak.
      
    • magic_mouth (5,25):
      Sorcerer
      Your study of magic has been obsessive.  Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies.
      Barbarians used to push you around on the street until you blasted one's leg off with a lightning bolt.  You reflected later on the stupidity of this, because you could by no means have blasted his friends, too.  Fortunately, they ran off.  You resolved to learn how to take out a whole group of barbarians before losing your temper again.
      On the other hand, you have totally neglected to learn to use weaponry, so you're soft and weak.
      Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices.
      
    • magic_mouth (5,23):
      Alchemist
      Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop.
      Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably.
      Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you.
      Your dependence on magical devices extends to the use of a talisman to channel mana.  The talisman has become attuned to detonation and transmutation because of the way you have used it.
      
    • magic_mouth (5,21):
      Wizard
      You're the generalist of the spellcasters.  You've emphasized the use of magic and studied all its areas equally.
      You've learned something about the gods and religious devotion as well.
      To a much lesser extent, you've studied weaponry, but you've not had much physical training:  you're mostly sedentary, and so you're not nearly so strong and healthy as you could be.
      
    • magic_mouth (5,19):
      Summoner
      You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting.  You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.
      Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that.  That attunement, however, makes it harder for you to reject unwanted creatures.
      You've also had a reasonable education in religious devotion.
      
    • magic_mouth (5,17):
      Evoker
      Your specialty is the use of attack spells in combat.  You practice these spells daily, and your capacity to cast them has increased hugely.
      You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking.
      You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.  The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else.
      You have not been trained in religious devotion:  however, you come from a religious family and will have no particular difficulty taking up the service of a god.
      
    • magic_mouth (5,15):
      Warlock
      You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.
      You're physically stronger and hardier because of your training, and you know the use of weapons and bows.  However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them.
      
    • magic_mouth (4,27):
      Step forward to become a Devotee.
      
    • magic_mouth (4,25):
      Step forward to become a Sorcerer.
      Sorcerers are difficult to play and not recommended for beginners.
      
    • magic_mouth (4,23):
      Step forward to become an Alchemist.
      Alchemists are for somewhat advanced players.
      
    • magic_mouth (4,21):
      Step forward to become a Wizard.
      
    • magic_mouth (4,19):
      Step forward to become a Summoner.
      
    • magic_mouth (4,17):
      Step forward to become an Evoker.
      
    • magic_mouth (4,15):
      Step forward to become a Warlock.
      
  • /pup_land/nurnberg/hq
    • 4 (20,1):
      Lickmond says: What?!! You killed my sparring partner! Now YOU must do his job! C'mon... let's fight!
      
    • public supply (14,4):
      For members of Regular Army only!
      
    • elite training center (4,4):
      For members of Regular Army only!
      
  • /wolfsburg/volcano/heimser_hut_2
    • book (6,7):
      The book contains Metamathematics used by magicians to create new spells.  You've never seen such formulae before, though.
      
    • book (6,6):
      There are children's drawings in that book.  They are all signed: "Keiran."
      
    • book (5,7):
      The book contains Metamathematics used by magicians to create new spells.  You've never seen such formulae before, though.
      
    • book (5,6):
      The book contains Metamathematics used by magicians to create new spells.  You've never seen such formulae before, though.
      
  • /pup_land/lone_town/heinrich
    • diary of Heinrich (3,12):
      .....
      52 minutes past 10 o'clock pm, on the Day of the Great Gods.  The 20th Day of the Month of the Dragon, Year 389.
      Today I had a good search all over the northern jungle, but I couldn't find anything pointing to the prehistorical site.  I guess I'll go and search in the eastern jungle..
      
    • documents regarding archaeology (1,12):
      
      
    • documents regarding archaeology (1,11):
      
      
    • documents regarding archaeology (1,10):
      
      
  • /navar_city/misc/highcourt
    • Petitions for the DMs (10,13):
      I am a talking board, designed for leaving messages for the DMs.  If you don't know what to say, say help.
      
    • magic_mouth (10,3):
      The High Court must not be in session. There does not seem to be many people around.
      
  • /pup_land/kurte/house
    • magic_mouth (13,8):
      The hall echoed with loud voice:
       "Do you want to go back?"
      
    • magic_mouth (8,14):
      Step on this teleporter if you want to become a scholar of Kurte.  Prepare for a series of discerning tests.
      
    • magic_mouth (8,8):
      The hall echoed with the loud voice:
       "What is your motive in coming here?
      
    • magic_mouth (8,2):
      This teleporter accepts only scholars of Kurte!
      
    • magic_mouth (3,8):
      The hall echoed with loud voice:
       "Do you want to go back?"
      
  • /dragonisland/apartment2
    • sign (6,12):
      This is a house with a private apartment and a room for foreign travelers.
      
  • /pup_land/ancient/village/hut6
    • sign (6,13):
      Smithy :
         Closed until further notice.
      
  • /pup_land/kurte/hut1
    • scroll - obsolete (?) (29,19):
      @:you
      X:key
      o:others
         o X
          @
         o o
       eg ... N
       eG ... E
       Eg ... W
       EG ... S
      
  • /azumauindo/misc/shrine1
    • magic_mouth (9,12):
      The guards see that you have the jade key, the key to the Jade Chest, and let you through.  You peer into this room which holds the close of your quest, you see nothing, however.  The Jade Chest is gone!
      
  • /azumauindo/suno-yamatoshi/apartments/lapartment1
    • Toransure-shon Chosho (38,1):
      akki - demon, devil
      akuma - demon, evil spirit
      apa-to - apartment
      azuma - east
      chokinbako - bank
      chosho - book
      chozou - storage
      dzuki - to, under
      emono - weapon
      goei - guard
      honrui - stronghold
      ichi roku ginkou - pawn shop
      ichidou - shrine
      itsuryuu - spill, overflow
      itteifuhen - permanent
      kabuto - armour
      keiraku - capital
      ketsueki - blood
      kijutsu - magic
      kutsurogi - room
      mezon - house
      machi - town
      minato - harbour
      mise - shop
      nagisa - shore, water's edge
      nenshou - burning
      oni - demon, orge
      ranbou - rough
      ryoku - power, strength
      senta - center
      shijou - market
      shougyoukumiai - guild
      shouhou - trade, commerce
      sumai - house
      suno- - snow
      tatemono - building
      teiburu - table
      toransure-shon - translation
      tou - tower
      uerukamu - welcome
      uindo - wind
      yama - mountain
      youso - element
      za - the
      zaseki - seat
      
  • /navar_city/houses/jordanshouse
    • magic_mouth (14,9):
      Loud barking can be heard from a short distance away.
      
  • /pup_land/kurte/jungle
    • magic_mouth (25,7):
      You hear a voice, whispering your name.
      
    • magic_mouth (25,6):
      You hear a voice, whispering your name.
      
    • magic_mouth (25,5):
      You hear a voice, whispering your name.
      
    • magic_mouth (24,7):
      You hear a voice, whispering your name.
      
    • magic_mouth (24,5):
      You hear a voice, whispering your name.
      
    • magic_mouth (23,7):
      You hear a voice, whispering your name.
      
    • magic_mouth (23,6):
      You hear a voice, whispering your name.
      
    • magic_mouth (23,5):
      You hear a voice, whispering your name.
      
    • magic_mouth (17,8):
      You hear a voice, whispering your name.
      
    • magic_mouth (12,5):
      You hear a voice, whispering your name.
      
    • magic_mouth (11,23):
      You hear a voice, whispering your name.
      
    • magic_mouth (10,9):
      You hear a voice, whispering your name.
      
    • magic_mouth (7,13):
      You hear a voice, whispering your name.
      
  • /brest/asyvan/palace1
    • magic_mouth (12,7):
      A deep voice says: This is the story that should bring you closer to the treasure that hides above.
      ---
      Right beside you is the key that leads into the first of the nine gates of hell.  Pass through all nine and you shall be rewarded with the key that gives you access to the treasure chamber.  In each of the nine gates, the key to the next gate resides.  Don't go alone...
      
    • scroll (11,7):
      The scroll reads: Go through all nine gates of hell and survive the final trial that resides below your wildest imagination.
      
  • /pup_land/ancient/kurte/house
    • Kurte's House (12,18):
      Kurte's House:
         Kurte likes all people with good manners...
      
  • /pup_land/ancient/kurte/shop
    • sign (21,13):
      No special offers today.
      
  • /pup_land/hq
    • sign (19,2):
      prison & war funds
      
    • magic_mouth (9,0):
      You hear voices from the other side of the wall...
      "Voice A : They entered the Castle of Eureca. Damn it!!
       Voice B : We must prevent them from getting Eureca's treasure.
       Voice C : ... I thought we should be more concerned about Eureca's safety... ???
       Voice A : What!? Do you think we are a welfare-company, idiot?! Forget Eureca, we need to get the treasure.
       Voice C : Forgive me, general... "
      
  • /scorn/towers/lighthouse.3
    • Gate Pass (5,8):
      The holder of this card is allowed free access into and out of the City of Scorn to the rest of the continent without further charges and penalties.  The City of Scorn reserves the right to revoke said access at any time of its choosing without recompense or liability.
      
  • /pup_land/lone_town/town
    • sign (22,6):
      Lone Town, Pup Land
      Shining Kingdom
      Information is important for solving quests. Try going from tavern to tavern.
      
    • Houses & Dungeons (6,17):
      Places to Visit:
      Inn
      Church
      General Shop
      Magic Shop
      Bank of Lone
      Tavern
      Guilds
      House
      Dungeons:
      Magic Show (level 1)
      Training Center (level 3)
      Power Plant (level 5)
      Tower of Pupuly (level 7)
      Heinrich's Cave (level 9)
      Tower of Ordeal (level 13)
      Cave of Ordeal (level 15)
      Dressing Room (level 15)
      Well (level 20)
      
    • sign (4,17):
      Help defeat Bauer and the Regular Army!
      Don't live a life of luxury during the war. Watch out for spies and thieves.
      
  • /pup_land/lone_town/apartment/groundfloor
    • Apartment Owner Guide (26,31):
      Welcome to your new apartment.
      -=-
      You will notice 3 windows along the West and East walls of your savebed room.  In front of each window is a magical place to buy keys for extending your home.  Step in front of each window to find out what to do.  Extending your apartment will be expensive, but we think it's worth the cost.
      -=-
      Enjoy extending and exploring your new apartment.
      
    • magic_mouth (24,35):
      Please drop 5000 diamonds to purchase an apartment.
      
    • magic_mouth (16,33):
      Drop 25000 diamonds for a study key.
      
    • magic_mouth (16,32):
      Drop 30000 diamonds for a kitchen key.
      
    • magic_mouth (16,31):
      Drop 10000 diamonds for a mudroom key.
      
    • magic_mouth (10,33):
      Drop 10000 diamonds for a greatroom key.
      
    • magic_mouth (10,32):
      Drop 10000 diamonds for an upper floor key.
      
    • magic_mouth (10,31):
      Drop 10000 diamonds for a basement key.
      
  • /pup_land/lone_town/apartment/upper1
    • note to the owner (16,24):
      This upper floor area is buildable.
      
  • /pup_land/lone_town/apartment/sharedcourtyard
    • magic_mouth (5,8):
      WARNING! DANGER!
      -=-
      You are entering an Acme Incinerator.  Be sure to close the incinerator grate before triggering the incinerator.  If you do not then your death is on your own head not the heads of the Acme Incinerator Company.
      -=-
      If you kill bystanders by not closing the grate before triggering the Acme incinerator you will have to answer to the authorities for your manslaughter.
      -=-
      WARNING! DANGER!
      
  • /pup_land/lone_town/dragonhangar/hangar
    • magic_mouth (30,7):
      Say the password of Pup Land to enter.
      
    • magic_mouth (30,2):
      Drop 1000 gold coins to buy a ticket to Nurnberg.
      
    • magic_mouth (28,2):
      Drop 500 gold coins to buy a ticket to a random place.
      
    • magic_mouth (26,2):
      Drop 1000 gold coins to buy a ticket to Lake Country.
      
    • magic_mouth (24,30):
      Random place
      
    • magic_mouth (24,18):
      Random place
      
    • magic_mouth (24,12):
      Santo Dominion
      
    • magic_mouth (24,2):
      Drop 100 gold coins to buy a ticket to Santo Dominion.
      
    • magic_mouth (22,2):
      Drop 1000 gold coins to buy a ticket to Stoneville.
      
    • magic_mouth (21,30):
      Random place
      
    • magic_mouth (21,24):
      Lake Country
      
    • magic_mouth (21,18):
      Scorn
      
    • magic_mouth (20,2):
      Drop 200 gold coins to buy a ticket to Scorn.
      
    • Dragon express (19,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • Dragon express (12,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • magic_mouth (11,2):
      Drop 100 gold coins to buy a ticket to Port Joseph.
      
    • magic_mouth (10,30):
      Out Of Order
      
    • magic_mouth (10,24):
      Out Of Order
      
    • magic_mouth (10,18):
      Dtabb
      
    • magic_mouth (10,12):
      Navar
      
    • magic_mouth (9,2):
      Drop 750 gold coins to buy a ticket to Wolfsburg.
      
    • magic_mouth (7,30):
      Brest
      
    • magic_mouth (7,24):
      Wolfsburg
      
    • magic_mouth (7,18):
      Red Town
      
    • magic_mouth (7,12):
      Port Joseph
      
    • magic_mouth (7,2):
      Drop 1250 gold coins to buy a ticket to Dtabb.
      
    • magic_mouth (5,2):
      Drop 1000 gold coins to buy a ticket to Red Town.
      
    • magic_mouth (3,2):
      Drop 1000 gold coins to buy a ticket to Navar.
      
    • sign (1,5):
      Greetings, traveller!
      The landscape around Brest makes a return dragon flight not possible. So when travelling to the great Kingdom of Brittany, you will have to find your own way home. Either through magical means or brave the dangerous and deadly ice swept path through the mountains.
      You have been warned!
      Say, "Dangerous return" to open the gate to purchase your flight ticket.
      
    • magic_mouth (1,4):
      Say the command words from the sign to purchase a flight ticket to Brest.
      
    • magic_mouth (1,2):
      Drop 1000 gold coins to buy a ticket to Brest.
      
  • /pup_land/lone_town/shops/buildshop
    • Removing items (21,20):
      To remove built items, you need a 'generic destroyer.'
      Simply apply it, and fire in the desired direction.  It will remove the first built item from the location.
      Warning: a destroyer will remove items starting from the lowest order on the spot.  Basically, this means the first removed item will be a pedestal (underground), then items on floor.
      Note that the destroyer will not remove walls or floors.
      
    • Building restrictions (21,19):
      To build on a spot, all items on this spot must be 'buildable.'
      Buildable items will display 'this is a buildable item' when examined.
      There are several exceptions though.  In all cases you can build on marking runes as they are used for making gates and buttons work together.  Also you can build signs and talking books on of books and or scrolls, because they are needed for specifying the message.  Also, buttons, levers and pedestals can be built underneath gates.  Don't worry, you should have some clear messages on why you can't build.
      
    • Signs and talking books (21,18):
      When making signs and talking (or listening) books, you need to place a book or scroll with the text you want on the square you're building on just like a marking rune.
      With the talking/listening books, they will take the name and picture of the book used to create them as well.
      For the talking and listening books, you also need to connect them with a marking rune just like gates buttons and levers, which in the case of the talking books, makes the book say it's message when activated, and in the case of listening books, it causes saying the phrase that the book looks for to act like pulling a lever.
      For the listening books, the message must be in this format:
      @match blah
      Click.
      Which will make it activate when somebody within two squares says "blah", and will additionally say "Click." upon activation.
      
    • Basic building instructions (18,21):
      To build your own home, you can use different items:
      * generic builder: this tool lets you build anything.  You need one to build.
      * generic destroyer: this tool lets you destroy a built item.  This will remove any built item, except floors and white_walls.
      * materials: you need those to build items.  For instance, a 'Wood floor material' enables you to build a woodfloor.
      To build an item:
      * apply the builder
      * mark the material of the item you want to build
      * fire the builder in the desired direction
      Of course, the material is used when you build, so you need to buy quite a few.
      
    • Building floor and walls (18,20):
      Building enables you to put walls and floors where you want.
      Building a floor lets you remove walls.  This is the only way to remove them.
      You can change an existing floor by building another on top.  Same goes for walls.
      All created floors are magic, and will preserve items you put on them.
      You can add a window in some walls.  To remove the window, build a new wall.
      
    • Building gates and buttons/pedestals (18,19):
      Some items, like gates, require buttons, pedestals, ..., something to be opened and closed. To build a gate with its associated button:
      * put a marking rune at the spot where you wish to build the door.  The text can be whatever you want, make sure to remember it.
      * build the gate on this spot
      * put a marking rune at the spot where you with to put the button. Use the same text as for the door.
      * build the button
      Your button will now activate the gate when you apply it.
      Note that you can link together as many gates, buttons, pedestals, as you want.
      As long as you use the same text on the marking rune, they will all work together.
      To build gates activated by other buttons, just use another text.
      Normally all gates with a single marking rune text are either all up or all down at a given time, however if you want one open while another is closed, make use of inverted gates.
      Also, it is possible to make buttons, levers, and pedestals underneath gates, however it requires things to be made in a specific order.
      * make 2 marking runes on the square that you want to build the button and gate on
      * build the gate first
      * then build the button underneath it
      This is useful for making a gate avoid crushing people underneath it.  Also, you can use this same technique with inverted gates in order to make a square that pushes objects placed on it off of it.
      
    • Building other items (18,18):
      All items not requiring any special handling are built simply by marking the appropriate material and firing the builder.  Note that, to avoid any issue, those items can not be picked up.  Note also that you can build an item on another.
      
  • /pup_land/ancient/village/village
    • sign (7,23):
      There are many monsters in this hole.  But don't worry, Siegfried prevents them from coming out.
      
  • /pup_land/ancient/village/library
    • facts about Gothwolte, part 2 (11,1):
      This book is empty because researching about Gothwolte is too dangerous for me to continue.
       -- the author
      
    • facts about Gothwolte, part 1 (10,1):
      ... Not much is know about Gothwolte.  He just appeared one day and lived in the Evil Master's castle since then.  He seems to have become their leader...
      
    • silence (6,11):
      Please be quiet in the library.
      
    • History of Pup Land, part 4 (4,1):
      ... The Evil Masters could not be stopped.  A weak army, consisting of farmers and townsmen mainly, was sent to combat them - they returned... undead... killing their own wives and children...
      
    • History of Pup Land, part 3 (3,1):
      ... As the rulers were gone, wars erupted and a lot of blood was shed.  But things should even get worse: The Evil Masters appeared, spreading terror and pain...
      
    • History of Pup Land, part 2 (2,1):
      ... The pleasant Golden Age came to a sudden end as the four rulers disappeared under mysterious circumstances...
      
    • History of Pup Land, part 1 (1,1):
      ... The `Golden Age' was a great period of peace and wealth.  There were four kings ruling side by side...
      
  • /pup_land/ancient/village/tavern1
    • magic_mouth (9,14):
      Written on the wall:
       "Siegfried is our hero!
        Siegfried, banzai!"
      
    • magic_mouth (7,14):
      Written on the wall:
       "Beware of the Necromancer!"
      
    • magic_mouth (5,14):
      Written on the wall:
      "---- LoveLove Company ----
       Do you do one-side love?
       If you want to know someone's mind,
       We'll show you!
       ---- LoveLove Company ----"
      
  • /pup_land/lone_town/magic
    • book of illusions (11,21):
      To create a dust of Biren's mist, you need the following ingredients:
      - water of the wise
      - icecube
      - booze
      
    • magic_mouth (7,5):
      Stay here and enjoy the show.
      
    • magic_mouth (1,6):
      To the underground of the magic show.
      
  • /scorn/houses/kitchen
    • book (7,3):
      The fabled waybread of Aelingas requires 7 of the elven wafers, and a draught of hero's drink.
      
    • book (5,3):
      A mushroom which provides a bit more for the refined tastes, can be made with 7 mushrooms, and water of the wise.
      
  • /scorn/misc/mercenaries
    • Dark Elf (12,11):
      Dark Elf for hire.  I'm fast, mean and good with bows.  100 gold.
      
    • Fighter (12,7):
      Me fighter.  Kill monsters for you.  80 gold.
      
    • Warrior (12,3):
      I'm a lumberjack and I'm ok.  Just kidding.  I'm tough and nasty and killing's my business.  110 gold.
      
    • sign (9,14):
      Welcome to the Mercenaries Agency! Look through our selection and get the bodyguard of your choice. And remember, when the going gets tough, the tough get money!
      
    • Ninja (7,4):
      For a small fee, I'll do 'em in good.  Just 60 gold.
      
    • Orc (3,4):
      Me tough orc.  Me fight for food.  More than one, but less than many food.
      
  • /pup_land/rainbow/Lv4/mf
    • note (7,11):
      MO*
      CO*
      *-*
      ***
      
  • /azumauindo/minatomachi/stores/postoffice
    • Manual (19,15):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask the postmaster for help.
      Get a pre-addressed mailscroll, mark it and write on it with the command:
      use_skill inscription 
      Multiple lines of text may be written.
      When done, drop the scroll in the mailbox and it will be sent.
      
    • Prospectus (17,18):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages.  Want to get more? We have a wide range of products and services to offer to anyone.  Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
  • /darcap/darcap/shops/potionshop
    • sign (5,11):
      Alchemy Room
      
  • /navar_city/magara/houses/museum
    • magic_mouth (46,31):
      Speed Boots
      
    • magic_mouth (46,30):
      Sandals
      
    • magic_mouth (46,29):
      Pair of Shoes
      
    • magic_mouth (46,28):
      Levitation Boots
      
    • magic_mouth (46,27):
      Jack Boots of Light
      
    • magic_mouth (46,26):
      Jack Boots of Death
      
    • magic_mouth (46,25):
      Jack Boots
      
    • magic_mouth (46,24):
      Jack Boots
      
    • magic_mouth (46,23):
      Jack Boots
      
    • magic_mouth (46,22):
      Idaten Boots
      
    • magic_mouth (46,21):
      Golem Shoes
      
    • magic_mouth (46,20):
      Elven Boots
      
    • magic_mouth (46,19):
      Dragonskin Boots
      
    • magic_mouth (46,14):
      Bracers
      
    • magic_mouth (46,13):
      Bracers of Dexterity
      
    • magic_mouth (43,32):
      Serpent Cloak
      
    • magic_mouth (43,31):
      Oilskin Cloak
      
    • magic_mouth (43,30):
      Cloak of Plenty
      
    • magic_mouth (43,29):
      Cloak of Magic Resistance
      
    • magic_mouth (43,28):
      Cloak
      
    • magic_mouth (43,23):
      Wizard Gloves
      
    • magic_mouth (43,22):
      Thunderking's Gauntlets
      
    • magic_mouth (43,21):
      Shining Finger
      
    • magic_mouth (43,20):
      God Finger
      
    • magic_mouth (43,19):
      Gloves of Light
      
    • magic_mouth (43,18):
      White Gloves
      
    • magic_mouth (43,17):
      Black Gloves
      
    • magic_mouth (43,16):
      Gloves
      
    • magic_mouth (43,15):
      Gauntlets of Strength
      
    • magic_mouth (43,14):
      Gauntlets of Dexterity
      
    • magic_mouth (43,13):
      Gauntlets
      
    • magic_mouth (43,12):
      Bronze Gauntlets
      
    • magic_mouth (38,29):
      Frostbrand
      
    • magic_mouth (38,28):
      Gram
      
    • magic_mouth (38,27):
      Harakiri sword
      
    • magic_mouth (38,26):
      Holy Avenger
      
    • magic_mouth (38,25):
      Katana of Masamune
      
    • magic_mouth (38,24):
      Kobold Dagger
      
    • magic_mouth (38,23):
      Lava Slasher
      
    • magic_mouth (38,22):
      Mjoellnir
      
    • magic_mouth (38,21):
      Mournblade
      
    • magic_mouth (38,20):
      Order Sword
      
    • magic_mouth (38,19):
      Skullcleaver
      
    • magic_mouth (38,18):
      Staff of the Magi
      
    • magic_mouth (38,17):
      Sting
      
    • magic_mouth (38,16):
      Stormbringer
      
    • magic_mouth (38,15):
      Unknown Sword
      
    • magic_mouth (37,36):
      White Dress
      
    • magic_mouth (37,8):
      Girdle of Strength
      
    • magic_mouth (36,36):
      White Dragon Scale Mail
      
    • magic_mouth (36,8):
      Girdle of Fighting
      
    • magic_mouth (35,36):
      Unicorn Hide Robe
      
    • magic_mouth (35,8):
      Girdle of Damage
      
    • magic_mouth (35,5):
      White Dragon Shield
      
    • magic_mouth (34,36):
      Shirt
      
    • magic_mouth (34,8):
      Girdle of Constitution
      
    • magic_mouth (34,5):
      Spiked Shield
      
    • magic_mouth (33,36):
      Scale Mail
      
    • magic_mouth (33,5):
      Small Shield
      
    • magic_mouth (32,36):
      Robe
      
    • magic_mouth (32,29):
      Frost Hammer
      
    • magic_mouth (32,28):
      Firestar named Fearless
      
    • magic_mouth (32,27):
      Firestar
      
    • magic_mouth (32,26):
      Firebrand
      
    • magic_mouth (32,25):
      Excalibur
      
    • magic_mouth (32,24):
      Dragonslayer
      
    • magic_mouth (32,23):
      Demonbane
      
    • magic_mouth (32,22):
      Defender
      
    • magic_mouth (32,21):
      Deathbringer
      
    • magic_mouth (32,20):
      Darkblade
      
    • magic_mouth (32,19):
      Dagger of Fortune
      
    • magic_mouth (32,18):
      Chaos Sword
      
    • magic_mouth (32,17):
      Bonecrusher
      
    • magic_mouth (32,16):
      Bloodreaver
      
    • magic_mouth (32,15):
      Belzebub's sword
      
    • magic_mouth (32,5):
      Small Shield
      
    • magic_mouth (31,36):
      Robe
      
    • magic_mouth (31,5):
      Shield of Indigo Mana
      
    • magic_mouth (30,36):
      Ring Mail
      
    • magic_mouth (30,29):
      Twinblade Spear
      
    • magic_mouth (30,28):
      Trident
      
    • magic_mouth (30,27):
      Throwing Star
      
    • magic_mouth (30,26):
      Taifu
      
    • magic_mouth (30,25):
      Stake
      
    • magic_mouth (30,24):
      Spear
      
    • magic_mouth (30,23):
      Sickle
      
    • magic_mouth (30,22):
      Shovel
      
    • magic_mouth (30,8):
      Wizard Hat
      
    • magic_mouth (29,36):
      Red Dragon Mail
      
    • magic_mouth (29,8):
      Wig
      
    • magic_mouth (29,5):
      Shield
      
    • magic_mouth (28,36):
      Power Dragon Mai
      
    • magic_mouth (28,31):
      Twinblade Spear
      
    • magic_mouth (28,19):
      Long Sword
      
    • magic_mouth (28,13):
      Wicked Sabre
      
    • magic_mouth (28,8):
      Turban
      
    • magic_mouth (28,5):
      Bronze Shield
      
    • magic_mouth (27,36):
      Plate Maill
      
    • magic_mouth (27,31):
      Mace
      
    • magic_mouth (27,19):
      Long Sword
      
    • magic_mouth (27,13):
      Two-handed Sword
      
    • magic_mouth (27,8):
      Kabuto of Geisya
      
    • magic_mouth (27,5):
      Polished Shield
      
    • magic_mouth (26,36):
      Orange Dress
      
    • magic_mouth (26,31):
      Mace
      
    • magic_mouth (26,19):
      Long Sword
      
    • magic_mouth (26,13):
      Two-handed Sword
      
    • magic_mouth (26,8):
      Horned Helmet
      
    • magic_mouth (26,5):
      Lunar Shield
      
    • magic_mouth (25,36):
      Mithril Chain Mail of Lightning
      
    • magic_mouth (25,19):
      Long Sword
      
    • magic_mouth (25,13):
      Throwing Dagger
      
    • magic_mouth (25,8):
      Horned Helmet
      
    • magic_mouth (25,5):
      Holy Shield
      
    • magic_mouth (24,36):
      Mithril Chainmail
      
    • magic_mouth (24,28):
      Scythe
      
    • magic_mouth (24,27):
      Sai
      
    • magic_mouth (24,26):
      Sai
      
    • magic_mouth (24,25):
      Poleaxe
      
    • magic_mouth (24,24):
      Long Spear
      
    • magic_mouth (24,23):
      Kama
      
    • magic_mouth (24,22):
      Kama
      
    • magic_mouth (24,19):
      Light Sword
      
    • magic_mouth (24,13):
      Sword
      
    • magic_mouth (24,8):
      Bronze Horned Helmet
      
    • magic_mouth (24,5):
      HIgh Shield
      
    • magic_mouth (23,36):
      Midnight Robe
      
    • magic_mouth (23,19):
      Light Sword
      
    • magic_mouth (23,13):
      Steel Shortsword
      
    • magic_mouth (23,8):
      Helmet of Xray Vision
      
    • magic_mouth (23,5):
      Frost Shield
      
    • magic_mouth (22,36):
      Leather Amor
      
    • magic_mouth (22,28):
      Quarterstaff
      
    • magic_mouth (22,27):
      Cudgel
      
    • magic_mouth (22,26):
      Throwing Hammer
      
    • magic_mouth (22,24):
      Nunchacu
      
    • magic_mouth (22,22):
      Spiked Flail
      
    • magic_mouth (22,19):
      Katana
      
    • magic_mouth (22,13):
      Sleek Katana
      
    • magic_mouth (22,8):
      Helmet of Brilliance
      
    • magic_mouth (22,5):
      Eyeshield
      
    • magic_mouth (21,36):
      Hauberk
      
    • magic_mouth (21,19):
      Hooksword
      
    • magic_mouth (21,13):
      Sickle Sword
      
    • magic_mouth (21,8):
      Helmet
      
    • magic_mouth (21,5):
      Dragon Shield
      
    • magic_mouth (20,36):
      Green Dragon Mail
      
    • magic_mouth (20,19):
      Giant's Knife
      
    • magic_mouth (20,13):
      Sickle Sword
      
    • magic_mouth (20,8):
      Bronze Helmet
      
    • magic_mouth (20,5):
      Demonspawn Shield
      
    • magic_mouth (19,36):
      Gale Armour
      
    • magic_mouth (19,19):
      Falchion
      
    • magic_mouth (19,13):
      Shortsword
      
    • magic_mouth (19,8):
      Helmet
      
    • magic_mouth (19,5):
      Demonspawn Shield
      
    • magic_mouth (18,36):
      Elven Robe
      
    • magic_mouth (18,19):
      Dragonclaw Dagger
      
    • magic_mouth (18,13):
      Shortsword
      
    • magic_mouth (18,8):
      Full Helmet
      
    • magic_mouth (18,5):
      Demonspawn Shield
      
    • magic_mouth (17,36):
      Chain Mail
      
    • magic_mouth (17,19):
      Dagger
      
    • magic_mouth (17,13):
      Shortsword
      
    • magic_mouth (17,8):
      Bronze Full Helmet
      
    • magic_mouth (17,5):
      Demonspawn Shield
      
    • magic_mouth (16,36):
      Bronze Scale Mail
      
    • magic_mouth (16,28):
      Large Club
      
    • magic_mouth (16,27):
      Stonehammer
      
    • magic_mouth (16,26):
      Hammer
      
    • magic_mouth (16,24):
      Nunchacu
      
    • magic_mouth (16,23):
      Morningstar
      
    • magic_mouth (16,22):
      Large Morningstar
      
    • magic_mouth (16,19):
      Dagger
      
    • magic_mouth (16,13):
      Shortsword
      
    • magic_mouth (16,8):
      Eye Glasses
      
    • magic_mouth (16,5):
      Belzebub's shield
      
    • magic_mouth (15,36):
      Bronze Plate Mail
      
    • magic_mouth (15,19):
      Butterflysword
      
    • magic_mouth (15,13):
      Serpentman Sword
      
    • magic_mouth (15,8):
      Crown
      
    • magic_mouth (14,36):
      Blue Dress
      
    • magic_mouth (14,28):
      Axe
      
    • magic_mouth (14,27):
      Battle Axe
      
    • magic_mouth (14,26):
      Bearded Axe
      
    • magic_mouth (14,25):
      Stoneaxe
      
    • magic_mouth (14,24):
      Vicious Axe
      
    • magic_mouth (14,23):
      War Axe
      
    • magic_mouth (14,19):
      Butterflysword
      
    • magic_mouth (14,13):
      Scimitar
      
    • magic_mouth (14,8):
      Crown
      
    • magic_mouth (13,36):
      Blue Dragon Mail
      
    • magic_mouth (13,19):
      Broadsword
      
    • magic_mouth (13,13):
      Scimitar
      
    • magic_mouth (13,8):
      Crown
      
    • magic_mouth (12,36):
      Black Dragon Mail
      
    • magic_mouth (12,19):
      Broadsword
      
    • magic_mouth (12,13):
      Sabre
      
    • magic_mouth (12,8):
      Crown
      
    • magic_mouth (11,36):
      Apron
      
    • magic_mouth (11,19):
      Broadsword
      
    • magic_mouth (11,13):
      Rapier
      
    • magic_mouth (11,8):
      Crown
      
    • magic_mouth (10,19):
      Broadsword
      
    • magic_mouth (10,13):
      Nine Ring Sword
      
    • magic_mouth (10,8):
      Bone Helm
      
    • magic_mouth (8,28):
      Axe
      
    • magic_mouth (8,27):
      Axe
      
    • magic_mouth (8,26):
      Axe
      
    • magic_mouth (8,25):
      Axe
      
    • magic_mouth (8,24):
      Axe
      
    • magic_mouth (8,23):
      Axe
      
    • magic_mouth (5,29):
      Thundar Bolt
      
    • magic_mouth (5,28):
      Ivory Relfex Bow
      
    • magic_mouth (5,27):
      Bone Reflex Bow
      
    • magic_mouth (5,26):
      Reflex Bow
      
    • magic_mouth (5,25):
      Long Bow
      
    • magic_mouth (5,24):
      Lightning Bow
      
    • magic_mouth (5,23):
      Hunter's Bow
      
    • magic_mouth (5,22):
      Energy Bow
      
    • magic_mouth (5,21):
      Elven Bow
      
    • magic_mouth (5,20):
      Crossbow Pistol
      
    • magic_mouth (5,19):
      Crossbow Pistol
      
    • magic_mouth (5,18):
      Crossbow
      
    • magic_mouth (5,17):
      Composite Bow
      
    • magic_mouth (5,16):
      Bow
      
    • magic_mouth (5,15):
      Bolt
      
    • magic_mouth (5,14):
      Arrow
      
  • /navar_city/misc/library
    • magic_mouth (14,5):
      Very rare books room.  See librarian for admittance.
      
    • Library (12,11):
      Navar City Library
      
    • magic_mouth (10,5):
      Section 'SR': Rare Spell lore
      
    • Library (8,14):
      NOTICE: leave your bags at the door.  No admittance otherwise.  Not responsible for lost or stolen bags!
      
    • magic_mouth (8,6):
      Rare books room.  Card holders only.
      
    • sign (7,8):
      NOTICE: no library books are to pass beyond these doors.  Thieves will be punished to the full extent of the law! For your convenience, we have chained all books to the shelves.  Have a nice day.
      
    • magic_mouth (7,5):
      Section 'S': Spell lore
      
    • magic_mouth (5,12):
      Section 'R': Religious studies
      
    • sign (4,9):
      Reading room please be quiet!
      
    • magic_mouth (4,5):
      Section 'M' : monster lore
      
    • magic_mouth (3,12):
      Sorting room
      
  • /navar_city/misc/dragon_guild
    • sign (11,14):
      Welcome to the dragon guild!
      All dragons are permitted to enter.  Other creatures may enter only in company of a dragon.
      
    • flesh guide for wyrms (10,7):
      Delicious meals for wyverns:
      skull's tongue (mjam!)
      wyvern/dragon steaks
      
    • flesh guide for wyrms (10,6):
      Delicious meals for wyrms:
      beholder's tongue
      demon's head
      elemental residues
      wyvern's steak
      
    • flesh guide for hatchlings (10,5):
      Delicious meals for hatchlings:
      zombie's corpse
      ogre's parts
      para elemental residues
      ghost's ectoplasm
      scorpion's stinger
      
  • /navar_city/misc/market1
    • Arnold's Grocery (47,1):
      Arnold's Grocery
      
    • Mystic Notions (39,10):
      Mystic Notions
      
    • The Hammer N Claw (19,1):
      The Hammer N Claw
      
    • Wizzfields used books (9,10):
      Wizzfields used books
      
  • /navar_city/university
    • sign (19,32):
      Welcome to Navar university.
      Visitors are invited to go to the reception, on the left tower, for any inquiry.
      
    • magic_mouth (11,6):
      A sign on the door reads: professor Ulote
      
    • magic_mouth (10,12):
      A sign on the door reads: professor Lordil
      
  • /start/Nexus
    • Let's Play Name That City (19,12):
      Ships in the port area of Navar can take you to two cities - name one of them.
      
    • To Navar (15,12):
      Navar is a good place for more experienced players to start. You might have to do a bit more exploring, but it is more likely that you'll find something... interesting.
      -=> WARNING <=-
      Navar is not a "newbie friendly" place. Novices should start either in the tutorial or Scorn. Consider yourself warned!
      
    • Tutorial (12,9):
      Take this teleporter to the Beginners' House where you can learn some basic skills before journeying onward.
      
    • To Scorn (9,12):
      Scorn is the best place for new players to start after they've completed the tutorial. Players starting in Scorn have a lot of options for adventuring. However, this does mean that there are probably other people adventuring in the same area.
      The password to get past the gate is "eureka".
      
    • magic_mouth (3,12):
      Step into the portal to go to Scorn.
      
  • /pup_land/nurnberg/nf_bar
    • sign (18,8):
      box seat
      
    • sign (16,2):
      Welcome to Night Flower Bar
      ---------------------------
      You must be over 18 to enter, ENJOY your immoral night.
      
    • sign (10,18):
      Presenting the Lucky Lady Slots courtesy of Casino Infernal.  Pull the handle and try your luck.  Please visit our Casino in Navar!
      
    • sign (8,2):
      Welcome to Night Flower Bar
      ---------------------------
      You must be over 18 to enter, ENJOY your immoral night.
      
  • /santo_dominion/north_barn
    • magic_mouth (3,3):
      You hear the noise of stomping feet and rustling dragonscales! You are a little bit scared now...
      
  • /pup_land/rainbow/Lv1/n_gate
    • magic_mouth (3,3):
      Say the holy word.
      
  • /pup_land/rainbow/Lv2/n_gate
    • magic_mouth (5,6):
      Say the holy word.
      
  • /pup_land/rainbow/Lv3/n-gate
    • magic_mouth (4,5):
      Say the holy word.
      
  • /pup_land/rainbow/Lv4/n-gate
    • magic_mouth (5,6):
      Say, "WORDS"
      
  • /pup_land/rainbow/Lv5/n-gate
    • magic_mouth (3,9):
      Say the holy word.
      
  • /pup_land/rainbow/Lv6/n-gate
    • magic_mouth (4,6):
      Say the holy word.
      
  • /pup_land/nurnberg/city
    • Houses & Dungeons (28,19):
      City of Nurnberg
      Places to Visit:
      Hotel
      Bank of Berg
      Muramasa! (weapon shop)
      White Dragon Scale (armour shop)
      Orcchop (food shop)
      Night Flower Bar (tavern)
      Invulnerable (potion shop)
      Polymorph (wand shop)
      Dick's house
      Castle (north side of the city)
      Headquarter of the Regular Army
      Dungeons:
      Aqueduct (underground)
      Click de Pon (level 3)
      Showinv de Pon (level 10)
      Bomb de Pon (high level)
      Reception Office (high level)
      
    • sign (28,12):
      Down with the Resistance! Three cheers for Mayor Bauer!
      
    • Nurnberg Message Board (27,21):
      I am a talking board, please say something to me.  If you don't know what to say, say help.
      
  • /pup_land/nurnberg/apartment/main
    • 5 (1,14):
      You hear Kurte's voice in your mind:
      "My scholar, for your convenience I have opened a time-warp-portal in your apartment."
      
  • /pup_land/nurnberg/dragonhangar/hangar
    • magic_mouth (33,30):
      Say the password of Pup Land to enter.
      
    • magic_mouth (33,28):
      Drop 1000 gold coins to buy a ticket to Nurnberg.
      
    • magic_mouth (28,2):
      Drop 500 gold coins to buy a ticket to a random place.
      
    • magic_mouth (26,2):
      Drop 1000 gold coins to buy a ticket to Lake Country.
      
    • magic_mouth (24,30):
      Random place
      
    • magic_mouth (24,18):
      Random place
      
    • magic_mouth (24,12):
      Santo Dominion
      
    • magic_mouth (24,2):
      Drop 100 gold coins to buy a ticket to Santo Dominion.
      
    • magic_mouth (22,2):
      Drop 1000 gold coins to buy a ticket to Lone Town.
      
    • magic_mouth (21,30):
      Random place
      
    • magic_mouth (21,24):
      Lake Country
      
    • magic_mouth (21,18):
      Scorn
      
    • magic_mouth (21,12):
      Lone Town
      
    • magic_mouth (20,2):
      Drop 200 gold coins to buy a ticket to Scorn.
      
    • Dragon express (19,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • Dragon express (12,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • magic_mouth (11,2):
      Drop 100 gold coins to buy a ticket to Port Joseph.
      
    • magic_mouth (10,30):
      Out Of Order
      
    • magic_mouth (10,24):
      Out Of Order
      
    • magic_mouth (10,18):
      Dtabb
      
    • magic_mouth (10,12):
      Navar
      
    • magic_mouth (9,2):
      Drop 750 gold coins to buy a ticket to Wolfsburg.
      
    • magic_mouth (7,30):
      Brest
      
    • magic_mouth (7,24):
      Wolfsburg
      
    • magic_mouth (7,18):
      Red Town
      
    • magic_mouth (7,12):
      Port Joseph
      
    • magic_mouth (7,2):
      Drop 1250 gold coins to buy a ticket to Dtabb.
      
    • magic_mouth (5,2):
      Drop 1000 gold coins to buy a ticket to Red Town.
      
    • magic_mouth (3,2):
      Drop 1000 gold coins to buy a ticket to Navar.
      
    • sign (1,5):
      Greetings Adventurer!
      The landscape around Brest makes a return dragon flight not possible. So when travelling to the great Kingdom of Brittany, you will have to find your own way home. Either through magical means or brave the dangerous and deadly ice swept path through the mountains.
      You have been warned!
      Say, "Dangerous return" to open the gate to purchase your flight ticket.
      
    • magic_mouth (1,4):
      Say the command words from the sign to purchase a flight ticket to Brest.
      
    • magic_mouth (1,2):
      Drop 1000 gold coins to buy a ticket to Brest.
      
  • /pup_land/nurnberg/hotel
    • magic_mouth (27,15):
      You slide on the water chute.
      
    • magic_mouth (27,14):
      Yoo-hoo!
      
    • magic_mouth (25,15):
      Pool
      
    • magic_mouth (12,8):
      Bath Room
      
  • /pup_land/nurnberg/IPO_nurnberg
    • Manual (8,7):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill.  You can get both at the office; ask Betty-Lou for help.
      Get a pre-addressed mailscroll, mark it and write on it with the command:
      use_skill inscription 
      Multiple lines of text may be written.
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /scorn/temples/valkyrie2
    • 450 Celsius (15,17):
      What, you managed to read this book before it burned?  Congratulations!  But the exit isn't here...
      
    • This way (15,15):
      Beware the dragon.
      
    • magic_mouth (8,2):
      Choose your path.  When your mission is complete, return to this point and wait a few seconds.
      
  • /darcap/darcap/park
    • Captain Herghist Appelnisht, Honorary Darcap Guard Commander (4,1):
      Famous explorer, disappeared during a mission somewhere in a deserted plain.
      
  • /scorn/houses/house2
    • Mailbox (12,2):
      12 Wanderer's Way
      Mr. & Mrs. Patch
      
  • /wolfsburg/apartments/pet-apartment/pet-apartment
    • magic_mouth (7,14):
      Your vision fades to blackness.
      
    • magic_mouth (7,12):
      A dart flies out from the wall, and you feel a sting in your arm!
      
    • magic_mouth (7,8):
      You wake up in a cage!  You think you may be able to tunnel out through the floor.
      
    • magic_mouth (5,14):
      Your vision fades to blackness.
      
    • magic_mouth (5,12):
      A dart flies out from the wall, and you feel a sting in your arm!
      
    • magic_mouth (5,8):
      You wake up in a cage!  You think you may be able to tunnel out through the floor.
      
    • Instructions (5,1):
      Welcome to your pet storage apartment.
      To save a pet, bring the pet you wish to store to the teleporter and pull the lever.  It will take a few moments for the pet to appear in the cell.
      To retrieve a pet, pull the lever in front of the cell.
      To escape from the pet cell if you get trapped, apply the floor.
      Warnings:
      Attempting to store multiple pets in one cell may result in some pets escaping.
      If you allow a pet to release another pet, the released pet may become confused and angry.
      Pulling the lever during pet storage may result in your pet escaping.
      
    • magic_mouth (3,14):
      Your vision fades to blackness.
      
    • magic_mouth (3,12):
      A dart flies out from the wall, and you feel a sting in your arm!
      
    • magic_mouth (3,8):
      You wake up in a cage!  You think you may be able to tunnel out through the floor.
      
    • magic_mouth (1,14):
      Your vision fades to blackness.
      
    • magic_mouth (1,12):
      A dart flies out from the wall, and you feel a sting in your arm!
      
    • magic_mouth (1,8):
      You wake up in a cage!  You think you may be able to tunnel out through the floor.
      
  • /wolfsburg/apartments/pet-apartment/pet-apartment2
    • card (6,1):
      Warnings:
      Due to the power of the magic involved, retrieving large creatures from their cells may not be completely safe.  You may need to use town portal to bring your pets here, or to bring them with you after you retrieve them.
      
  • /wolfsburg/apartments/pet-apartment/torture-chamber
    • note (2,2):
      Warning: no responsibility assumed if you get trapped in your own torture chamber by one of your pets!
      
  • /lake_country/snake_pit/pit
    • magic_mouth (2,3):
      You climbed a long way down and there is still more to go.  Do you want to go on?
      
  • /brest/pshops/pshops_main
    • Private Shops (40,4):
      Private Shops office is at the other end of the road.
      
    • Private Shops (2,4):
      Please go inside to purchase a key to your own private shop!
      
  • /brest/pshops/pshopsinc
    • Manager (32,7):
      @match hi|hello
      Well as long as you are here, make yourself useful and take these flowers to my wife.  Put them on her vanity so she will see them.
      @match date
      *Sigh* She's starting to forget a lot of things.  Our date is at 7!
      @match contract
      I can't finish the contract until I find my pen!
      @match pen
      If you find my pen put it on my desk.
      @match *
      I'm in the middle of something.  Go away before I call the guards.
      
    • Manager (32,6):
      Manager says:
      Thanks!
      This is perfect for my collection.
      
    • Elite Dragon Guard (28,4):
      @match *
      You may not enter.
      
    • Private Shop Info (15,8):
      Shop keys cost 30,000 diamonds.
      NOTE:
      Please do not purchase more then one shop.
      Players found to have more then one shop will have them removed and their items forfeit.
      Any shop whose owner has not logged in in 6 months will be at the discretion of the DM sold and all items forfeit.
      If all the keys are gone please contact a DM and he/she MAY be able to help you.
      
  • /brest/pshops/pshopsinc2
    • Mireya (31,5):
      @match hi|hello
      Oh, hello!  Did my husband send you?
      @match yes
      Good!  I forgot what time our date is.  Be a dear and go downstairs ask him.
      @match 7
      Oh that's right, I remember our date is at 7.  Thank you.
      @match pen
      Here.  My husband left this up here, he will reward you for it.
      @match *
      You're beginning to bother me little man.
      
    • Mireya (31,4):
      Mireya says:
      Ahh, how sweet! Thank you!
      Here, I have so many of these lying around, you take some.
      
    • Elite Dragon Guard (22,8):
      @match mireya
      You may pass.
      @match *
      You may not enter.
      
    • magic_mouth (22,7):
      Speak her name to enter!
      
    • magic_mouth (13,5):
      Kitchen
      
    • magic_mouth (12,7):
      Food Storage
      
    • magic_mouth (3,8):
      Shhh....
      Her name is Mireya.
      
  • /scorn/anthony/portgate
    • magic_mouth (hero of scorn) (14,4):
      The guard seeing that the Hero approaches turns the handle to open the gate.
      
    • magic_mouth (port pass) (13,4):
      On seeing you have a port pass the guard turns a rusty handle and says... Everything appears in order.  Pass friend.
      
    • magic_mouth (gate open/close) (12,4):
      You hear from behind the eastern wall, a loud noise as ancient machinery is set in motion to move the rusty gates.
      
    • magic_mouth (7,4):
      A sign on the door says:
      Private - No Entry
      
    • Office for Gate Passes (5,10):
      Office for Gate Passes
      
    • Gate Pass (5,8):
      The holder of this card is allowed free access into and out of the City of Scorn to the rest of the continent without further charges and penalties.  The City of Scorn reserves the right to revoke said access at any time of its choosing without recompense or liability.
      
    • Port Pass (5,6):
      This is a merchants pass allowing paid access between the City of Scorn and the Port of Scorn, for the purposes of trade and commerce.  Animal or plants entering the city of scorn must be quarantined in the Quarantine Warehouse in the port area.
      
    • Office for Gate Passes (4,8):
      Office for Gate Passes
      
  • /scorn/anthony/passoffice
    • Gate Pass (8,7):
      The holder of this card is allowed free access into and out of the City of Scorn to the rest of the continent without further charges and penalties.  The City of Scorn reserves the right to revoke said access at any time of its choosing without recompense or liability.
      
    • Port Pass (8,3):
      This is a merchants pass allowing paid access between the City of Scorn and the Port of Scorn, for the purposes of trade and commerce.  Animal or plants entering the city of scorn must be quarantined in the Quarantine Warehouse in the port area.
      
    • Office of Passes (6,11):
      Office of Passes.
      
    • Office of Passes (5,7):
      Office of Passes..
      Merchants trading with the city of Scorn may purchase entry/exit pass for either the port or main gate from either here or one of our representatives elsewhere.
      
  • /scorn/taverns/inn2
    • For Help, press 'A' (5,4):
      To save your character, go to a room and 'A' on a bed.
      
  • /brest/privateshops/privateshop_1
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_10
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_11
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_12
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_13
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_14
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_15
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_16
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_17
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_18
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_19
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_2
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_20
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_21
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_22
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_23
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_24
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_25
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_26
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_27
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_28
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_3
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_4
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_5
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_6
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_7
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_8
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /brest/privateshops/privateshop_9
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /pup_land/nurnberg/paslab
    • magic_mouth (11,2):
      For Student Member.
      
    • magic_mouth (9,4):
      Member's only.
      
    • magic_mouth (7,2):
      Member's only.
      
    • magic_mouth (5,14):
      Spa.
      
    • magic_mouth (5,2):
      Member's only.
      
    • magic_mouth (3,12):
      You have relieved your fatigue.
      
  • /pup_land/terminal
    • sign (14,8):
      Present your Regular Army Passport to enter this gate.
      
    • Creators (9,10):
      In order to solve quests, information is very important. Talking to the NPCs is inevitable in Pup Land.
      --oOo--
      These maps were created by:
      kawamoto 
      s-nisita 
      k-yosida 
      h-okuda 
      Andreas Vogl
      
  • /pup_land/terminal_u1
    • sign (10,10):
      You should know that every item in the raffles can be obtained elsewhere in Pupland. If you have a hard time winning, maybe you should go and look outside the raffles.
      
  • /navar_city/houses/raazlessmallhouse
    • magic_mouth (14,6):
      You see an Angel appear before you The Angle says:
      "Stop brave adventurer...do not take what is not your from this lonely hovel.  The owners have gone through great hardships.  So if you do feel the need to take anything YOU WILL DIE!"
      
  • /pup_land/raffle/raffle1
    • Instructions (8,12):
      Follow these instructions to draw your raffle:
       1. Go to Dungeon No. 1 (downstairs) to retrieve the raffle ticket.
       2. Go upstairs and pull level 1 on the 2nd floor.
       3. Come back here and pull level 2 right in front of you.
       3. Pull level 3 (here as well).
       4. Finally, pull level 2 again and wait for your prize to appear on the table!
      
    • Dungeon No. 1 (3,16):
      Raffle Dungeon for Beginners (~lvl 3-10)
      
  • /pup_land/raffle/raffle2
    • Instructions (8,12):
      Follow these instructions to draw your raffle:
       1. Go to Dungeon No. 2 (downstairs) to retrieve the raffle ticket.
       2. Go upstairs and pull level 1 on the 2nd floor.
       3. Come back here and pull level 2 right in front of you.
       3. Pull level 3 (here as well).
       4. Finally, pull level 2 again and wait for your prize to appear on the table!
      
    • Dungeon No. 2 (3,16):
      Raffle Dungeon for Trained Heroes (~lvl 15-25)
      To solve the dungeon entirely, a team of two players is required.
      
  • /pup_land/raffle/raffle2_u3a
    • magic_mouth (10,8):
      This is an emergency exit from the raffle dungeon.  You will not be able to return.
      
    • magic_mouth (6,8):
      This is an emergency exit from the raffle dungeon.  You will not be able to return.
      
  • /pup_land/raffle/raffle3
    • Instructions (8,12):
      Follow these instructions to draw your raffle:
       1. Go to Dungeon No. 3 (downstairs) to retrieve the raffle ticket.
       2. Go upstairs and pull level 1 on the 2nd floor.
       3. Come back here and pull level 2 right in front of you.
       3. Pull level 3 (here as well).
       4. Finally, pull level 2 again and wait for your prize to appear on the table!
      
    • Dungeon No. 3 (3,16):
      Raffle Dungeon for Advanced Heroes (~lvl 40-60)
      
  • /pup_land/rainbow/l_hB
    • note (5,2):
      Truth is sometimes under sticky things.
      
  • /azumauindo/ranbounagisatoshi/shops/IPO_ranbounagisatoshi
    • Manual (12,6):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask the postmaster for help.
      Get a pre-addressed mailscroll, mark it and write on it with the command:
      use_skill inscription 
      Multiple lines of text may be written.
      When done, drop the scroll in the mailbox and it will be sent.
      
    • Prospectus (11,2):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages.  Want to get more? We have a wide range of products and services to offer to anyone.  Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
  • /santo_dominion/city_hall
    • statue (19,16):
      This guy was so much better than the guy over there.
      
    • Petitions for the DMs (16,15):
      I am a talking board, designed for leaving messages for the DMs.  If you don't know what to say, try help.
      
    • Vacant (14,12):
      Office Space for Rent
      
    • Vacant (14,6):
      Office Space for Rent
      
    • Santo Dominion Ticket Office (10,12):
      Santo Dominion Ticket Office
      Boarding passes are on sale here!
      
    • Psychotherapist (10,6):
      Dr. Eliza's Office
      Walk-in visits are welcome. Please speak to receptionist.
      
    • Santo Dominion Message Board (8,15):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • statue (5,16):
      This guy was way better than that other guy.
      
  • /scorn/misc/cityhall
    • magic_mouth (26,21):
      Welcome, my worthy disciple!
      
    • Updating Crossfire (17,13):
      The development of Crossfire never stops.  Keep your server and client up-to-date so you can always enjoy the latest features and bugfixes.  For a detailed list of valid download sites, look at: http://crossfire.real-time.com/download/
      
    • Manual part III (17,11):
      You can do several things by using only the mouse.  In the inventory-window, you can examine, apply and drop things by clicking the different mouse-buttons.  In the look-window you can do mostly the same, except you pick up items instead of dropping them when you click the right mouse button.  In both windows you can move the scrollbar in different ways by clicking the different mouse-button on it (but only if there are more items than can be displayed in the window).  In the graphical window, you can click at places with the left button to find out what is there, or with the right button to move in that general direction.
      
    • Manual part II (17,10):
      When you have rolled your stats and chosen a profession, you can type `?' at any time to get information about the different keys.  The apply command (bound to key `a') is used for several things, like wearing, removing, wielding, unwielding, drinking, eating, etc.  If you hold down Shift while pressing `A', you will apply the object below you.  This is the only way to enter a house.  In addition to the direct commands which are bound to different keys, you can also type more complex commands by pressing the '-key first.  To get more information about these, try typing "'help".
      
    • Manual part I (17,9):
      Crossfire is a multiplayer graphical arcade and adventure game made for the X-Window environment.  It has certain flavours from other games, especially Gauntlet (TM) and Nethack/Moria.  Any number of players can move around in their own window, picking up / using items and battle monsters.  The players all do battle in the same world, and can communicate with each other (even fight with each other).  The goal of the game is to survive and to have FUN.
      
    • History of Crossfire (17,8):
      Frank Tore Johansen started writing Crossfire in March, 1992.  Since then, many people throughout the world have contributed source code, maps, graphics, and other forms of support.  Early versions of Crossfire looked much like early renditions of the game Gauntlet.  Since then, features like that of Nethack and Moria were adopted.  Presently development is moving in the direction of producing a more complex game similar to Ultima.  Throughout the years though, Crossfire continues to maintain it's very own distinctive style.
      
    • Library (16,3):
      This way is the library.
      
    • Petitions for the DMs (15,14):
      I am a talking board, designed for leaving messages for the DM.  If you don't know what to say, say help.
      
    • Hours (12,14):
      City Hall services are available all the time, but beware zombies during the night.
      
    • Court Hall (11,3):
      This way is the court hall.
      
    • Kevin Bulgrien (4,20):
      Rayvin Was Here
      And BIB Was Too.
      
  • /scorn/shops/IPO_scorn
    • Scorn Message Board (7,8):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (4,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages.  Want to get more?
      ..
      We have a wide range of products and services to offer to anyone.
      ..
      Pirate?
      Try our TalkParrots(tm)!
      ..
      Beholder?
      Enjoy our fabulous non-stereoscopical cards!
      ..
      And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Colette for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /scorn/port/ticket_office
    • Santo Dominion (3,9):
      Buy tickets to Santo Dominion here for 1 platinum.
      
    • Stoneville (3,7):
      Buy tickets to Stoneville here for 5 platinum.
      
    • Under Construction (3,5):
      Under Construction
      
    • Under Construction (3,3):
      Under Construction
      
  • /scorn/shops/privateshop
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /scorn/shops/privateshop_43_36
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /scorn/shops/privateshop_43_37
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /scorn/shops/privateshop_48_34
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /scorn/shops/privateshop_48_35
    • Variables (49,1):
      (dp0
      .
      
    • Variables (49,0):
      Owner: Unowned
      Date: 2010-01-01
      Days: 0
      
    • Notice (7,7):
      This lever renames all floor tiles in the shop to Shop Floor.  Use if your items are melting.
      
    • Notice (6,7):
      Left position makes shop non buildable.  Right makes it buildable.
      
    • Notice (5,7):
      Left position makes magic Denied in the shop.  Right makes it Allowed.
      
    • Notice (4,7):
      Left position makes owner area non buildable.  Right makes it buildable.
      
  • /scorn/towers/brewery.1
    • sign (30,6):
      (Non)Human Resources
      
    • sign (26,24):
      Cantina
      
    • sign (19,1):
      Manager's Office.  Appointment required.
      
    • sign (13,15):
      Quality Control Room
      
    • sign (8,1):
      Manager's Office.  Appointment required.
      
    • sign (3,6):
      Administration
      
  • /scorn/towers/brewery.3
    • half-erased note (5,3):
      ... Power is not sufficient... Maybe get one from the well... ... danger...
      
  • /scorn/towers/brewery.2
    • letter (14,2):
      The text is written in a language you cannot decipher.  Maybe some wise man could?
      
    • monument (13,1):
      Scorn's Extra Ale Recipe:
      ...
      ...
      (buh! you'll never look your booze with the same eye!)
      
  • /pup_land/ancient/ruin/village
    • sign (8,3):
      We*co*e to S*in*ing Vi**age!
      
  • /pup_land/rainbow/shore
    • sign (7,3):
      Welcome to Keira's beach!
      Enjoy swimming.
      --CAUTION--
      Very fast current.
      Do not swim outside the fence.
      
  • /azumauindo/minatomachi/buildings/guildkeybuildingB2a
    • Shougyoukumiai dzuki za Ketsueki Itsuryuu (9,4):
      Shougyoukumiai dzuki za Ketsueki Itsuryuu
      30,000 Diamonds
      
  • /azumauindo/minatomachi/buildings/guildkeybuildingB2b
    • Shougyoukumiai dzuki za Nenshou Youso (9,4):
      Shougyoukumiai dzuki za Nenshou Youso
      30,000 Diamonds
      
  • /azumauindo/minatomachi/buildings/guildkeybuildingB2c
    • Shougyoukumiai dzuki za Zaseki Dzuki Ryoku (9,4):
      Shougyoukumiai dzuki za Zaseki Dzuki Ryoku
      30,000 Diamonds
      
  • /azumauindo/ranbounagisatoshi/shops/tradecenter
    • Shouhou Senta (8,15):
      Welcome to Ranbounagisatoshi's shouhou senta.  Here 2 players may place their tradable goods in the trade zones.  Then both players can turn their levers to complete the trade.
      
    • Trader 1 (6,13):
      Trader
      
  • /pup_land/ancient/village/siegfried/siegfried.B1
    • magic_mouth (3,10):
      If you want to Open the gate, say password.
      
  • /pup_land/ancient/village/siegfried/siegfried.2
    • magic_mouth (18,13):
      The key got burned, your quest is over! Leave now - and regret your mistake.
      
    • magic_mouth (15,13):
      These gates seemingly require a password to open.
      
    • magic_mouth (14,8):
      You spot a lever, hidden under the bed!
      
    • spellbook of meteor swarm (1,1):
      You are a winner! You'll get teleported directly to the true spellbook of meteor swarm.  All you gotta do is say `I agree`.  Damn, you are SO lucky!
      
  • /sisters/small_manor2
    • old diary (11,5):
      ... At last I find that I am dying, and I hope that the gods will finally give me peace.  Since the destruction of our fair city by the lake I have come here -- to do the best that I can with what is left.  Humans, goblins and gnolls - we have put aside old hatred to build this last outpost community.  Many of us humans are favored as food by the cyclops, too many of us have lost our lives to the cooking pot.  I am the last human, and if I leave no children from my loins, then I consider the goblins and gnolls whom I have taught human skills my legacy.  Let those foolish immortals judge lesser men! I am a man now without religion.  Shame on those who worship such fickle beings! And a pardon on the three who have dared defy them!
      
  • /lake_country/snake_pit/snakepit_4
    • blood stained parchment (6,5):
      Don't go down! ... It's not for man to conquer.  Only god can handle a monster like that!!  Take my advise and leave.
      
    • magic_mouth (3,4):
      You find a crude shelter from the harsh battles.
      
    • magic_mouth (1,6):
      From down below you hear noise of hell.
      
    • magic_mouth (1,4):
      From down below you hear noise of hell.
      
  • /santo_dominion/map.and.sale
    • info (6,14):
      Welcome to St. Dominion sale!
      This is a very special shop.  What you sell here will stay forever.  If the shop gets too crowded with items, please pull the lever several times.
      
    • magic_mouth (5,12):
      Pulling this lever will clean the shop.
      
  • /start/newbieshouse
    • sign (15,13):
      This door opens only when you say
      -------
      shazam
      -------
      
    • sign (15,9):
      There are many different types of doors.
      The most basic type is a simple closed door.  You can open this kind of door with a generic key like the one beside this sign.
      If you have no keys you can try to break the door down by attacking it.
      If you have the lockpicking skill you can try to open the door by typing 'ready_skill lockpicking' and then 'firing' (usually pressing shift + ) towards the door like you would fire an arrow or a bolt.
      There are also locked doors which can only be opened with special keys...
      
    • sign (15,4):
      Keys can also be used to open locked chests, but not all chests are locked. Beware, though, as some doors and chests are trapped. Use caution.
      The chest is locked by chance, but the key to open it is right there.
      
    • sign (14,13):
      This door opens when you walk near it.
      
    • magic_mouth (13,26):
      Say 'hello world' if you want the door to open.
      
    • sign (12,13):
      Apply one of those 2 levers to open one door.
      
    • Food (11,21):
      Remember, you need to eat or you'll starve. Never forget to carry food with you. If you have food and your food level reaches zero, your character will randomly eat some of it.
      Would you like some more food now? If so, go near the altar and say 'food'.
      
    • Books (11,18):
      You will find a lot of books in the Crossfire world.
      Some are so difficult your character may not understand them.
      Not everyone finds all books interesting, but one important fact is: Reading them often yields experience.
      Simply apply a book to read it.
      Reading is important for two reasons:
      - learning high-level spells requires a high literacy level, gained by reading a lot
      - texts contain various information about the world, including places that may be interesting to visit
      
    • Using Items (11,12):
      -------------------
      Tutorial: Using items
      To use items in Crossfire, there are two basic methods.
      The first is to use mouse buttons on your inventory.
      The second is to use the command
      -----
      apply
      -----
      which uses the top object on the ground where you are standing.
      Of course it isn't easy to type the command each time you want to use a lever or eat some food.  I recommend you bind the command to a key.
      If you don't know how to do bind commands to keys, follow the binding tutorial by talking to Manu, the crazy key binder.  He is to your left.
      -------------------
      
    • Doors and Keys (11,10):
      Doors and Keys
      
    • Ranged Weapons (10,16):
      If you have a ranged weapon this would be a good chance to practice firing it at the ants.
      First you ready the weapon, then hold down the fire key and press a direction key to fire a missile.
      Fire is usually bound to the  key by now you must know what direction keys are to have gotten as far as this sign.
      Make sure to keep enough ammo on hand!
      
    • sign (9,5):
      Welcome to Crossfire!
      If you are new to this game, this map was made for you! Here you will find information on how to play.
      Want a quick start? Speak to Sigmund at the entrance. Don't remember how to speak? Just type:
      -------
      say hello
      -------
      in the command box of your client or use the chat boxes if (there are any).
      You will find many signs like this one in the game.
      Never forget to read them as they give you useful information.
      
    • sign (7,18):
      -------------------
      Tutorial: Traps
      Searching for traps can save your life in Crossfire.
      Some traps are difficult to find, others are easy.
      Some traps are dangerous, others are harmless.
      To find a trap, use your trap finding skills by typing
      ------
      use_skill find traps
      ------
      but it is a lot easier to use the default "s" keybinding to find traps.
      Some traps are hard to find, so you might want to search a number of times.
      If you find a trap, disarm them so you can continue your way fully secure.
      To disarm a trap, use the command
      ------
      use_skill disarm traps
      ------
      If at first you do not succeed, try, try again.
      The "d" key is bound to the disarm command by default.
      It is really useful to use keybindings for these actions since they are used a lot.
      Now follow the black marbled path and try to find and disarm all the traps.
      Are you confused yet?
      -------------------
      
    • Fighting (7,15):
      Get your first experience points!
      Ants are the easiest creatures to kill in the world of Crossfire.
      Nothing is easier than fighting.  Just run into the ants.
      Go ahead, you can kill them!
      
    • Beds to reality (7,10):
      Beds to reality
      
    • magic_mouth (4,25):
      You would have been quite badly hurt by that trap...
      
    • Gates and Doors (4,7):
      Some doors and gates automatically swing open by triggering a (sometimes hidden) button or switch.  Be careful not to stand in the way when they are swinging open or closed...  Ouch.
      
    • Food (2,13):
      Food is important for you to stay alive. Apply it to eat it. If your food bar runs down, you will begin to rapidly lose HP. Regenerating HP and mana also requires food, so remember to bring plenty to battles!
      
    • sign (0,14):
      Curiosity is it's own reward but a bit of money is nice too...
      
  • /pup_land/rainbow/station
    • magic_mouth (6,10):
      10 platinum coins to enter the watch.
      tower.
      
    • sign (6,7):
      Red Island is the best place for tourists.  Beautiful nature and friendly people will cure your stress.
      
  • /dragonisland/keysale
    • Stoneville Estates, Ltd. (6,12):
      Welcome to Stoneville Estates, Ltd.!
      Here you can buy keys to various private apartments scattered around town. No, we do not accept refunds.
      
  • /dragonisland/ticket_office
    • Scorn (3,9):
      Buy tickets to Scorn here for 1 platinum.
      
    • Under Construction (3,7):
      Under Construction
      
    • Under Construction (3,5):
      Under Construction
      
    • Under Construction (3,3):
      Under Construction
      
  • /brest/sow/sow.1
    • magic_mouth (30,17):
      Click
      
    • magic_mouth (30,1):
      Ha Ha Ha Ha Ha...
      
  • /azumauindo/suno-yamatoshi/buildings/dojoA1
    • Suno-yamatoshi Dojo (39,57):
      Welcome to the Suno-yamatoshi Dojo.
      *You may fight as if in an arena.
      *Spells are prohibited.
      *Dojo weapons and equipment stay in the dojo.
      *Personal weapons and equipment stay out;
      *To exit the dojo place the dojo weapons and equipment on the respawn mats.
      *You may leave your weapons and equipment here.
      
  • /pup_land/ancient/village/tavern
    • magic_mouth (9,14):
      Written on the wall:
       "Siegfried is our hero!
        Siegfried, banzai!"
      
    • magic_mouth (7,14):
      Written on the wall:
       "Beware of the Necromancer!"
      
    • magic_mouth (5,14):
      Written on the wall:
      "---- LoveLove Company ----
       Do you do one-side love?
       If you want to know someone's mind,
       We'll show you!
       ---- LoveLove Company ----"
      
  • /teamarena/twregister
    • Arena Master (13,5):
      @match *
      Greetings!  So which if you is brave enough to enter the Arena?
      Team 1 should enter on the left, and Team 2 on the right!
      Oh, we have been having some trouble powering the teleporters...
      You will probably need some more rubies to power them.  I think 250 should do it for your team for awhile..
      
    • Tourist Guide (12,10):
      @match *
      Greetings!  You can purchase premium tickets right here! Premium tickets give you access to the exclusive view from the center of the arena, right where all the action is!
      
    • magicmouth (6,12):
      The Sphere in the center of the lava somehow floats in the air.  Small red tinted tendrils seem to flow from the piles of rubies to the sphere - almost as if it is feeding on them.  Periodically you notice guards drop more rubies on the piles.
      
    • Frosty (6,11):
      @match hi|hello
      Hello, isn't the Sphere beeautiful?
      @match sphere
      The Sphere draws it's power from the rubies.
      @match ruby|rubies
      Rubies are very valuable to our society.
      
    • magicmouth (6,10):
      The Sphere in the center of the lava somehow floats in the air.  Small red tinted tendrils seem to flow from the piles of rubies to the sphere - almost as if it is feeding on them.  Periodically you notice guards drop more rubies on the piles.
      
    • magicmouth (6,9):
      The Sphere in the center of the lava somehow floats in the air.  Small red tinted tendrils seem to flow from the piles of rubies to the sphere - almost as if it is feeding on them.  Periodically you notice guards drop more rubies on the piles.
      
    • Guard (3,6):
      @match *
      Stand back.  Guards only.
      
  • /teamarena/teamwar
    • Registration Office (36,2):
      Please enter here to sign up for Team Wars!
      
    • Brave Players (33,11):
      Smart players who read this first would consider a team strategy...
      
    • magicmouth (33,7):
      Sorry..  I just can't get them powered again.
      Must be a short somewhere...
      You'll have to manually power them on the alter.
      
    • RULES (19,23):
      Please proceed to the registration room if you want to join the fight or to purchase your spectator tickets.
      Make sure you read the rules!
      We are not responsible for anything that goes wrong!
      
    • sign (19,17):
      Pull the lever to leave!
      
    • magicmouth (19,2):
      Paying Spectators Only!
      Purchase your ticket at the registration office!
      
    • Brave Players (5,11):
      Smart players who read this first would consider a team strategy...
      
    • magicmouth (5,7):
      Sorry..  I just can't get them powered again.
      Must be a short somewhere...
      You'll have to manually power them on the alter.
      
  • /darcap/temple_justice/temple_justice.1
    • sign (17,25):
      Temple Justice
      Intruders Beware!
      If the lower map resets, then you may get stuck.
      Not recommended for low level characters.
      
    • sign (15,25):
      Sword and Shield starts the pursuit,
      Hammer the keyhole to get the loot.
      
  • /navar_city/temples/ruggilli
    • magic_mouth (12,11):
      Proceed down those stairs and defeat The Servant.  Ruggilli will then permit entrance.
      
  • /scorn/temples/devourers
    • sign (4,14):
      Here there be the dark ones of death..
      
  • /scorn/temples/sorig2
    • warning sign (4,1):
      Be careful when making ritual sacrifices: high voltages can be dangerous.
      
  • /santo_dominion/tavern
    • sign (15,18):
      Welcome to the Golden Lion!
      
  • /santo_dominion/tavern.2ndfloor
    • readme (32,27):
      The buttons are merely here to please Gridarta, the connections 14 and 15 will be called by the animation
      
    • 20 (31,26):
      Bonzo the Banker cries:
      Guards!! Kill this filthy thief!
      
    • magic_mouth (23,17):
      This chest is decorated with silver ornaments of crossed hammers.
      
    • magic_mouth (21,23):
      In the other room you see a warrior lying on the floor.  His face is pale and gaunt, he is coughing.  The poor guy seems to be very ill.
      
    • magic_mouth (8,9):
      Bonzo the Banker says:
      Hey stranger - Stop right there! This money is mine.  Don't touch it! Get out!!!
      
  • /darcap/darcap/random_house
    • magic_mouth (4,7):
      A sign reads: Drop 10 silver coins to enter.
      
  • /pup_land/kurte/to_past
    • 15 (8,16):
      *gong*
      
    • 14 (7,16):
      *gong*
      
    • magic_mouth (7,7):
      You shall circle the pentagrams, then step here.
      
    • 13 (6,16):
      *gong*
      
    • 12 (5,16):
      *gong*
      
    • 11 (4,16):
      *gong*
      
  • /quests/peterm/Demonology/GroundLevel
    • magic_mouth (15,11):
      You look at the pentagram but see nothing which might activate it.
      
    • magic_mouth (15,10):
      Demonstration room.
      
    • magic_mouth (15,9):
      Administration.
      
    • magic_mouth (15,8):
      You take one look at the vacant faces of these bureaucrats and decide they have nothing useful to say.
      
    • magic_mouth (10,1):
      A wild cacophony wafts down the stairs.  You wonder what chaos could produce the sounds you hear.
      
    • sign (9,10):
      Welcome to the Tower of Demonology and Summoning.  Here is taught the summoning and control of beings from other planes.
      
    • magic_mouth (9,1):
      A wild cacophony wafts down the stairs.  You wonder what sort of chaos could produce all the noises you hear.
      
    • magic_mouth (4,11):
      Just an empty lecture room.
      
    • magic_mouth (4,10):
      Lecture room.
      
    • magic_mouth (4,9):
      Admissions.
      
    • magic_mouth (4,8):
      These people don't look quite as dumb as the bureaucrats did.
      
  • /pup_land/ordeal/tower_ordeal1
    • scroll (7,8):
      Please say, "Let's protect nature" to the Reception of the Guild.
      
  • /quests/peterm/CTower/TowerTop
    • magic_mouth (17,14):
      You look down from a great height, and realize that the devastation in this area is the result of Yqreth's toying with the spell you found below.  You resolve not to let power go to your head, and not to sell your soul for power, as Yqreth had.  Or at least, you resolve to sell your soul for a higher price.  Yqreth wasn't much of a lich -- strong liches are reputed to be much more powerful than the creature you destroyed.
      
  • /mlab/citydeclouds/shops/cwdctrademarket
    • Trader Joe's (8,15):
      Welcome to Trader Joe's Trademarket.  Here 2 players may place their tradable goods in the trade zones.  Then both players can turn their levers to complete the trade.
      
    • Trader 1 (6,13):
      Trader
      
  • /pup_land/ancient/volcano/volcano.2
    • magic_mouth (34,32):
      Waaah - a hole in the floor!
      
  • /pup_land/ancient/volcano/volcano.1
    • info (12,6):
      To get moving, you need to push the lore.  Therefore, apply the ground beneath the lore.
      
    • magic_mouth (11,16):
      Hey... This is fun!
      
    • warning_2 (4,12):
      This old lore looks dangerous.  If you take a ride, it could be difficult to find your way back out of this mountain.  And magic won't help you in here...
      
    • warning_1 (3,12):
      You can feel something fizzle inside you... The volcanic activities of this mountain seem to block any form of magic or prayer.  Perhaps you should leave again...
      
  • /scorn/taverns/inn
    • Help (13,18):
      To save, stand over a bed to reality and then (a)pply it. If necessary, stand over a lever and (a)pply the lever to open the gate.
      
    • Guestbook (11,17):
      Guests:		From:		To:
      =====================================
      Lord Murky	14/12-134	16/12-134
      Sir Gwain		15/12-134	25/12-134
      Lord Skud	19/12-134	4/ 1-135
      Sir Gwendale	25/12-134	2/ 1-135
      Mr. Pompe	1/ 1-135
      Sir Wise		2/ 1-135		3/ 1-135
      
  • /pup_land/rainbow/w-tower
    • 12 (19,3):
      "Klang!" - What was that?
      
    • note (9,15):
      You have the talent to be a good treasure hunter.  Find me.  Then I'll tell you a secret.
         T.K.
      
  • /pup_land/rainbow/roof
    • magic_mouth (5,6):
      Wow! What a wonderful view!!
      
  • /darcap/darcap/inn
    • letter (26,16):
      My friend,
      I write to tell you of our trials in the land of Darcap. We went south, to a volcano where all manners of firey creatures attacked us. We were forced to retreat...
      
    • More Info (23,17):
      To claim the rewards in the courthouse all four parts of the quest must be tackled:
         Water
         Earth
         Air
         Fire
      
    • Info (23,16):
      Tourists: Visit the courthouse.
      Adventurers: Apparently the well on the south side of town is a good place to start.
      
    • Help (6,12):
      To save, go into a room and press pply on the bed.
      
    • Waterfront Inn (5,9):
      Waterfront Inn
      We have plenty of vaccant rooms, so come on in!
      
  • /mlab/mlabscrntrd1
    • Trader 2 (17,16):
      Trader 2
      
    • Trader 1 (16,16):
      Trader 1
      
    • Warning (5,7):
      High level.
      
    • West Scorn Trademarket (4,9):
      Welcome to the West Scorn Trademarket.
      ...
      Here 2 players may place their tradable goods in the trade zones.
      ...
      Then both players can turn their levers to complete the trade.
      
  • /mlab/mlabscrntrdb1
    • First World Bank Diamond Exchange (8,15):
      Welcome the Scorn branch of the First World Bank Diamond Exchange. Here First World Bank 2000 Diamond Notes can be redeemed or purchased.
      
  • /navar_city/mlab/tavern7
    • A testament to Sarnach (9,6):
      Such a great being was he.
      Gave of his time.
      Gave of his meager wage.
      Gave of his magic.
      Such a gentle being was he.
      Raised his hand against nothing.
      Raised his voice against nothing
      Raised his magic against none.
      Such a wise being was he.
      To all whom asked wisdom spoken.
      To all whom strived magic dispensed.
      To all whom needed guidance given.
      Such a murdered being is he taken to darkness in sleep never to wake.
      Murdered cowardly in the slumber.
      A roll of the dice and the fool taketh his life, and his corpse.
      To the alter his physical being strives.
      To the alter where the physical must to dust turn so the spirit may be free.
      
    • magic_mouth (8,8):
      There was a wizard.  He had an apprentice.  What is said are lies.  There are no good wizards.  No good apprentice of magic ever existed.  It was not murder but justice.  He who hast slain the apprentice did good.  He who hast slain the slayer must be dealt justice.
      
  • /scorn/mansion/witherspoon_manor
    • magic_mouth (13,2):
      This looks like a study.
      
    • magic_mouth (7,6):
      This manor seems quite old, but unused, there is dust everywhere...
      
    • magic_mouth (4,2):
      My, what a nice book collection.
      
  • /wolfsburg/apartments/wolfsburg.apartment
    • Apartment information card (4,1):
      Welcome to your Wolfsburg apartment!
      This entire apartment is buildable.
      Use a destructor to remove the walls and begin your renovations.
      
  • /world/world_102_108
    • Tickets (17,10):
      Boarding passes are sold at the Santo Dominion Ticket Office located in City Hall.
      
  • /world/world_103_127
    • Newest Additions (5,15):
      Myrnek's House
      Damaris' House
      Enter at own Risk
      Bloodwell
      Well of Intelligence
      Dark Elf House
      Hangar
      Pixie's Delight
      Dreadful House
      Adventurers Guild
      Note: most of these additions are
      dangerous!
      
  • /world/world_104_112
    • sign (19,14):
      Training Centers Incorporated
      
  • /world/world_104_115
    • magic_mouth (45,26):
      Welcome to the Scorn City Dragon Port
      Controlling rights are Doorn, 'n' Skud's
      
  • /world/world_105_113
    • Welcome to Euthville (9,18):
      All dungeons are open.
      This is a 9th level (at least) area.
      
  • /world/world_105_115
    • Scorn City Limits (33,35):
      Santo Dominion - 350 chains north
      Brest - 518 chains south
      Navar City - 948 chains east
      
    • sign (23,9):
      no trols undur brig
      
    • sign (19,7):
      is gud brig, no trols
      
    • Out of Business (15,25):
      **NOTICE**
      Shipage to Wolfsburg is now closed due to lack of profitability.
      It's just too darn far mate...
      For passage to Wolfsburg, try Navar city.
      
    • More Information (11,37):
      PLAYER KILLING WILL NOT BE TOLERATED.
      Unless BOTH combatants agree to it.
      Killing Town folk will upset the guards!
      --oOo--
      For a lot of adventure information, talk to people in Goth's tavern, above the Eastern Gate House.
      
    • Advanced Dungeons (10,37):
      Advanced Dungeons:
      Animal Quarantine (Port Area)
      Haunted House (South East of lake)
      Old City (Gatehouse, secret door quest)
      Old City (well, next to weapon shop)
      Old City Port (well in Port Area)
      Old Mansion (South of East Gate)
      Prison Courtyard
      Puddings Place (Port Area)
      The Arena (Port Area)
      
    • Beginner Dungeons (9,37):
      Beginner Dungeons:
      Alfalfa's House (River road)
      Beginners 1 & 2 (Wanderer's Way)
      Dangerous Bungalow (west port area)
      Drinking Well (just below central square)
      Friendly Giant's Tower (near west wall)
      Fun House (North side of main road)
      Gork's Grovel (Below Eastern Gate)
      Goth's Tavern Cellar
      Houser of Porters (near fenced area)
      Jones' House (River Road)
      Lighthouse (northeast port area)
      Old City (Dark Well, Old South Road)
      Scorn Brewery Cellar (River Road, east)
      Smith's House (Old South Road)
      Undead Church (Old South Road)
      
    • General Information (8,37):
      Safe places to visit...
      Central Library
      City Hall (west of central square)
      Goth's Tavern (near guard house)
      Oled's Cafe
      Patch's House (Wanderer's Way)
      Piriate Inn (in port area)
      Prison of Scorn
      The Barking Mule
      Wanderers' Inn (sleep to save!)
      Zoo (Old South Road) place to see many monsters
      ...and all the stores and temples.
      
    • Road of Riches (8,34):
      Road of Riches...
      
    • Old South Road (6,45):
      Old South Road...
      
    • Central Square of Scorn (5,36):
      Read the signs to the right for information on where to go and what to do.
      --oOo--
      WARNING: Magic is not permitted within Scorn city limits.
      --oOo--
      Please do not litter.
      
    • To the Port (5,32):
      Port Area of Scorn
      
    • magic_mouth (4,25):
      Before you is a statue...
      The sea, is our mistress,
      The deep, our graves,
      To those that brave,
      The storm tossed waves. ''
      Guild of Seamen, Scorn - 26 Dec 1998
      
    • Street of Merchants (3,32):
      Street of Merchants...
      We the merchants of Scorn cater to the needs of all adventurers. If you need Food, Equipment, Armour, Weapons, Magic, come and visit us.
      
    • Street of the Gods (1,39):
      Street of the Gods...
      On the back of the sign is some graffiti:
      Be ever so humble,
      in the presence of greatness,
      or thou shalt face the wrath,
      of a God Scorned!  -- Eric the Cleric
      
  • /world/world_105_116
    • magic_mouth (4,1):
      ---------------------------------------
      Welcome to Crossfire.
      To read these signs walk onto them and press `a' to apply (read) them. The same command will allow you to enter and leave any open buildings and dungeons.
      Enjoy!
      ---------------------------------------
      
    • sign (4,1):
      Safe places to visit...
      Central Library
      City Hall (west of central square)
      Goth's Tavern (near guard house)
      Oled's Cafe
      Patch's House (Wanderer's Way)
      Piriate Inn (in port area)
      Prison of Scorn
      The Barking Mule
      Wanderers' Inn (sleep to save!)
      Zoo (Old South Road) place to see many monsters
      ...and all the stores and temples.
      Visit the Central Square for more information (due north)
      
    • River Road (2,5):
      River Road...
      
    • Wanderers' Way (2,0):
      Beginners should head towards the houses to the west:
      Beginners 1 provides valuable life lessons, and
      Beginners 2 for some more advanced topics.
      
  • /world/world_106_121
    • sign (31,25):
      Scorn - north
      Lake country - east
      Brittany - south
      
  • /world/world_107_123
    • sign (22,13):
      Brest - 3 chains south
      Lake Country - 241 chains east
      
    • Tower of Ludo (20,39):
      Lord Ludo invites to step in and discover his treasures. Please deposit 100 platinum coins at the Payment Booth. Special fees for groups of adventurers. Please don't touch the artifacts.
      
  • /world/world_109_126
    • magic_mouth (38,20):
      A beam of orange light from the lower level of the Wist's tower hit you.  You are teleported back.
      
    • magic_mouth (36,18):
      A beam of orange light from the top of the Wist's tower hits you and you are teleported back.  You realize it's impossible to approach this way.
      
    • magic_mouth (33,39):
      The swamp bubbles with strange power.  Someone must have done something to it!!
      
    • magic_mouth (33,37):
      Vast swamp and water ahead.
      
    • bellow (32,22):
      Beastily bellows reverberate within the cave mouth.
      
    • magic_mouth (31,36):
      The leaves rustle,
      ".. call . upon the spirit of the forest ... and you can ride the wind; be one with the forest ..."
      
    • magic_mouth (29,35):
      You hear the ground grunts, "Twak  ...  spirit of the forest."
      
    • warning1 (29,18):
      West wind picks up speed.  You sway unsteadily in the wind.  Uncanny feeling creeps up your spine.
      
    • magic_mouth (28,31):
      Wind brings a voice, "... remember my name."
      
    • warning1 (28,18):
      West wind picks up more speed and you almost fell off the cliff!
      
    • fall (28,17):
      Strong wind peels you off the mountain surface.  You fall like a rock.  Light is blocked by mountain peaks.
      ...
      You plunge into a dark mist.
      
    • magic_mouth (27,30):
      Wind brings a voice, "Whisper ... my name."
      
    • warning1 (27,18):
      The west wind is like no other wind you have experienced.  You were ripped off rock you were holding onto.
      
    • magic_mouth (21,41):
      The current pushes you ashore.
      
    • magic_mouth (21,28):
      Welcome to Fortress of Lord Butakis.
      
    • magic_mouth (17,42):
      You are taken by a strong current.
      
    • sign (17,20):
      Map finished:
      4 shops
      Snake pit (near Mopoon's weapon shop)
      Wizard tower in the marsh.
      Training tower (level 1-4) in front.
      Butakis castle (Still things to be put in the castle.)
      Quests:
      Quest of the crowns in Oldie's Jewelry.
      Mopoon's quest for successor in his shop.
      Quest for powerful artifacts in Ebony thief guild.
      Map fixed:
      Oldie jewelry
      Clem's archery
      Ebony thief guild master level.
      Ultimate artifacts you can acquire in this land include: Sword of Chaos, Golden Unicorn Horn, Spellbook of meteor swarm, Spellbook of face of death, and so on.
      
    • magic_mouth (15,37):
      You are taken by a strong current.
      
    • magic_mouth (14,42):
      Wind brings a voice, "... call .. my name."
      
  • /world/world_111_117
    • magic_mouth (39,42):
      You notice a well-hidden cave, high in the mountains here.
      
  • /world/world_115_116
    • charred paper (35,31):
      This charred page reads:
      Day 13 and Niome is recovering from a nasty ape bite.
      We are not sure why the apes were so aggressive.
      They seemed to be living in the ancient temple ruins perhaps we will be able to find out more when we enter the ruins tomorrow.
      
      
    • charred paper (32,47):
      This charred page reads:
      Day 11 - a pleasant day but some rain kept us in out tent for most of the afternoon.  The apes seem to be highly intelligent but very shy.  Some of the younger males are becoming bolder and 
      They act almost like children who have a secret.
      
  • /world/world_116_102
    • Welcome to Darcap (29,37):
      Open Areas:
      Church (North West corner of town)
      Well (South of town)
      Maze House (North East)
      Elemental Houses (North of Tavern)
      All the shops
      Inn (South, at edge of water)
      Tavern (Northern end of pier)
      Courthouse (Quest)
      Outside of town:
      Cave (southwest of town)
      Village in mountains
      Volcano (multiple players required)
      Warrior Proving Tower (northwest woods)
      Pirate Warehouse (South East)
      
    • sign (26,46):
      Welcome to Darcap!
      Navar City: 1065 chains southeast
      
    • Julio the Great (25,41):
      Julio the Great, ?-6813 EK, benefactor of the town.
      
    • tame chicken (23,44):
      Ooh, a tame chicken! And look, it's a new pet shop!
      
  • /world/world_118_104
    • sign (29,15):
      Training Centers Incorporated
      
  • /world/world_119_115
    • magic_mouth (28,38):
      Dust Storm!
      
    • magic_mouth (20,26):
      Dust Storm!
      
  • /world/world_121_114
    • sign (42,21):
      Training Centers Incorporated
      
  • /world/world_121_116
    • sign (48,46):
      Welcome to Navar City!
      By order of the city council, magic is suppressed in public streets. Be sure to visit:
      Frolicing Mermaid
      All Shops
      Gunther's smithy
      Lighthouse
      Bank of Skud
      
    • Main St. (40,47):
      Town Square this way.
      
    • magic_mouth (40,38):
      Someone scribbles in crayon...
      QUEST INFO:
      Quests that are open:
      1. TOWER QUEST (High levels only)
      2. SMUGGLER QUEST(Mid levels)
      To start both, go to the courthouse.
      Ask the people there about the 'quest'
      Good Luck
      
    • sign (38,42):
      Showing Today:
      Clash of the Titans
      
    • sign (32,46):
      Welcome to Navar City!
      To go to Darcap, take the road north 1065 chains.
      To go to Brest or Scorn, take the road south.
      
    • magic_mouth (32,32):
      Someone tried to cover up their tracks, but has done a poor job.  The tracks head west.
      
    • magic_mouth (32,31):
      A strip of cloth is tied to a branch on a tree.
      
    • magic_mouth (32,30):
      Footprints turn off the road and heads towards the mountains.
      
    • magic_mouth (32,28):
      A strip of cloth is tied to a branch on a tree.
      
    • magic_mouth (30,29):
      A strip of cloth is tied to a branch on a tree.
      
    • magic_mouth (29,32):
      Footprints now head north, around the cliff face.
      
    • magic_mouth (29,30):
      More tracks again.  Now turning towards the west.
      
    • magic_mouth (23,30):
      A strip of cloth is tied to a branch on a tree.
      
    • magic_mouth (22,30):
      Someone has removed rocks and dirt here to make the opening wider.
      
    • magic_mouth (21,31):
      The tracks continue south.
      
    • magic_mouth (19,34):
      A strip of cloth is tied to a branch on a tree.
      
    • magic_mouth (18,35):
      From the south, a flicker of light catches your attention.
      
  • /world/world_121_117
    • City Stocks (39,12):
      Feel free to throw rotten vegies provided.
      
    • Royal Barracks (37,0):
      12th Navar City Regiment.
      
  • /world/world_122_117
    • magic_mouth (19,0):
      Hmmm...what is that ship doing so far out in the bay??
      
    • Tavern St. (14,0):
      Convivial Times for Scurvy Knaves!
      
    • Smith St. (13,7):
      Blacksmith
      Visit Gunther for Special Service.
      
  • /world/world_122_125
    • magic_mouth (22,34):
      You see an opening in the crater
      
    • magic_mouth (21,34):
      You see an opening in the crater.
      
  • /world/world_127_102
    • Ranbounagisatoshi (29,3):
      Ranbounagisatoshi
      <--<
      
  • /world/world_128_101
    • Minatomachi (34,35):
      Minatomachi
      >-->
      
    • Suno-yamatoshi (4,29):
      Suno-yamatoshi
      ^
      |
      ^
      
  • /world/world_128_109
    • sign (35,12):
      Open Areas:
      Slave pits
      One-Eyed Mike's Store
      Red Light District
      Twin Towers
      Bloody Cutlass
      Dolphin's Delight
      Eternal Reward (To West)
      Pirate Church (North East Corner)
      Prison (due North)
      Warehouse (Middle one along north wall)
      Most of the galleons
      Area outside of town, north exit
      
    • sign (31,11):
      Here be the slave pit of Wolfsburg.
      ENTER AT YOUR OWN RISK
      (This is NOT a newbie area! Be Careful!!)
      
  • /world/world_129_109
    • magic_mouth (6,10):
      You swim out to the ship
      
  • /scorn/misc/zoo
    • sign (45,2):
      You can also commit suicide by using the "quit" command, you know...
      
    • Special Exhibit (35,7):
      Special Exhibit
      
    • Warning (6,16):
      Please do NOT feed the monsters.
      
    • Exit (1,17):
      To leave, stand on one of the doors and press 'a' to apply (exit).
      
  • /scorn/misc/beginners2
    • Looking alone is not sufficient (17,5):
      Not all that looks alike is the same.
      
    • Do not enter! (12,4):
      You must learn when to fight, and when NOT to fight!
      
    • Test doors for traps before opening (8,14):
      Test a door for traps before you open it or you may regret it.
      
    • Check for Traps (8,9):
      Check for traps before entering this corridor.
      
    • Rune of Marking (6,11):
      If you enter this corridor and don't react fast, you will die!
      
    • Check chests for Traps (3,13):
      Always check chests for traps as they may be trapped also!
      
  • /navar_city/houses/bingohall
    • magic_mouth (9,4):
      Don't steal the bingo money!
      
  • /scorn/houses/bowyer
    • book (10,3):
      Projectiles of Lightning can be made with 20 arrows or bolts and the tooth of a skull.
      
    • book (3,8):
      Projectiles of Poison can be made with 20 arrows or bolts and the stinger of a scorpion.
      
    • book (3,7):
      Projectiles of Paralysis can be made with 20 arrows or bolts and the eye of a beholder.
      
    • book (3,6):
      Create projectiles of Cold with 20 bolts or arrows and the remnants of a ghost.
      
    • book (3,5):
      Create projectiles of Fire with 20 bolts or arrows and the meat of a wyvern.
      
    • book (3,3):
      Create projectiles of Slay Dragon with 20 bolts or arrows and a single claw from one of the beasts.
      
  • /brest/brest.IPO
    • Prospectus (9,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (9,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
    • Brest Message Board (9,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
  • /brest/brest.inn
    • magic_mouth (22,16):
      Private Dining Hall (20 platinum)
      
    • magic_mouth (22,7):
      Private Dining Hall (20 platinum)
      
    • magic_mouth (17,7):
      Group Suite (20 platinum)
      
    • Rooms (13,18):
      Most rooms can be used for multiple days without repayment; just don't close the lever behind you!
      
    • magic_mouth (12,7):
      Group Suite (20 platinum)
      
    • magic_mouth (10,16):
      Bargain Bunks (5 silver)
      
    • magic_mouth (9,10):
      Double Room (10 platinum)
      
    • magic_mouth (9,7):
      Master Suite (50 platinum)
      
    • magic_mouth (7,16):
      Economy Room (5 platinum)
      
    • magic_mouth (6,16):
      Economy Room (5 platinum)
      
    • magic_mouth (4,16):
      Economy Room (5 platinum)
      
    • magic_mouth (3,16):
      Economy Room (5 platinum)
      
  • /mlab/citydeclouds/shops/IPO_citydeclouds
    • Prospectus (10,8):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • City de Clouds Message Board (6,10):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Manual (3,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /navar_city/misc/market2
    • Condemned (57,10):
      Condemned by order of the City
      
    • Condemned (56,1):
      Condemned by order of the City
      
    • Condemned (46,10):
      Condemned by order of the City
      
    • Condemned (43,1):
      Condemned by order of the City
      
    • magic_mouth (40,8):
      If only you had the key...
      
    • Condemned (16,1):
      Condemned by order of the City
      
    • Condemned (13,10):
      Condemned by order of the City
      
    • Condemned (2,10):
      Condemned by order of the City
      
    • Condemned (2,1):
      Condemned by order of the City
      
  • /scorn/houses/cornerbrook
    • sign (14,0):
      Cornerbrook Estates
      Highly desirable condominimums at affordable rates!
      
  • /darcap/darcap/shops/IPO_darcap
    • Prospectus (5,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
    • Darcap Message Board (3,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
  • /darcap/darcap/circus/fz_orcpit
    • magic_mouth (26,7):
      The wizard's orc has fallen!
      
    • Information (25,22):
      Welcome to the orc pits!
      Stay and watch the show!
      Or if you have some extra armor to spare, why not make a bet and send your own champion to fight for you!
      Head to the other side of the arena and deposit your weapons and armor for the fight of a lifetime!
      
    • magic_mouth (25,6):
      Let the fight begin!
      
    • magic_mouth (24,7):
      The player's orc has fallen!
      
    • sign (24,6):
      Pull the lever behind to start the fight!
      Only one fight per map load.
      Place any bets before you start the fight.
      No refunds.
      
    • sign (23,6):
      This trigger opens the item chute and gives your items to the orc.
      YOU NOT GET YOUR ITEMS BACK!
      Warning: Attempting to send players will not work and may clog the chute causing you to be stuck.
      Warning: Attempting to send pets in the item chute will anger your pet! Keep them clear of the item chute!
      
  • /darcap/darcap/manor.ground
    • magic_mouth (15,13):
      A sign on the wall reads: To the white key.
      
    • magic_mouth (15,6):
      A sign on the wall reads: To the brown key.
      
    • magic_mouth (4,13):
      A sign on the wall reads: To a random key.
      
    • magic_mouth (4,6):
      A sign on the wall reads: To the blue key.
      
  • /scorn/shops/foodshop
    • sign (6,15):
      Have food that you'd like to sell? Get a good price in our food buyback corner!
      
  • /pup_land/ancient/castle/gothwolte.2
    • very old book (35,18):
      
      
    • very old book (35,14):
      
      
    • very old book (35,10):
      
      
    • very old book (35,6):
      
      
    • very old book (34,18):
      
      
    • the way to perfection (34,14):
      The Terrorslug I ordered has finally been delivered.  I need it's skin to prepare the last immunity scroll.  Unfortunately it appears to be quite strong so my minions don't dare to leave the castle these days.  Very amusing that the townsmen believe the `locked entrance' would hinder us.
      
    • very old book (34,10):
      
      
    • very old book (34,6):
      
      
    • very old book (33,18):
      
      
    • very old book (33,14):
      
      
    • very old book (33,10):
      
      
    • of bodies and minds (33,6):
      This new body was one big stroke of luck! It came rushing into my castle and it was so strong, it managed to slaughter my old incarnation.  And then the common mistake: Thought I was dead and picked up the sword.  My new frame feels great.  My quest for the perfect body was finally successful.
      
    • very old book (29,14):
      
      
    • very old book (29,10):
      
      
    • treasury (28,14):
      My treasure hoard inside the volcano is endangered by the present seismic activities there.  The tunnel-system could collapse any time.  However, I don't really care - I am so close to perfect immunity, I won't have to pay for anything anymore...
      
    • very old book (28,10):
      
      
    • very old book (27,14):
      
      
    • diary of Gothwolte (27,10):
      ... The Evil Masters still don't want to accept me as their leader.  But once I find my last missing immunity they'll have no choice! ..
      
    • very old book (23,18):
      
      
    • very old book (23,14):
      
      
    • very old book (23,10):
      
      
    • very old book (23,6):
      
      
    • very old book (22,18):
      
      
    • very old book (22,14):
      
      
    • very old book (22,10):
      
      
    • very old book (22,6):
      
      
    • the days of rulership (21,18):
      I am looking forward to my life as an invincible form of being.  I'll reshape this planet, and the disgusting human race will be the first to be made extinct!
      
    • very old book (21,14):
      
      
    • very old book (21,10):
      
      
    • very old book (21,6):
      
      
    • scroll of immunity to turn undead (16,17):
      If you can read this, you're a cheater!
      
    • scroll of immunity to chaos (16,15):
      If you can read this, you're a cheater!
      
    • scroll of immunity to cold (16,13):
      If you can read this, you're a cheater!
      
    • scroll of immunity to weaponmagic (16,11):
      If you can read this, you're a cheater!
      
    • scroll of immunity to paralyze (16,9):
      If you can read this, you're a cheater!
      
    • scroll of immunity to poison (16,7):
      If you can read this, you're a cheater!
      
    • scroll of immunity to depletion (16,5):
      If you can read this, you're a cheater!
      
    • scroll of immunity to death (14,19):
      If you can read this, you're a cheater!
      
    • scroll of immunity to electricity (14,3):
      If you can read this, you're a cheater!
      
    • scroll of immunity to cancellation (12,19):
      If you can read this, you're a cheater!
      
    • scroll of immunity to god power (12,3):
      If you can read this, you're a cheater!
      
    • magic_mouth (9,2):
      Ah! That looks like Gothwolte is still lacking one last immunity.  So it is still possible to hurt him with that single attacktype.  But which one is it? And do you have the appropriate weapon?
      
    • scroll of immunity to physical (6,19):
      If you can read this, you're a cheater!
      
    • scroll of immunity to holy power (6,3):
      If you can read this, you're a cheater!
      
    • scroll of immunity to slow (4,19):
      If you can read this, you're a cheater!
      
    • scroll of immunity to ghosthit (4,3):
      If you can read this, you're a cheater!
      
    • scroll of immunity to counterspell (2,17):
      If you can read this, you're a cheater!
      
    • scroll of immunity to draining (2,15):
      If you can read this, you're a cheater!
      
    • scroll of immunity to blinding (2,13):
      If you can read this, you're a cheater!
      
    • scroll of immunity to fear (2,11):
      If you can read this, you're a cheater!
      
    • scroll of immunity to fire (2,9):
      If you can read this, you're a cheater!
      
    • scroll of immunity to magic (2,7):
      If you can read this, you're a cheater!
      
    • scroll of immunity to confusion (2,5):
      If you can read this, you're a cheater!
      
  • /navar_city/houses/herbertsundertakers
    • magic_mouth (14,6):
      You see an Angel appear before you The Angle says:
      "Stop brave adventurer...do not take what is not your from this lonely hovel.  The owners have gone through great hardships.  So if you do feel the need to take anything YOU WILL DIE!"
      
  • /scorn/houses/jeweler
    • thin book (10,3):
      You can create a ring of Magic with a ring a potion of magical resistance, a potion of power, and 3 diamonds of great value.
      
    • thin book (9,3):
      You can create an amulet of holy power with an amulet, two potions of wisdom, a holy symbol, and 30 pearls.
      
    • thin book (5,3):
      You can create a ring of the Healer with a ring, a potion of wisdom, a holy symbol, and 3 emeralds of great value.
      
    • thin book (4,3):
      You may create a ring of Beguilement with a ring, a potion of charisma, and 3 diamonds of great value.
      
  • /lake_country/shops/IPO_lakecountry
    • Lake Country Message Board (9,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (5,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /pup_land/lone_town/shops/IPO_lonetown
    • Lone Town Message Board (9,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (5,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /marksel/shops/smith
    • sign (17,8):
      Note: the connection is trigger by Hasphatois's animation for making his special pen.
      The button is here to make Gridarta happy, and also to ensure that if you change the value, you'll fix the animation too.
      
  • /marksel/shops/IPO_marksel
    • Prospectus (10,8):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Marksel Message Board (6,10):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Manual (3,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /scorn/houses/smithery
    • thin book (9,3):
      Combine a pair of shoes or boots with 3 crystals of mithril to create steel.
      
    • thin book (5,3):
      To make gauntlets of the Titans, you will need gauntlets, the heart of a giant, and a bottle of philosophical oil.
      
  • /navar_city/misc/IPO_navar
    • Prospectus (9,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages.  Want to get more? We have a wide range of products and services to offer to anyone.  Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (9,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ...
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Babs for help.
      ...
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ...
      Multiple lines of text may be written.
      ...
      When done, drop the scroll in the mailbox and it will be sent.
      
    • Navar Message Board (6,10):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
  • /port_joseph/town/shops/IPO_portjoseph
    • Prospectus (8,6):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /santo_dominion/shops/IPO_santodominion
    • Santo Dominion Message Board (9,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (4,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /scorn/shops/armourshop
    • sign (12,6):
      Custom Armour made here.
      
    • sign (7,16):
      Custom Armour made in the back of the store.
      
  • /scorn/houses/tannery
    • thin book (9,3):
      A cloak of minor protection can be manufactured by adding a balm of aethereality to a cloak.
      
    • thin book (5,3):
      Gloves of Marksmanship can be made with gloves, 5 arrows of accuracy, and a bottle of mineral oil.
      
  • /scorn/port/ship_santo_dominion
    • Boarding (10,6):
      Board the ship here. Please have your boarding pass ready. If the first gate is closed, then we're still getting ready for the next voyage.
      
  • /santo_dominion/ship_scorn
    • Boarding (10,6):
      Board the ship here. Please have your boarding pass ready. If the first gate is closed, then we're still getting ready for the next voyage.
      
  • /scorn/port/ship_stoneville
    • Boarding (10,6):
      Board the ship here. Please have your boarding pass ready. If the first gate is closed, then we're still getting ready for the next voyage.
      
  • /dragonisland/shops/IPO_stoneville
    • Stoneville Message Board (10,8):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (6,10):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (3,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /navar_city/misc/bowyer
    • Tim the Bowyer (6,12):
      Feel free to rent the facilities but stay out of my house! I'm sick of you people pestering me!
      
  • /brest/pshops/ugriver1
    • sign (18,9):
      Goblin holding area.  Send one down the river every once in awhile...
      
    • magic_mouth (13,5):
      The river is deep here where the two meet.  To your east you can see a crack of daylight, maybe it's a way out?
      
    • magic_mouth (12,13):
      The water is moving to fast to go any further upstream.
      
    • magic_mouth (11,12):
      Odd...
      The river seems to flow under the northwest wall.
      
    • magic_mouth (10,13):
      The water is moving to fast to go any further upstream.
      
    • magic_mouth (10,11):
      You crash through the wall.
      Goblin Leader shouts:
      "Kill the intruder!"
      
    • magic_mouth (10,5):
      The current is to strong to go that way.
      
    • magic_mouth (5,11):
      The current seems to deposit items in the soft banks of the river here.
      
    • magic_mouth (2,1):
      You seem to be stuck in some sort of an underground river... The water is moving to fast to go back up, I guess you'll have to find another way out.
      
  • /scorn/houses/wizardw
    • thin book (9,4):
      A talisman of Frost can be made with a talisman, a ring of ice, and the heart of a chinese dragon.
      
    • thin book (3,4):
      A horn of fire can be manufactured with a unicorn horn and three dusts of ignition.
      
  • /wolfsburg/shops/IPO_wolfsburg
    • Wolfsburg Message Board (9,6):
      I am a talking board, please say something to me.  If you don't know what to say, try help.
      
    • Prospectus (5,9):
      Imperial Post Services
      -----------------------
      Thank you for choosing the IPS to take care of your messages. Want to get more? We have a wide range of products and services to offer to anyone. Pirate? Try our TalkParrots(tm)! Beholder? Enjoy our fabulous non-stereoscopical cards! And don't forget: The Empire Is Everywhere For You!
      
    • Manual (4,9):
      Receiving Mail
      -----------------------
      Open the mailbox and get the scrolls, read them by applying.
      ..
      Sending Mail
      -----------------------
      Get a pencil and be sure that you are able to use the literacy skill. You can get both at the office; ask Postmaster Seruvvo for help.
      ..
      Get a pre-addressed mailscroll, mark it and write on it with the command: use_skill inscription 
      ..
      Multiple lines of text may be written.
      ..
      When done, drop the scroll in the mailbox and it will be sent.
      
  • /world/world_101_114
    • sign (16,39):
      Welcome to Port Joseph!
      Editor: langley@fermat.dartmouth.edu
      Newbies:
      Church Tower
      Goblin Island
      Those of more experience:
      Portia's House.
      Yet another undead Church.
      The quest for Moogly Bill's gold.
      
  • /world/world_115_117
    • Rudger's Journal (31,12):
      Journal of Rudger Howwager - natural philosopher
      Day 1
      We have arrived at the swamps of Arranore to study the local simian population.  Legends speak of a time when Arranore was actually a thriving city state but in modern memory this swamp has always been home only to the gnats and the apes.
      Niome, my lovely wife is eager to look for relics or ruins to prove or disprove the existence of ancient Arranore, but for me it will be enough to study the gentle Arranorian apes.
      
      
  • /world/world_119_116
    • magic_mouth (44,34):
      Dust Storm!
      
    • magic_mouth (32,11):
      Dust Storm!
      
    • sign (30,22):
      Ruins of Narcopin by Todd Mitchell
      Levels 7-15
      
    • note (29,27):
      In the ruins of Narcopin lies the tomb of Aljwaf.
      ...
      ..
      many dangers, great reward.
      
    • magic_mouth (28,37):
      Ooooooo beware the Dusty Death...
      
    • magic_mouth (18,19):
      Dust storm!
      
  • /world/world_129_107
    • Long John Silver's treasure map (5,20):
      WWWWWWWWWWWWWWWWWWW
      WWWWW     WWWWWWWWW
      WWWW           WWWW
      WWW             WWW
      WWWW            WWW
      WWW      X     WWWW
      WWWW         WWWWWW
      WWWWW          WWWW
      WWWWWW        WWWWW
      WWWWWWWW       WWWW
      WWWWWWWWWW      WWW
      WWWWWWWWWWWWWWWWWWW
      
  • /pup_land/barrier
    • magic_mouth (23,7):
      This is the Barrier Station.  Please bring up your passports.
      
    • 3 (14,10):
      The guards examine your passport.
      
    • 2 (14,4):
      The huge gate is set into motion...
      
    • magic_mouth (6,7):
      This is the Barrier Station.  Please bring up your passports.
      
  • /scorn/temples/gorokh
    • sign (10,5):
      Here is the list of heroes who discovered Gorokh's secret treasure:
      -------------------------------------------------------
      
  • /scorn/temples/valriel3
    • letter (3,13):
      Dear Mr Redwood,
      As you are our town's best carpenter, could you have a look at the bell tower of our church?  That part of our church is quite old and I am afraid that a bell might fall down and hurt someone.
      
    • sign (1,13):
      Here are recorded the heroes who reached the top of Valriel's church:
      ----------------------------------------------------------
      
  • /mlab/citydeclouds/shops/cwdckitchen
    • book (9,3):
      The fabled waybread of Aelingas requires 7 of the elven wafers, and a draught of hero's drink.
      
    • book (7,3):
      A mushroom which provides a bit more for the refined tastes, can be made with 7 mushrooms, and water of the wise.
      
  • /mlab/citydeclouds/cdccloudre1
    • CDC Cloud Real Estate INC. (15,4):
      Welcome to the office of CDC Cloud Real Estate INC. Here we will help you find the place for your home.
      
  • /scorn/shops/light_shop
    • sign (7,18):
      Keep the shop tidy... Sell your items in Jacob's Pawn!
      
    • sign (7,17):
      Keep the shop tidy... Sell your items in Jacob's Pawn!
      
  • /pup_land/lone_town/church_ud
    • magic_mouth (10,5):
      A thief shouts:
       "I don't want to die! Help me!"
      
  • /navar_city/temples/ruggilli2
    • magic_mouth (14,23):
      THAT IS NOT THE BEST SACRIFICE!  TAKE THIS GIFT OF DESTRUCTION!
      
    • magic_mouth (13,23):
      FOOD IS INDEED THE BEST SACRIFICE.
      
    • magic_mouth (12,23):
      THAT IS NOT THE BEST SACRIFICE!  TAKE THIS GIFT OF DESTRUCTION!
      
    • sign (11,24):
      You must choose to make the best sacrifice!
      
    • magic_mouth (8,13):
      Ahhh finally someone to challenge me!  Defeat me and Ruggilli will accept you into his fire.  Fail and you shall journey no more.
      
    • Notes on Ruggilli (6,10):
      To Whom it may concern,
      Ruggilli is the true God of destruction.  His power is the strength behind the mighty red dragons.  You too can share this power, but at a cost.  If you proceed with Ruggilli you will liken yourself to Him.  Ruggilli has an immense appetite, you will find yourself eating more than is normal, carry a little extra food and you need not worry, but woe if you run out.  As a follower of Ruggilli, his protections and vulnerabilities are also shared.  You will become more resistant to fire but less to cold, also your very skin will protect you from any physical projectile.  This will compensate for your inability to wear armour as Ruggilli deems such items lowly.  Ruggilli is a god of chaos, you must use this to your advantage.  A quick attack is your main strength as Ruggilli will immolate all your enemies.  Be warned though, creatures immune to fire shall not be harmed by Ruggilli's will.  If you prove yourself worthy your strength shall again be boosted with the aura of Ruggilli.  By summoning this enemies of Ruggilli will quickly perish. Keep in mind though, both your strengths and weaknesses and you will surely thrive.
       - theservant_
      
  • /scorn/shops/potionshop
    • basic instructions (21,12):
      To make an alchemical product, assemble your ingredients in the cauldron.  Then perform the skill of alchemy on it.  If your recipe is true and your skill is sufficient, then you will have made what you hoped for.
      
  • /scorn/shops/magicshop
    • healing potion (37,9):
      Healing potions can be obtained in the shop area.  Don't steal this one.
      
    • amethyst (37,8):
      Amethysts are nice to look at, they can be obtained from shops.  Don't steal this one.
      
    • improvement potion (37,6):
      Improvement potions can be bought in the shop area.  This particular one isn't supposed to be sold.  Don't steal it and visit my shop instead.
      
    • magic power potion (36,9):
      Magic power potions can be obtained in the shop area.  Don't steal this one.
      
    • supreme potion of life (36,6):
      You can buy potions of life from the shops.  It's not necessary to steal this one.
      
    • magic power potion (33,9):
      Magic power potions can be obtained in the shop area.  Don't steal this one.
      
    • strange ring (33,8):
      Strange rings can be found in the shop area.  Don't steal this one.
      
    • potion of intelligence (33,6):
      Potions of intelligence can't be obtained from shops.  This one isn't an exception, so go and fight in the dungeons to get these potions.  Don't steal this one.
      
    • potion of cold resistance (32,9):
      Potions of cold resistance can be obtained in the shop area.  Don't steal this one.
      
    • potion of dexterity (32,6):
      Potions of dexterity cannot bought from shops.  You don't want to steal this one.  You want to go and fight for real loot in the dungeons.
      
  • /scorn/shops/scorn.sale2
    • Charity (12,6):
      Charity - Help keep Scorn clean
      -----
      Please use this shop entry area for dropping free items to be used by other citizens in need.
      
    • Pawn Booth (12,4):
      Items sold in these booths will be moved to the pawn shop floor.  Note if one picks up an item after dropping it in a booth one has to pay the purchase price to get the item back.
      
    • Info (8,6):
      Scorn Pawn Shop
      ---
      Items you sell here will stay roughly "forever" unless someone buys the item.  If the shop gets too crowded with items a Proprietor will clear out the excess.  You can sell items in the pawn booths or you can go and browse our inventory of items for a small fee.
      
    • Pawn Booth (8,4):
      Items sold in these booths will be moved to the pawn shop floor.  Note if one picks up an item after dropping it in a booth one has to pay the purchase price to get the item back.
      
    • magic_mouth (5,9):
      Pulling this lever will clean the shop.
      
    • sign (5,8):
      This area is set aside for Dungeon Masters to be able to reset the Scorn Sale Shop if necessary.
      
  • /scorn/shops/scorn.sale1
    • Notice (12,11):
      NOTICE!
      -=<>=-
      The No Sale Area floor will NOT pay you for items dropped there.  Use the white tiles for dropping items for which you wish to be paid.
      -=<>=-
      The Management
      
    • A tiny fairy voice (11,15):
      A tiny fairy appears and says in a tiny voice:
      "The first floor is for selling your less desirables for money.  The second floor is for trading, charity and pawn shop.  There is an "identify items" table on the second floor.  Items dropped in the pawn shop will stay ... oh, Peter's calling me. Bye!"
      The tiny fairy disappears.
      
    • A tiny fairy voice (10,15):
      A tiny fairy appears and says in a tiny voice:
      "The first floor is for selling your less desirables for money.  The second floor is for trading, charity and pawn shop.  There is an "identify items" table on the second floor.  Items dropped in the pawn shop will stay ... oh, Peter's calling me. Bye!"
      The tiny fairy disappears.
      
    • A tiny fairy voice (9,15):
      A tiny fairy appears and says in a tiny voice:
      "The first floor is for selling your less desirables for money.  The second floor is for trading, charity and pawn shop.  There is an "identify items" table on the second floor.  Items dropped in the pawn shop will stay ... oh, Peter's calling me. Bye!"
      The tiny fairy disappears.
      
  • /scorn/shops/buildshop
    • Basic building instructions (13,19):
      To build your own home, you can use different items:
      * generic builder: this tool lets you build anything.  You need one to build.
      * generic destroyer: this tool lets you destroy a built item.  This will remove any built item, except floors and walls.
      * materials: you need those to build items.  For instance, a 'Wood floor material' enables you to build a woodfloor.
      To build an item:
      * apply the builder
      * mark the material of the item you want to build
      * fire the builder in the desired direction
      Of course, the material is used when you build, so you need to buy quite a few.
      
    • Building floor and walls (13,18):
      Building enables you to put walls and floors where you want.
      Building a floor lets you remove walls.  This is the only way to remove them.
      You can change an existing floor by building another on top.  Same goes for walls.
      All created floors are magic, and will preserve items you put on them.
      You can add a window in some walls.  To remove the window, build a new wall.
      
    • Building gates and buttons/pedestals (13,17):
      Some items, like gates, require buttons, pedestals, ..., something to be opened and closed.
      To build a gate with its associated button:
      * put a marking rune at the spot where you wish to build the door.  The text can be whatever you want, make sure to remember it.
      * build the gate on this spot
      * put a marking rune at the spot where you with to put the button.  Use the same text as for the door.
      * build the button
      Your button will now activate the gate when you apply it.
      Note that you can link together as many gates, buttons, pedestals, as you want.
      As long as you use the same text on the marking rune, they will all work together.
      To build gates activated by other buttons, just use another text.
      Normally all gates with a single marking rune text are either all up or all down at a given time, however if you want one open while another is closed, make use of inverted gates.
      Also, it is possible to make buttons, levers, and pedestals underneath gates, however it requires things to be made in a specific order.
      * make 2 marking runes on the square that you want to build the button and gate on
      * build the gate first
      * then build the button underneath it
      This is useful for making a gate avoid crushing people underneath it.  Also, you can use this same technique with inverted gates in order to make a square that pushes objects placed on it off of it.
      
    • Building other items (13,16):
      All items not requiring any special handling are built simply by marking the appropriate material and firing the builder.
      Note that, to avoid any issue, those items can not be picked up.
      Note also that you can build an item on another.
      
    • Removing items (13,15):
      To remove built items, you need a 'generic destroyer'.
      Simply apply it, and fire in the desired direction.  It will remove the first built item from the location.
      Warning: a destroyer will remove items starting from the lowest order on the spot.  Basically, this means the first removed item will be a pedestal (underground), then items on floor.
      Note that the destroyer will not remove walls or floors.
      
    • Building restrictions (13,14):
      To build on a spot, all items on this spot must be 'buildable'.
      Buildable items will display 'this is a buildable item' when examined.
      There are several exceptions though.  In all cases you can build on marking runes as they are used for making gates and buttons work together.  Also you can build signs and talking books on of books and or scrolls, because they are needed for specifying the message.  Also, buttons, levers and pedestals can be built underneath gates.  Don't worry, you should have some clear messages on why you can't build.
      
    • Signs and talking books (13,13):
      When making signs and talking (or listening) books, you need to place a book or scroll with the text you want on the square you're building on just like a marking rune.
      With the talking/listening books, they will take the name and picture of the book used to create them as well.
      For the talking and listening books, you also need to connect them with a marking rune just like gates buttons and levers, which in the case of the talking books, makes the book say it's message when activated, and in the case of listening books, it causes saying the phrase that the book looks for to act like pulling a lever.
      For the listening books, the message must be in this format:
      @match blah
      Click.
      Which will make it activate when somebody within two squares says "blah", and will additionally say "Click." upon activation.
      
    • sign (11,19):
      Welcome to Acme. Inc construction shop!
      You will find here everything you need to build your own customized home, sweet home.  Make sure to read our documentation on how to build nice maps.
      
  • /pup_land/s_f/st1
    • sign (5,8):
      Floor 1.
      
  • /scorn/temples/mostrai2
    • All who enter read this! (6,3):
      The estimated level one should be is level 10 for this random dungeon.  Perhaps higher.
      
  • /scorn/temples/lythander
    • sign (1,4):
      Gravestones placed on the brown grass will be here to stay.
      
  • /scorn/temples/ruggilli1
    • magic_mouth (8,7):
      Proceed down those stairs and defeat The Servant.  Ruggilli will then permit entrance.
      
  • /santo_dominion/peacock
    • 2 (25,2):
      The worshipper of Gaea says:
      Arrgh! My cabbages!! Gaea, help me...
      
  • /scorn/misc/castle_kitchen
    • magic_mouth (7,4):
      Castle kitchen - authorized personnel only.
      
    • magic_mouth (6,4):
      Castle kitchen - authorized personnel only.
      
  • /darcap/darcap/library_ground
    • Darcap-Navar Relations, by Poltihr (17,17):
      The closest to Darcap, it was only logical Navar would help build a road joining its northern neighbourg around 6150 EK.
      But Navar leaders were reluctant to trust the hordes of undead living in the town, so, according to Fuldar's research, they ensured the road joining the towns went through a narrow tunnel can could be destroyed easily, to sever the ties with Darcap if the need ever arised.
      The tension between the towns was exacerbated when, in 6170 EK, the outpost of Navar south of Zaah's castle was assaulted by undead. It took many negotiations (and some say money was exchanged too, though no one could bring a formal proof) for the Navar forces to not retaliate.
      
    • Short History of Darcap, by Alvanes (17,16):
      Darcap was founded around 2265 EK, by the Kingdom of the Masts (on which few information is known). The colony was left isolated after the disappearance of this kingdom, and suffered for millenia afterwards.
      During this period many inhabitants converted to Devourers to survive.
      It is only in 6138 EK that the first stranger, Herghist Appelnisht, a famous explorer, set foot in the town. During his 2 years stay, he learnt the history and customs of Darcap and taught the whereabouts of the rest of the world to the inhabitants.
      Navar then helped build a road connecting the two towns (some wonder why it goes through a narrow tunnel), and sponsored a shrine of Gaea.
      To forget their awful past, and attract many visitors to not be forgotten again, Darcapians decided to build the biggest circus in the world, and a big port conducting business with the rest of the continent.
      
    • Julio the Great, by Simpoe (17,15):
      Not much is known of Julio's life before he came to Darcap. Some rumors say he was a great wizard knowing all about Elementals, working for kings or rich merchants, doing strange work for them.
      His arrival in Darcap, in 6796 EK according to most sources though some like Ubnief say it is some years before or later, was pretty unnoticed at the time.
      He purchased four houses in the center of the town (for quite a large sum it is argued), and started living there full time a few years after initially coming.
      Quite shortly after that, though (the consensual date is 6798 EK), strange events started to occur in his rooms. Witnesses told of weird sounds, eruptions of flame or cold wind, and other disagreements.
      A few years later, neighbours officially complained to the authorities for various explosions and destructions in their houses surrounding Julio's owns.
      Quite isolated, with no friend known at the time, Julio lived alone, and died around 6804 EK.
      It is only in 6813 EK that the sultan Marshi IV, having respected the dead wizard's wish to wait some years, published evidence showing Julio was a major element in the town's prosperity.
      For years, and even before his arrival in the town proper, he had advised the sultan and his aids on the affairs of the world, favored the expansion of commerce to and from Darcap, and used his obviously great influence to enhance Darcap's circus (a full research can be found in Tilmuo's story).
      As many inhabitants, including neighbours who did complain, started to tell how Julio did help them, solving many conflicts even as he was criticised, it was decided by popular consensus to make a statue of him out of gratitude.
      His houses, escaping planned destruction, were restored, and became a museum to his work.
      
    • sign (13,2):
      This part of the library is under construction.
      
  • /scorn/kar/somehouse
    • sign (9,15):
      Do you like Kobolds?
      
  • /inn_and_outpost/hermes_inn2
    • magic_mouth (18,3):
      The key opens the door.
      
  • /brest/pshops/pshop1/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop10/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop11/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop12/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop13/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop14/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop15/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop16/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop17/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop18/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop19/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop2/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop20/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop21/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop22/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop23/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop24/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop25/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop26/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop27/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop3/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop4/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop5/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop6/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop7/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop8/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /brest/pshops/pshop9/floor1
    • Owner Notice (12,20):
      We hope you enjoy your new Private Shop!
      For your convenience you may cast spells in this room.
      We are not responsible if you burn the place to the ground!
      --Management
      
    • magic_mouth (12,17):
      Owner Storage Room
      
  • /scorn/houses/riverside_manor
    • #4 Riverside Manor (14,12):
      Amy Barrnes
      Caretaker
      Please knock
      
    • #2 Riverside Manor (14,7):
      For Rent
      See Amy in #4 Riverside Manor for details.
      
    • sign (14,2):
      Riverside Manor
      Luxury condominimums at affordable rates!
      
    • magic_mouth (7,17):
      Honk Honk.
      
  • /scorn/misc/library
    • magic_mouth (14,5):
      Very rare books room.  See librarian for admittance.
      
    • sign (12,11):
      Library Shop
      
    • magic_mouth (10,5):
      Section 'SR': Rare Spell lore.
      
    • sign (8,14):
      NOTICE: leave your bags at the door.  No admittance otherwise.  Not responsible for lost or stolen bags!
      
    • magic_mouth (8,6):
      Rare books room.  Card holders only.
      
    • sign (7,8):
      NOTICE: no library books are to pass beyond these doors.  Thieves will be punished to the full extent of the law! For your convenience, we have chained all books to the shelves.  Have a nice day.
      
    • magic_mouth (7,5):
      Section 'S': Spell lore.
      
    • magic_mouth (5,12):
      Section 'R': Religious studies.
      
    • sign (4,9):
      Reading room please be quiet!
      
    • magic_mouth (4,5):
      Section 'M' : monster lore.
      
    • magic_mouth (3,12):
      Sorting room.
      
  • /scorn/temples/ruggilli2
    • magic_mouth (9,12):
      Ahhh finally someone to challenge me!  Defeat me and Ruggilli will accept you into his fire.  Fail and you shall journey no more.
      
    • Notes on Ruggilli (3,10):
      To Whom it may concern,
      Ruggilli is the true God of destruction.  His power is the strength behind the mighty red dragons.  You too can share this power, but at a cost.  If you proceed with Ruggilli you will liken yourself to Him.  Ruggilli has an immense appetite, you will find yourself eating more than is normal, carry a little extra food and you need not worry, but woe if you run out.  As a follower of Ruggilli, his protections and vulnerabilities are also shared.  You will become more resistant to fire but less to cold, also your very skin will protect you from any physical projectile.  This will compensate for your inability to wear armour as Ruggilli deems such items lowly.  Ruggilli is a god of chaos, you must use this to your advantage.  A quick attack is your main strength as Ruggilli will immolate all your enemies.  Be warned though, creatures immune to fire shall not be harmed by Ruggilli's will.  If you prove yourself worthy your strength shall again be boosted with the aura of Ruggilli.  By summoning this enemies of Ruggilli will quickly perish.  Keep in mind though, both your strengths and weaknesses and you will surely thrive.
      theservant_
      
  • /santo_dominion/tobias
    • 4 (25,11):
      The Tobias says:
      Thank you very much for cleaning my tower! Here is your reward.
      
  • /world/world_109_125
    • sign (16,35):
      The province of Brittany lies ahead. This road leads over the ice crown mountains, which is a dangerous path to follow. Don't go any further unless you are level 15 at least.
      
    • sign (13,35):
      Training Centers Incorporated
      
  • /scorn/houses/alfalfa_ground
    • magic_mouth (7,6):
      Phew!  Something reeks behind this door.
      
  • /scorn/houses/alfalfa_basement
    • magic_mouth (15,2):
      This must be where the orcs got in.  There is a hole in the wall leading to a corridor that seems to head off into some underground caverns.  You can't see down it very far though, because the way is blocked by a rockfall.  This seems to have happened after the Orcs came through, trapping them here.  You suspect that the cave-in may have been deliberate, which leads you to wonder; what were the orcs trying to block themselves off from?
      
    • magic_mouth (6,6):
      There seems to be a lot of smoke.  Was something burning?
      
    • magic_mouth (6,4):
      There seems to be a lot of smoke.  Was something burning?
      
  • /navar_city/houses/angelsabode
    • magic_mouth (14,6):
      You see an Angel appear before you The Angle says:
      "Stop brave adventurer...do not take what is not your from this lonely hovel.  The owners have gone through great hardships.  So if you do feel the need to take anything YOU WILL DIE!"
      
  • /navar_city/misc/city1bank
    • magic_mouth (11,13):
      The guard eyes you suspiciously as you pass him.
      
    • sign (11,9):
      accounts
      
    • magic_mouth (10,13):
      The guard eyes you suspiciously as you pass him.
      
    • magic_mouth (9,13):
      The guard eyes you suspiciously as you pass him.
      
  • /quests/todd/aljwaf/crypt4
    • book (8,17):
      Once there stood upon the desert, a city called Narcopin, ruled by a dynasty of kings, wise and powerful. In time the monarchs grew less wise but more powerful. The last of their line was Aljwaf the terrible.  His reign was bloody and he made enemies of all the neighbouring lands. His troops put women and children to the sword, he consorted with evil forces. It is said he cared for nothing save a single concubine. He fashioned a necklace for her made of one ruby, two emeralds and three sapphires. His reign ended when he was stricken with an unknown wasting disease and died horribly after a long illness. Some said the illness came from his evil dealings, they were quickly impaled for treason. Narcopin was razed to the ground by the surrounding kingdoms within six months of his death.
      
    • magic_mouth (6,3):
      You hear a faint muttering.
      
  • /lake_country/RETower/tower0
    • magic_mouth (22,17):
      Ready?
      
    • magic_mouth (22,15):
      Ready?
      
    • sign (21,13):
      Warning 2:
      Specially named monsters may be a lot harder than others of their kind.  They were selected out of their kind to perform certain functions.
      
    • magic_mouth (20,22):
      Trapped inside this room?
      Say exit to get teleporterd out of here.
      
    • sign (19,13):
      Warning 1:
      Do not leave litter on teleporters or other transporters.  That will stop them from properly functioning.
      
    • magic_mouth (18,17):
      Ready?
      
    • magic_mouth (18,15):
      Ready?
      
    • sign (14,21):
      Admission
      
    • sign (13,14):
      <>
      
  • /lake_country/RETower/tower1
    • magic_mouth (31,12):
      If you can't teleport out with the right activation word, it is only because someone litter here and made the teleporter malfunction.  Clear it up and it will function again.
      
    • magic_mouth (29,12):
      If you can't teleport out with the right activation word, it is only because someone litter here and made the teleporter malfunction.  Clear it up and it will function again.
      
    • magic_mouth (29,9):
      If you can't teleport out with the right activation word, it is only because someone litter here and made the teleporter malfunction.  Clear it up and it will function again.
      
    • sign (28,22):
      One dark elf at the end of the room holds the key to the treasure room.  Kill him, get the key and take your rewards.
      
    • magic_mouth (27,14):
      If you can't teleport out with the right activation word, it is only because someone litter here and made the teleporter malfunction.  Clear it up and it will function again.
      
    • magic_mouth (26,9):
      If you can't teleport out with the right activation word, it is only because someone litter here and made the teleporter malfunction.  Clear it up and it will function again.
      
    • sign (24,10):
      To go in, step on the teleporter and say, 'in'.
      To come out, step on the inside teleporter and say, 'out'.
      One of the dark elf inside has a key to the treasure room.
      Good luck!!
      Warning: Littering on teleporter will make it malfunction.
      
    • magic_mouth (22,21):
      Drop 10 platinum coins to pay the training fee.
      
    • magic_mouth (22,20):
      Drop six foods to pay the training fee.
      
    • magic_mouth (21,22):
      Drop six foods to pay the training fee.
      
    • magic_mouth (21,19):
      Drop 10 platinum coins to pay the training fee.
      
    • magic_mouth (20,22):
      Drop 10 platinum coins to pay the training fee.
      
    • magic_mouth (20,19):
      Drop six foods to pay the training fee.
      
    • magic_mouth (19,21):
      Drop six foods to pay the training fee.
      
    • magic_mouth (19,20):
      Drop 10 platinum coins to pay the training fee.
      
    • sign (19,13):
      Garbage disposal
      
    • sign (18,31):
      <>
      When you are ready, step on the teleporter to the right, and say the word, 'Charge'.  You will be teleported within the fences.  The exit it located at the other end of the room, a teleporter.  Test you courage and strength.
      
    • sign (16,31):
      This room is quit a bit harder than the room to the north.  Monsters move in a pattern.  You will get a bit more than regular experience out of them.
      
  • /dragonisland/damarishouse2
    • magic_mouth (1,3):
      You are not allowed to walk around this house!
      
  • /scorn/houses/easy_house.floor1
    • magic_mouth (9,18):
      There seems to be a bump under the mat.
      
    • magic_mouth (9,8):
      You smell smoke from down below.
      
    • magic_mouth (7,6):
      Phew!  Something reeks behind this door.
      
  • /scorn/houses/easy_house.basement
    • magic_mouth (6,6):
      There seems to be a lot of smoke.  Was something burning?
      
    • magic_mouth (6,4):
      There seems to be a lot of smoke.  Was something burning?
      
  • /scorn/houses/easy_house.floor2
    • magic_mouth (11,7):
      Ogarth Stong.
      Ogarth KiL.
      Ogarth!
      
  • /scorn/houses/newhouse1
    • magic_mouth (1,1):
      Before you stands a sandstone house.
      
    • Mailbox (1,0):
      Eric's Place
      31 River Road
      
  • /darcap/darcap/shops/petshop
    • Manual of Long Hours (29,10):
      The manual details various techniques of maintaining wakefulness while working long hours.
      
    • Guide to Hard Work (29,9):
      The Guide to Hard Work contains a series of intimidating exercises for underpaid laborers.
      
    • magic_mouth (29,7):
      Above the door is a sign carved in wood that reads "DUTY".  You notice on the other side of the door there is a sign above it that reads "RESPECT".
      
    • magic_mouth (26,5):
      Undead Pirate is more trouble than he's worth, and that's about a Girdle of Fighting.  I'll hand him over to you for that.
      
    • magic_mouth (23,5):
      Elven Princess is a long way from home.  For 1 elven boots you can try to take her there.
      
    • magic_mouth (20,9):
      Welcome to my store!  We purchase containers and food.  Our special packages contain a ready to use pet, though some of them can be kind of wild when you let them out of the box.  It's best to turn the box upside down and just shake it to let them out, and also prepare to be very charming.
      As it is sometimes difficult to tame these magical pets, I have had my wife, who is a wizard, prepare a special pentagram.  Open your pet box above the pentagram and the pets you purchase here will be automatically charmed for you.  Opening them elsewhere may have unpredictable results.
      All sales are final.
      
    • magic_mouth (20,5):
      This fool tried to rob from us, we still can't find our bracers of dexterity that he took.  If you give us a pair we'll set him free and maybe he'll be grateful and rob for you.
      
    • magic_mouth (14,8):
      Just look at this fine animal.  He sings, he dances, he loads ammunition.  He's eating me out of house and home.  Pleeeease take him for only 200 platinum.
      
    • magic_mouth (14,3):
      Not your average troll, no, not at all.  He's big, he's fierce, he'll fight for you, for only 1000 platinum.  Of his own free will of course, we would never harm such a fine upstanding humanoidish beast.
      
    • magic_mouth (11,8):
      A fire serpent!  Just think of the things you could do if you had a fire serpent of your very own... Only 400 platinum.
      
    • magic_mouth (11,3):
      Isn't this a fine pack of wolves?
      Observe the sheen of their coats, the strong teeth and jaws.  They are well trained and will follow you for the modest sum of 2000 platinum.
      
    • magic_mouth (10,6):
      This vicious monster is trained to do one thing only, kill, and kill on command.  Well, he may not fit through every door you find, but for only 1200 platinum that's your problem not mine.
      
    • magic_mouth (6,20):
      Isn't she the finest animal you've ever seen!?
      Only 150 platinum buys her, just drop it in my hand and you can go home with this gorgeous beast today.  Mind you, she's too wild to ride, and got a bad temper, but she'll stand right by you in a fight.  Watch her hooves heh heh...
      
  • /scorn/kar/somehouse2
    • sign (6,13):
      You sure you want to do that?
      
  • /port_joseph/goblin/hole
    • scroll (5,14):
      The first word of enchantment is `Arglebargle'
      
    • magic_mouth (5,13):
      A secret room.
      
  • /lake_country/dragon_hangar/hangar
    • magic_mouth (30,6):
      Say the password of Pup Land to enter.
      
    • magic_mouth (30,2):
      Drop 1000 gold coins to buy a ticket to Nurnberg.
      
    • magic_mouth (28,2):
      Drop 500 gold coins to buy a ticket to a random place.
      
    • magic_mouth (26,2):
      Drop 1000 gold coins to buy a ticket to Stoneville.
      
    • magic_mouth (24,30):
      Random Place
      
    • magic_mouth (24,18):
      Random place
      
    • magic_mouth (24,12):
      Santo Dominion
      
    • magic_mouth (24,2):
      Drop 100 gold coins to buy a ticket to Santo Dominion.
      
    • magic_mouth (22,2):
      Drop 1000 gold coins to buy a ticket to Lone Town.
      
    • magic_mouth (21,30):
      Random place
      
    • magic_mouth (21,24):
      Lake Country
      
    • magic_mouth (21,18):
      Scorn
      
    • magic_mouth (21,12):
      Lone Town
      
    • magic_mouth (20,2):
      Drop 200 gold coins to buy a ticket to Scorn.
      
    • Dragon express (19,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • Dragon express (12,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • magic_mouth (11,2):
      Drop 100 gold coins to buy a ticket to Port Joseph.
      
    • magic_mouth (10,30):
      Out Of Order
      
    • magic_mouth (10,24):
      Out Of Order
      
    • magic_mouth (10,18):
      Dtabb
      
    • magic_mouth (10,12):
      Navar
      
    • magic_mouth (9,2):
      Drop 750 gold coins to buy a ticket to Wolfsburg.
      
    • magic_mouth (7,30):
      Brest
      
    • magic_mouth (7,24):
      Wolfsburg
      
    • magic_mouth (7,18):
      Red Town
      
    • magic_mouth (7,12):
      Port Joseph
      
    • magic_mouth (7,2):
      Drop 1250 gold coins to buy a ticket to Dtabb.
      
    • magic_mouth (5,2):
      Drop 1000 gold coins to buy a ticket to Red Town.
      
    • magic_mouth (3,2):
      Drop 1000 gold coins to buy a ticket to Navar.
      
    • sign (1,5):
      Greetings, traveller!
      The landscape around Brest makes a return dragon flight not possible. So when travelling to the great Kingdom of Brittany, you will have to find your own way home. Either through magical means or brave the dangerous and deadly ice swept path through the mountains.
      You have been warned!
      Say, "Dangerous return" to open the gate to purchase your flight ticket.
      
    • magic_mouth (1,4):
      Say the command words from the sign to purchase a flight ticket to Brest.
      
    • magic_mouth (1,2):
      Drop 1000 gold coins to buy a ticket to Brest.
      
  • /scorn/houses/house3.1st
    • note (4,9):
      Now I understand why there are so many corpses near this chest.  Do...   not... ( The rest of the text is unreadable )
      
  • /pup_land/ancient/mountain/mountain.b1
    • sign (17,25):
      Dangerous! Don't jump down.
      
    • magic_mouth (15,21):
      You gained nothing for your trouble.
      
  • /navar_city/dragon_hangar/hangar
    • magic_mouth (30,6):
      Say the password of Pup Land to enter.
      
    • magic_mouth (30,2):
      Drop 1000 gold coins to buy a ticket to Nurnberg.
      
    • magic_mouth (28,2):
      Drop 500 gold coins to buy a ticket to a random place.
      
    • magic_mouth (26,2):
      Drop 1000 gold coins to buy a ticket to Lake Country.
      
    • magic_mouth (24,30):
      Random Place
      
    • magic_mouth (24,18):
      Random place
      
    • magic_mouth (24,12):
      Santo Dominion
      
    • magic_mouth (24,2):
      Drop 100 gold coins to buy a ticket to Santo Dominion.
      
    • magic_mouth (22,2):
      Drop 1000 gold coins to buy a ticket to Lone Town.
      
    • magic_mouth (21,30):
      Random place
      
    • magic_mouth (21,24):
      Lake Country
      
    • magic_mouth (21,18):
      Scorn
      
    • magic_mouth (21,12):
      Lone Town
      
    • magic_mouth (20,2):
      Drop 500 gold coins to buy a ticket to Scorn.
      
    • Dragon express (19,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • Dragon express (12,1):
      Please take your litter with you.  No alcohol allowed in the terminal!
      
    • magic_mouth (11,2):
      Drop 100 gold coins to buy a ticket to Port Joseph.
      
    • magic_mouth (10,30):
      Out Of Order
      
    • magic_mouth (10,24):
      Out Of Order
      
    • magic_mouth (10,18):
      Dtabb
      
    • magic_mouth (10,12):
      Navar
      
    • magic_mouth (9,2):
      Drop 750 gold coins to buy a ticket to Wolfsburg.
      
    • magic_mouth (7,30):
      Brest
      
    • magic_mouth (7,24):
      Wolfsburg
      
    • magic_mouth (7,18):
      Red Town
      
    • magic_mouth (7,12):
      Port Joseph
      
    • magic_mouth (7,2):
      Drop 1250 gold coins to buy a ticket to Dtabb.
      
    • magic_mouth (5,2):
      Drop 1000 gold coins to buy a ticket to Red Town.
      
    • magic_mouth (3,2):
      Drop 1000 gold coins to buy a ticket to Stoneville.
      
    • sign (1,5):
      Greetings Adventurer!
      The landscape around Brest makes a return dragon flight not possible. So when travelling to the great Kingdom of Brittany, you will have to find your own way home. Either through magical means or brave the dangerous and deadly ice swept path through the mountains.
      You have been warned!
      Say, "Dangerous return" to open the gate to purchase your flight ticket.
      
    • magic_mouth (1,4):
      Say the command words from the sign to purchase a flight ticket to Brest.
      
    • magic_mouth (1,2):
      Drop 1000 gold coins to buy a ticket to Brest.
      
  • /brest/pshops/pshop1/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop1/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop1/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop10/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop10/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop10/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop11/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop11/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop11/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop12/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop12/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop12/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop13/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop13/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop13/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop14/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop14/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop14/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop15/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop15/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop15/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop16/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop16/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop16/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop17/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop17/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop17/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop18/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop18/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop18/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop19/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop19/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop19/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop2/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop2/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop2/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop20/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop20/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop20/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop21/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop21/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop21/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop22/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop22/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop22/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop23/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop23/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop23/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop24/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop24/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop24/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop25/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop25/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop25/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop26/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop26/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop26/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop27/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop27/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop27/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop3/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop3/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop3/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop4/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop4/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop4/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop5/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop5/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop5/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop6/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop6/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop6/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop7/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop7/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop7/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop8/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop8/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop8/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /brest/pshops/pshop9/floor2
    • magic_mouth (31,20):
      You hear the cogs squeal
      
    • magic_mouth (31,19):
      You hear the cogs squeal
      
    • magic_mouth (31,18):
      You hear the cogs squeal
      
    • magic_mouth (31,17):
      You hear the cogs squeal
      
    • For DMS (28,23):
      Teleport these into place, don't let the buyer see it until he/she buys.  This is a unique floored map.  To reset it, use 'reset full-reset .' to fully reset the map.
      
    • Rune of Marking (23,14):
      Magic Casting Square
      
    • magic_mouth (18,9):
      To tour the perimeter,
      say go
      
    • magic_mouth (14,23):
      You watch in amazement as what looked like a manilla room with tables appears to grow Guards, statues, bookcases, boxes, and other interesting items.
      
    • magic_mouth (13,23):
      Setup Complete.
      Enjoy your new addition!
      Uh oh! looks like you have a vermin problem. Don't worry, Mouser will take care of that...
      
    • Owner's Manual (11,23):
      Welcome to level 2 of the Shop!
      This level has very interesting features:
      -A path for guests to view the perimeter
      -And 2 magic and prayer squares
      The management
      
    • Rune of Marking (7,14):
      Prayer casting Rune
      Read the Owner's Manual
      
  • /brest/pshops/pshop9/basement
    • Monkey Notice (16,1):
      Careful! If they get out, you might not ever get them back in...
      
    • sign (9,6):
      This thief was caught trying to steal from my museum.  Let that be a lesson to you.
      
    • Guard (6,9):
      @match *
      Do not feed the prisoner.
      
    • sign (2,16):
      The basement seems to have flooded some due to an underground river... We are NOT responsible for items left in the water that are washed away...
      --Management
      
  • /brest/pshops/pshop9/gfloor
    • sign (12,17):
      Welcome to this private museum.
      You may look, but not touch.
      
  • /scorn/misc/castle
    • magic_mouth (13,16):
      The guards salute the Baronet of Scorn.
      
    • magic_mouth (13,15):
      The guards bow to the Noble of Scorn.
      
    • magic_mouth (10,16):
      The guards snap to attention for the Knight of Scorn.
      
    • magic_mouth (10,15):
      The guards present arms for the Baron of Scorn.
      
    • magic_mouth (10,14):
      The Guards kneel to the Prince of Scorn.
      
  • /pup_land/ancient/village/siegfried/siegfried.1
    • magic_mouth (38,24):
      beep - Security system online...
      Alert! Intruder detected...
      All items must be eradicated...
      beep - beep...
      
    • magic_mouth (16,20):
      Why do you know me?
      
    • magic_mouth (16,19):
      How did you know my name?
      
    • magic_mouth (16,18):
      You know my deepest secret, don't you?
      
    • magic_mouth (16,17):
      All who know my secret are dead.
      
    • magic_mouth (16,16):
      And you'll be dead, because...
      
    • magic_mouth (16,15):
      I WILL SURELY KILL YOU!
      
    • magic_mouth (8,18):
      Siegfried shouts:
       "Don't kill me!"
      
  • /scorn/houses/farmhouse
    • magic_mouth (21,10):
      Better close the doors so more bandits don't come in.
      
    • magic_mouth (20,10):
      Better close the doors so more bandits don't come in.
      
    • magic_mouth (19,10):
      Better close the doors so more bandits don't come in.
      
  • /scorn/misc/church
    • magic_mouth (13,14):
      HELP! This church has been overrun with zombies!!
      
    • Binary Bible (10,4):
      In the beginning, the Giver of Data (GOD) generated silicon and carbon, and the system without architecture, and un-initialized, randomness was upon the arrangement of the matrix.......
      
    • magic_mouth (7,14):
      HELP! This church has been overrun with zombies!!
      
  • /pup_land/ancient/ruin/underground
    • scroll (9,6):
      We are the gang!
           Andersen
           Rloy
           Jacob
           Hans
      
    • 3 - no symbol (8,10):
      This teleporter seems to require a certain item to activate.
      
  • /scorn/houses/woodhouse
    • magic_mouth (2,5):
      A sign on the wall reads: Do *NOT* disturb the patients, especially the poor neko chan.
      
    • magic_mouth (1,7):
      You smell a faint odor of blood.
      
  • /world/world_119_101
    • sign (38,30):
      Training Centers Incorporated
      -=+=-
      Drop 5000 platinum at the Toll Booth
      to get to our Training Center on the Island.
      You will also need 5000 platinum if you
      decide to come back across our bridge.
      
    • sign (25,32):
      Training Centers Incorporated
      -=+=-
      Drop 5000 platinum at the Toll Booth
      to get to the mainland.
      You will also need 5000 platinum if you
      decide to come back across our bridge.
      
  • /navar_city/shops/buildshop
    • Basic building instructions (9,11):
      To build your own home, you can use different items:
      * generic builder: this tool lets you build anything. You need one to build.
      * generic destroyer: this tool lets you destroy a built item. This will remove any built item, except floors and walls.
      * materials: you need those to build items. For instance, a 'Wood floor material' enables you to build a woodfloor.
      To build an item:
      * apply the builder
      * mark the material of the item you want to build
      * fire the builder in the desired direction
      Of course, the material is used when you build, so you need to buy quite a few.
      
    • Building other items (9,10):
      All items not requiring any special handling are built simply by marking the appropriate material and firing the builder.
      Note that, to avoid any issue, those items can not be picked up.
      Note also that you can build an item on another.
      
    • Building restrictions (9,9):
      To build on a spot, all items on this spot must be 'buildable'.
      Buildable items will display 'this is a buildable item' when examined.
      There are several exceptions though. In all cases you can build on marking runes as they are used for making gates and buttons work together. Also you can build signs and talking books on of books and or scrolls, because they are needed for specifying the message. Also, buttons, levers and pedestals can be built underneath gates. Don't worry, you should have some clear messages on why you can't build.
      
    • Signs and talking books (9,8):
      When making signs and talking (or listening) books, you need to place a book or scroll with the text you want on the square you're building on just like a marking rune.
      With the talking/listening books, they will take the name and picture of the book used to create them as well.
      For the talking and listening books, you also need to connect them with a marking rune just like gates buttons and levers, which in the case of the talking books, makes the book say it's message when activated, and in the case of listening books, it causes saying the phrase that the book looks for to act like pulling a lever.
      For the listening books, the message must be in this format:
      @match blah
      Click.
      Which will make it activate when somebody within two squares says "blah", and will additionally say "Click." upon activation.
      
    • sign (7,12):
      Welcome to Acme. Inc construction shop!
      You will find here everything you need to build your own customized home, sweet home.
      Make sure to read our documentation on how to build nice maps.
      
    • Removing items (7,11):
      To remove built items, you need a 'generic destroyer'.
      Simply apply it, and fire in the desired direction. It will remove the first built item from the location.
      Warning: a destroyer will remove items starting from the lowest order on the spot. Basically, this means the first removed item will be a pedestal (underground), then items on floor.
      Note that the destroyer will not remove walls or floors.
      
    • Building gates and buttons/pedestals (7,10):
      Some items, like gates, require buttons, pedestals, ..., something to be opened and closed.
      To build a gate with its associated button:
      * put a marking rune at the spot where you wish to build the door. The text can be whatever you want, make sure to remember it.
      * build the gate on this spot
      * put a marking rune at the spot where you with to put the button. Use the same text as for the door.
      * build the button
      Your button will now activate the gate when you apply it.
      Note that you can link together as many gates, buttons, pedestals, as you want.
      As long as you use the same text on the marking rune, they will all work together.
      To build gates activated by other buttons, just use another text.
      Normally all gates with a single marking rune text are either all up or all down at a given time, however if you want one open while another is closed, make use of inverted gates.
      Also, it is possible to make buttons, levers, and pedestals underneath gates, however it requires things to be made in a specific order.
      * make 2 marking runes on the square that you want to build the button and gate on
      * build the gate first
      * then build the button underneath it
      This is useful for making a gate avoid crushing people underneath it. Also, you can use this same technique with inverted gates in order to make a square that pushes objects placed on it off of it.
      
    • Building floor and walls (7,9):
      Building enables you to put walls and floors where you want.
      Building a floor lets you remove walls. This is the only way to remove them.
      You can change an existing floor by building another on top. Same goes for walls.
      All created floors are magic, and will preserve items you put on them.
      You can add a window in some walls. To remove the window, build a new wall.
      
  • /brest/zorn/castle.basement0
    • magic_mouth (42,10):
      These stairs leading into the bowels of the earth give you a sense of great danger.  You now must decide if your sense of adventure outweighs your innate sense of danger.
      
    • DM card (30,5):
      This is the DM entry spot when using 'goto to get to the map.  The majority of the map is below this point.  An exit ladder is through the cave wall to the left.
      
  • /quests/todd/aljwaf/crypt
    • magic_mouth (10,5):
      Creak.
      
    • gravestone (5,13):
      Here lies Sabi, beloved concubine of the great and terrible Al Jwaf.
      
    • magic_mouth (5,11):
      You hear a strange echo.
      
    • graverobber's note (3,6):
      The tomb lies deep below. ...many traps... ...keep to the coloured tile... Beware the guardians!
      
    • scroll (2,10):
      The tomb is finished, I have placed your gems where you may find them my beloved.  Hurry to me.  You have but to step through the gate.
      
    • magic_mouth (1,1):
      You hear the sound of shifting sand...
      
  • /scorn/houses/breezy_acres
    • sign (23,21):
      Number four, Breezy Acres.
      
    • sign (13,4):
      Number Two, Breezy Acres.
      
    • sign (10,9):
      Number One, Breezy Acres.
      
    • sign (10,2):
      **Breezy Acres**
      Very Ventilated Condominimums at Afordable Rates.
      
    • sign (9,12):
      Number Three, Breezy Acres.
      
    • White's Study (2,9):
      Read now of the superstitious animal cults which were commonly worshiped before the age of enlightenment, and still today in remoter areas and wild lands.  Of particular note were the cult of the Bear, the cult of the Spider, the cult of the Serpent, and the cult of the  Great nations were formed based on the worship of these creatures.  Nations now mostly fallen and forgotten.
      - B.Z.White
      
  • /darcap/darcap/manor.blue
    • sign (2,3):
      Welcome to the Blue Zone.
      To get the key, it's easy: use the lever somewhere on this level.
      Caveat: the lever will only work if there are exactly 4 kobolds on the map.
      Good luck.
      
  • /brest/brittany/dol-guldur.1
    • README (3,3):
      Note - like some other dungeons in Brittany, this one was previously one very large map.  I have split it up into smaller pieces.  But when playing, it should be kept in mind that this was one large map.
      
    • sign (2,1):
      Are you seekin' for the Key to the mines?
      Take my advice: get as many clues a you can, and then have a look north of here.
      
  • /scorn/misc/drywell
    • magic_mouth (3,3):
      There are many angry sounds coming from nearby.  Better watch your step.
      
  • /port_joseph/goblin/fortress
    • magic_mouth (19,15):
      You notice a crack in the wall . . .
      
  • /pup_land/lone_town/training
    • sign (21,13):
      If you are locked into the room, shout, or tell someone "SOS", or cast word of recall at some spot.
                                                                                               ^^^^
      
    • Caution! (21,1):
      Be careful!
      Very high level zone!!!
      
    • sign (13,14):
      Room2
      Level:          middle
      Contents:       orcs
      Comments:       We test your guts
      Note:           Please try this room AFTER the Room 1.
      
    • sign (6,14):
      Room1
      Level :         Low
      Contents :      kobolds
      Comment :       We test your ability.
      
  • /scorn/houses/house3.bas1
    • magic_mouth (5,4):
      Looks like a one-way teleporter...
      
    • magic_mouth (1,16):
      To be or not to be...
      
  • /navar_city/jail/jail
    • magic_mouth (16,13):
      You have been jailed for life for your actions.
      
    • magic_mouth (16,11):
      You have been jailed for 4 hours for your actions.
      
    • magic_mouth (16,9):
      You have been jailed for 2 hours for your actions.
      
    • magic_mouth (16,5):
      You have been jailed for 1 hour for your actions.
      
    • magic_mouth (16,3):
      You have been jailed for 30 minutes for your actions.
      
    • magic_mouth (16,1):
      You have been jailed for 15 minutes for your actions.
      
    • magic_mouth (15,13):
      Get comfortable.. you're here for life.
      
    • magic_mouth (15,11):
      4 hours
      
    • magic_mouth (15,9):
      2 hours
      
    • Instructions (15,7):
      Step into a box and stand next to the teleporter. Summon a character there and they will be teleported into a cell and will not be able to leave until their time has expired.
      Times are actual playing time, so a character has to be logged in in order for their time to expire.
      Saying 'sorry' in a cell will deliver bread and water to a character.
      Teleporters are damned, so the characters save bed will be changed to the center of their cell. They will not be able to suicide and get out early.
      The Warden's key will allow you to open cell doors when you are not flying (dm). Prisoners will not be able to leave even if the door is open.
      
    • magic_mouth (15,5):
      1 hour
      
    • magic_mouth (15,3):
      30 minutes
      
    • magic_mouth (15,1):
      15 minutes
      
  • /darcap/darcap/pirates.1
    • magic_mouth (11,20):
      There must be some sort of trigger.
      
    • magic_mouth (11,19):
      There must be some sort of trigger.
      
    • magic_mouth (10,20):
      There must be some sort of trigger.
      
    • magic_mouth (10,19):
      There must be some sort of trigger.
      
  • /pup_land/nurnberg/reception/wind2
    • sign (13,7):
      Don't pull lever, or you'll be bothered by wind.
      
  • /wolfsburg/dungeons/ship_deck2
    • magic_mouth (19,13):
      You find a secret door!
      
  • /scorn/misc/jail
    • magic_mouth (15,13):
      You have been jailed for life for your actions.
      
    • magic_mouth (15,11):
      You have been jailed for 4 hours for your actions.
      
    • magic_mouth (15,9):
      You have been jailed for 2 hours for your actions.
      
    • magic_mouth (15,5):
      You have been jailed for 1 hour for your actions.
      
    • magic_mouth (15,3):
      You have been jailed for 30 minutes for your actions.
      
    • magic_mouth (15,1):
      You have been jailed for 15 minutes for your actions.
      
    • magic_mouth (14,13):
      Get comfortable.. you're here for life.
      
    • magic_mouth (14,11):
      4 hours.
      
    • magic_mouth (14,9):
      2 hours.
      
    • Instructions (14,7):
      Step into a box and stand next to the teleporter.  Summon a character there and they will be teleported into a cell and will not be able to leave until their time has expired.
      Alternatively one may use the 'arrest' command to give a player a 15 minute jail sentence without having to be in the jail yourself.
      Times are actual playing time, so a character has to be logged in in order for their time to expire.
      Saying 'sorry' in a cell will deliver bread and water to a character.
      Teleporters are damned, so the characters save bed will be changed to the center of their cell.  They will not be able to suicide and get out early.
      The Warden's key will allow you to open cell doors when you are not flying (dm).  Prisoners will not be able to leave even if the door is open.
      
    • magic_mouth (14,5):
      1 hour.
      
    • magic_mouth (14,3):
      30 minutes.
      
    • magic_mouth (14,1):
      15 minutes.
      
  • /scorn/misc/jail_upper
    • Instructions (14,7):
      Step into a waiting cell.  Summon a character there.
      Saying 'I understand' near a waiting cell door will open it.
      The Warden's key will allow you to open waiting cell doors when you are not flying (dm).
      When the door is open the character will be able to leave.
      
    • magic_mouth (10,10):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
    • magic_mouth (10,4):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
    • magic_mouth (6,10):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
    • magic_mouth (6,4):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
    • magic_mouth (2,10):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
    • magic_mouth (2,4):
      You were summoned here because you have been naughty.  Say "I understand" and the door will open.
      
  • /world/world_100_116
    • sign (30,17):
      Enchanted ford
      
    • magic_mouth (27,24):
      You feel a strange sensation here, as if your senses were dulled.
      
  • /world/world_106_122
    • sign (27,0):
      The province of Brittany lies ahead. This road leads over the ice crown mountains, which is a dangerous path to follow. Don't go any further unless you are level 15 at least.
      
  • /darcap/darcap/circus/bigtop
    • Big Top (17,27):
      Many Rings : Try your luck!
      Pull the handle to escape.
      If you win - you get your money back!!
      
  • /dungeons/dark-cave/dark-cave-2
    • magic_mouth (7,55):
      This appears to be a dwarven tomb.
      
    • A warning (7,49):
      Warning!
      Be prepared for bad things ahead! There is a nasty surprise or two.
      
    • Last Warning! (7,43):
      We warned you once.
      But good luck.  The next room can be deadly.
      
    • magic_mouth (5,33):
      The appreciative dwarf priest presents you with a reward for your services.
      
    • magic_mouth (5,33):
      Drop the letter from the dwarf captives here.
      
  • /dungeons/dark-cave/dark-cave
    • magic_mouth (15,46):
      It appears to be a wizard's study.
      The wizard is evidently engrossed in his research and has so far ignored you.
      
    • magic_mouth (13,30):
      The ruins appear to be dwarven.  Apparently a mining town.
      
    • magic_mouth (8,55):
      It appears as if these stairs have not been used in some time.
      
    • magic_mouth (8,25):
      Across the bridge, you see some squat ruins.  In the distance, one building appears well-lit and in good condition.
      
    • sign (7,25):
      Soldiers no pass.
        -- Genral Bumf
      
  • /scorn/misc/gatehouse
    • WARNING... (26,9):
      WARNING: Once beyond the city walls, you are on your OWN!
      
    • magic_mouth (gate open/close) (16,13):
      The rusted outer gate is set in motion with loud noise emanating from the southern wall.
      
    • magic_mouth (gate pass) (15,13):
      Halt! Who wishes to enter? You show your gate pass... Oh a merchant, Pass Friend.
      
    • magic_mouth (hero of scorn) (14,13):
      The guard shouts.... The brave hero of Scorn returns to us! Open the gates, prepare the way! You think you hear muffled laughing from somewhere...
      
    • magic_mouth (hero of scorn) (14,0):
      A guard yells.. The Hero of Scorn! Open the gates, open, we can't keep the Hero waiting.  Hurry Hurry.
      
    • magic_mouth (gate pass) (13,0):
      On seeing you have a gate pass the guard turns the handle nearby and says... Arrhh, a merchant off on trade.. Pass..
      
    • magic_mouth (gate open/close) (12,0):
      You hear from behind the northern wall the sound of great wheels turning as the inner gates are set in motion.
      
  • /scorn/kar/somehouse3
    • sign (10,1):
      Look!
      
    • magic_mouth (8,8):
      A sign on the door reads, "Do not enter."
      
  • /port_joseph/goblin/fort2
    • orcish note (5,6):
      Beewar!  Du not tuch! Danjir!!
      
    • scroll (4,11):
      The second word of power is:
      Avarice
      
  • /port_joseph/goblin/nwtower
    • encrypted letter (12,11):
      nt swle looewbruxw,
      tiy qwkk jbiq rgw reiyvkw lbs vwreltlk rglr dlxwa ya biq.  tiy qukk aiib vw ib tiye iqb.  u glcw kwdr qglr kurrkw u xlb ri lus tiy qgwb u ln fibw.  rgw jwt kuwa vwbwlrg rgw dudrg arlryw.  u hyar giow ur ua wbiyfg.
      
  • /port_joseph/goblin/dungeon1
    • magic_mouth (12,8):
      What a stench!
      
  • /navar_city/houses/meetinghouse
    • magic_mouth (11,9):
      Oh no...you have interrupted a meeting of 'FED UP WITH ELVES' they look pretty pissed.
      
    • magic_mouth (9,11):
      Oh no...you have interrupted a meeting of 'FED UP WITH ELVES' they look pretty pissed.
      
  • /dungeons/monkey_temple/m_temple1
    • magic_mouth (22,11):
      The base of the wall is suspiciously clean from swamp grime.
      
    • magic_mouth (19,14):
      This wall looks like it might be on some sort of rail...
      
  • /dungeons/monkey_temple/m_temple2
    • magic_mouth (6,8):
      Oooooook...
      ALL HAIL ANTIOC DEMON OF THE PIT!
      
  • /quests/todd/aljwaf/tower1
    • sign (10,10):
      Narcopin Academy.
      
    • note (2,1):
      General Magic Construction 101
      -Professor Ing
      Today we shall discuss the magical nature of certain gems and minerals...
      
    • note (1,3):
      Most curious of all was the necklace he had fashioned for his mistress.  The altars were encrusted with the same stones as the jewels.  What he was going to do with them, I cannot say...
      -Professor Ing
      
  • /navar_city/city1enter
    • sign (14,10):
      By the order of the high court, all things Necromantic are deemed evil and are banned from the city of Navar.
      There is a note attached:
      If ya got any problems with this, talk to the high court, not the guards here.
      
    • Strange Book (13,7):
      The Art of ...r....c.
      by the High Wizard of Navar, Morkov
      Hmmm, some of the title seems to be scratched out.
      
  • /quests/peterm/quests/ogre_chief
    • lab notes (4,14):
      Herein is described an alchemical procedure:
      The dust of piercing vision may be made using the following ingredients:
      7 carrots
      water of sapphire
      
    • notes (3,13):
      
      
  • /scorn/mansion/str-tunnel
    • magic_mouth (28,9):
      A grumpy voice shouts:
      Whoever challenges Filur to fight, will end up in Filur's stew tonight!
      
    • magic_mouth (21,8):
      This seems to be Filur's dwelling.
      
  • /wolfsburg/dungeons/pirateenter
    • A sign on the wall (9,6):
      Treasure.
      
    • Scurvy Dog's Of the Sea (5,15):
      This is the story of Buccaneer Bodingo, Lord of the Isle of Dread, Scourge of the Seven Seas, and the single most blood-thirsty pirate in history.
      
  • /scorn/houses/house1
    • mail box (12,13):
      Mr. & Mrs. Smith
      5 Old South Road, Scorn
      
    • magic_mouth (11,11):
      The house is being over run with monsters!
      
    • magic_mouth (10,11):
      The house is being over run with monsters!
      
  • /navar_city/smugglers_cove/smugglercamp
    • sign (2,1):
      Smugglers cove
      Level 7+
      
  • /scorn/houses/jones
    • book (18,14):
      Passion's Surrender
      
    • book (17,14):
      Unbridled Ecstasy
      
    • book (5,3):
      Books
      
    • book (4,3):
      How to Be your own Exterminator
      
    • book (4,2):
      Probability and Statistics
      
    • sign (2,1):
      Jones Residence
      
  • /navar_city/smugglers_cove/sc_warehouse
    • magic_mouth (7,17):
      It looks like something has been nibbling on the walls.
      
    • magic_mouth (4,17):
      These walls look ...chewed on.
      
    • magic_mouth (3,7):
      ARROOOOO!
      ROWLF! ROWLF!
      
  • /whalingoutpost/underwaterdungeon/level2
    • magic_mouth (11,9):
      Homeward express.
      
  • /navar_city/warehouse2
    • sign (13,24):
      For shipment to Scorn Zoo
      DO NOT DISTURB!
      NO SCUMMING ALLOWED
      
  • /quests/mak/troll_cave/cave.1
    • magic_mouth (2,4):
      This tunnel seems to have been blocked off by a cave.
      
  • /navar_city/houses/bonehouse
    • magic_mouth (15,9):
      ACK!!! A house of the Dead!!!!
      
  • /pup_land/rainbow/Lv1/cage
    • Bizuzu (8,6):
      @match yes|no
      You have no choice idiot... Now go to hell!
      @match help|please|mercy
      Uuurgh! Can't you die with honor?
      @match *
      Hahaha, stupid guy! We're bored so we'll kill you for a change... haha! Is that okay for you?
      
  • /wolfsburg/dungeons/stronghold
    • statue (7,23):
      Captain Connor
      He'd never ask us to do anything (or one) he wouldn't do himself
      
    • statue (7,21):
      Julian the Apostate
      Harbinger of the Doomed Rat
      Ship's Navigator
      And a ruthless Bastard
      
    • statue (7,19):
      Wiggs the Priest
      The Posterboy for the Seven Deadly Sins
      He puts the Adult in Adultery
      
    • statue (6,18):
      Sable Hoxie
      First he led the Clan,
      Now, he plays the fiddle.
      Where do you think Nero learned?
      
    • statue (4,18):
      Buccaneer Bodingo
      Ships El Buracho
      "Drinking and Wenching, Drinking and Wenching, When do we attack?"
      
    • statue (2,18):
      Capt. J. Hook
      A truly bloodthirsty dog
      
  • /port_joseph/town/church
    • statue of an angel (14,1):
      It is a statue of an angel.
      
    • magic_mouth (12,2):
      This is my blood.
      
    • Statue of the archangel Gabriel. (11,1):
      It is a statue of Archangel Gabriel.
      
    • magic_mouth (10,2):
      This is my body.
      
    • statue of an angel (8,1):
      It is a statue of an angel.
      
  • /navar_city/houses/demonichouse
    • book (16,4):
      Speak thee to the dead tree beside the temple of Gorokh - Ask.  If you answer the riddle you will be admitted into the inner sanctum.
      
  • /dungeons/train/goblin
    • magic_mouth (33,4):
      TRAINING PERIOD HAS ENDED.
      
    • magic_mouth (33,2):
      You have roughly 30 to 45 minutes to train here.  Following that time the Goblins will have a meeting to attend and will be unavailable a while.
      
  • /scorn/kar/gorks1
    • sign (9,16):
      'Ere be Gork's.   You be eatn if youse come en here.
      -GORK
      
    • Gate Pass (3,3):
      The holder of this card is allowed free access into and out of the City of Scorn to the rest of the continent without further charges and penalties.  The City of Scorn reserves the right to revoke said access at any time of its choosing without recompense or liability.
      
  • /scorn/misc/HospitalityRoom
    • magic_mouth (27,8):
      Welcome, Your Highness.  We have prepared a feast in your honor.
      
    • magic_mouth (27,7):
      Welcome, Your Highness.  We have prepared a feast in your honor.
      
    • magic_mouth (25,8):
      Royal dining hall.
      
    • magic_mouth (25,7):
      Royal dining hall.
      
    • magic_mouth (22,11):
      Welcome, Your Grace.  We have laid out a feast for you.
      
    • magic_mouth (22,9):
      Archduke's dining hall.
      
    • magic_mouth (22,6):
      Duke's dining hall.
      
    • magic_mouth (22,4):
      Welcome, Your Grace.  We have laid out a feast for you.
      
    • magic_mouth (15,11):
      Welcome, Your Excellency.  We have laid out a feast for you.
      
    • magic_mouth (15,9):
      Count's dining hall.
      
    • magic_mouth (15,6):
      Earl's dining hall.
      
    • magic_mouth (15,4):
      Welcome, Your Lordship.  We have laid out some refreshments for you.
      
    • magic_mouth (9,11):
      Welcome, Your Honor.  We have laid out some refreshments for you.
      
    • magic_mouth (9,9):
      Marquis's club.
      
    • magic_mouth (9,6):
      Baron's club.
      
    • magic_mouth (9,4):
      Welcome, My Lord Baron.  We have laid out some refreshments for you.
      
    • magic_mouth (3,11):
      Welcome, My Lord Baronet.  We have laid out some refreshments for you.
      
    • magic_mouth (3,9):
      Baronet's club.
      
    • magic_mouth (3,6):
      Knight's club.
      
    • magic_mouth (3,4):
      Welcome, Sir Knight.  We have laid out some refreshments for you.
      
  • /navar_city/slums/Iggys_house
    • sign (11,25):
      Private Party - fancy dress only!
      
  • /navar_city/slums/Iggys_house_lower
    • magic_mouth (1,3):
      Creak!
      
  • /marksel/cellar
    • bloody note (6,8):
      That Doogan is a tricky bastard.  Keep an eye on 'em.  The new password is deaddwarf.  We're gonna git their mines next! har har ha
      
    • magic_mouth (2,3):
      Yuck. Don't they clean this place out? Something smells rotten...
      
  • /quests/todd/aljwaf/crypt6
    • sign (1,2):
      Narcopin Blacksmith
      
  • /pup_land/rainbow/Lv1/orc_f
    • sign (13,7):
      Orc Farm
      
  • /scorn/misc/port_arena
    • sign (37,6):
      The Arena!
      Friday Night Line UP..
      See The Pirates take on the Vikes.
      Game starts at 6:00pm.
      Hope to see you there!
      
  • /dragonisland/house6
    • magic_mouth (17,8):
      So you dare enter through spikes!
      
    • Rune of Marking (8,8):
      Take care!
      
  • /pup_land/pplant/pplant_ud2
    • magic_mouth (6,4):
      The cave chief appears to be a gnome of the tougher kind!
      
  • /pup_land/pplant/pplant1
    • Fuel Section (12,4):
      Fuel Section: Caution! Fire hazard.
      
  • /pup_land/begin/p1
    • sign (1,14):
      goblin and gnoll
      
  • /pup_land/nurnberg/reception/reception
    • magic_mouth (29,2):
      You feel wind.
      
    • magic_mouth (19,19):
      Tower of Electricity.
      
    • magic_mouth (19,15):
      Tower of Wind.
      
    • magic_mouth (15,19):
      Tower of Fire.
      
    • magic_mouth (15,15):
      Tower of Water.
      
  • /navar_city/smugglers_cove/sc_warehouse2
    • Smugglers Guilde (6,17):
      This be the word of the Smugglers Guilde.  There be six Masters in the Guilde who shall be the whole of the law.
      
    • letter (5,17):
      How are those beasts I sent you working out Master Nim?
      I trust your payment will be prompt.  If not I can always send some more of my pets your way - this time without restraints...
       - Aza
      
  • /scorn/houses/riverside_under
    • note (23,1):
      Mrk, yu lev us lon an we sta in hows an we lev yew lon. ok.
      -burrg ogr chif
      
  • /quests/mak/mansion/floor2
    • magic_mouth (33,13):
       You wonder what might have happened..?
      
    • magic_mouth (27,11):
      You see a loose board in the southern wall.
      
  • /scorn/misc/kboldtemp1b4
    • magic_mouth (14,4):
      You hear angry noises behind the door.  Whatever is in there, sounds more dangerous than a kobold.  You wonder if you should just leave it alone.
      
    • sign (14,1):
      We have finally recovered the altar that had been stolen from us by these cursed kobolds.  We looked everywhere for it; who'd have thought they would take over this abandoned temple and hide the altar on the bottom!  We wonder what their motivation was... maybe they can't tell altars apart?  Or maybe they expected they'd be able to reconsecrate it?  Fools.
      Anyway.  Praised be The Brave, The Just.  The altar is back where it belongs, in our chapel under the barracks.
      
  • /quests/todd/aljwaf/hall1
    • magic_mouth (17,16):
      Clink!
      
  • /scorn/houses/angrygiant
    • sign (6,14):
      Warning, the angry giant is not only angry, but he is a pretty tough customer.  You should be at least 8th level to enter, and 10th to kill the giant.
      
  • /brest/shops/brest.magic
    • magic_mouth (3,18):
      The Ground level of the Tower
      
    • magic_mouth (3,17):
      The Ground level of the Tower
      
  • /port_joseph/town/churchcrypt
    • magic_mouth (29,6):
      My, my, this church is well stocked.
      
    • magic_mouth (28,6):
      This must be the sacramental wine.
      
  • /pup_land/rainbow/Lv1/d_pass
    • magic_mouth (5,23):
      You discover a hidden tunnel between the scrub!
      
  • /pup_land/rainbow/Lv1/e_hall
    • 10 (16,12):
      You feel a draft...
      
    • magic_mouth (14,2):
      The wall is just an illusion!
      
    • sign (7,7):
      We constructed this temple to admire the ancient heroes.
      
  • /quests/greyshield/Cavern2
    • sign (29,7):
      To fortress..
      
    • sign (23,6):
      To Grey Castle entrance..
      
  • /pup_land/ancient/ruin/house2
    • blocked (18,15):
      You hear the sound of bursting metal.  (Looks like you had bad luck - Try again later.)
      
    • blocked (18,15):
      You hear the sound of an opening gate.
      
  • /scorn/houses/map.fr.ruin
    • For Sale (3,19):
                  For Sale
               Enquire Within
      
    • Mailbox (1,18):
      Lake House
      7 Stronghold Road
      
  • /navar_city/houses/occupiedcabin
    • magic_mouth (14,9):
      Loud snarls and growls can be heard from a short distance away.
      
  • /port_joseph/pirates/fortvsship
    • magic_mouth (5,13):
      The water is shallow here.
      
    • magic_mouth (4,27):
      Have ye the name of the treasure island?
      
    • magic_mouth (4,13):
      You wade through shallow water.
      
    • magic_mouth (3,27):
      Have ye the name of the treasure island?
      
  • /port_joseph/town/portia
    • sign (18,25):
      Beware of Dog!
      
    • book (7,6):
      A coffee table book.
      
  • /lake_country/Butakis/houses/Sams_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!!
       -Old Sam
      
  • /pup_land/s_f/to-jyo
    • sign (33,8):
      To-jyo's crystal - keep off!
      
    • To-jyo's research note (32,2):
      The key to the ancient ruins... I suspect it's Odo's legendary equipment:
      1. crown
      2. sword
      3. armour
      4. shield
      5. cloak
      In this order, put in place.
      
    • magic_mouth (30,7):
      You are tempted!
      
    • sign (23,6):
      Do NOT steal!
      
    • To-jyo's research note (20,3):
      Rumours say that the Sword of Odo would pretty much look like Belzebub's sword, but I've never seen Belzebub's sword, so I can't make a replica.
      
  • /scorn/houses/breezy_under
    • magic_mouth (25,22):
      Click!
      
    • magic_mouth (24,22):
      Click!
      
    • sign (21,25):
      Pull the handle to fire the device.  This is powerful magic - beware.
      
    • magic_mouth (17,26):
      You hear a gate open.
      
    • magic_mouth (16,5):
      Hmm, someone needs to dust these cobwebs...
      
    • magic_mouth (16,2):
      Skitter....
      
  • /wolfsburg/dungeons/underworld
    • magic_mouth (19,18):
      A statue of the ancient Hero, Kelly
      
    • statue (19,17):
      This is a statue of Kelly, Hero of the Realm
      
    • sign (15,15):
      Keep Off Grass
      
    • sign (11,34):
      Standing in the center of the gatehouse, speak the Underlord's name in reverse.
      
    • magic_mouth (7,8):
      Speak The Name Of The Lord Of the Land Below and You May Enter.
      
  • /navar_city/warehouse3
    • magic_mouth (18,11):
      You hear some muffled voices.... "Now where did those drunken slobs get off too? What! Out drinking again??"
      
  • /wolfsburg/dungeons/church.2
    • old battered book (30,26):
      This book tells the tale of an ancient catacomb extending deep beneath the earth.  It tells of a race that once lived in the catacomb but has disappeared leaving only a few treasures to remind explorers of their existence.  Of particular note is the reference to a dragon that the race captured:
        In order to trap intruders, the Veloria captured a dragon and kept it in a large cavern.  The Veloria themselves knew the safe exit was through a g---e---d  which they referred to as the bonesway.
      Unfortunately the book is damaged so you are unable to make out all the text...
      
  • /scorn/houses/wizz.entry
    • Mailbox (14,6):
      Wizard Yarid
      3 Stronghold Road
      
    • magic_mouth (11,8):
      A sign: "Charles' Private Room"
      
    • magic_mouth (6,8):
      A sign says "Do not enter!"
      
    • note (6,4):
      I changed the password for the dungeon from "wall" to "chair."  I must tell Charles before I leave.
      
    • magic_mouth (3,11):
      You see a mouth of stone on the wall next to you.
      
    • magic_mouth (3,6):
      A magic mouth starts talking as you touch the door:
      "If the door is closed, I'm either out or at work.  You can talk to Charles, my servant."
      
    • sign (2,11):
      Creator's note: This dungeon is approx. level 8 or more.
      
  • /darcap/darcap/airhouse
    • sign (5,6):
      Hello, and welcome to the Air House! This house was used by Julio the Great for various experiments. Enjoy the exhibition!
      
  • /inn_and_outpost/outpost_aranor1
    • statue (8,15):
      Outpost Ara Nor
      -------------
      This outpost commissioned in the memory of Lord Ara of the sharp eye.  Hero of the Denau Uprising.
      
  • /lake_country/RETower/tower2
    • sign (31,23):
      That was the famous death tree formation by peterm.
      
    • sign (31,19):
      <>
      A lot of dungeon place are like this, you don't know what's in there and you can't get back out once you get in.  Also there are places where walls seemingly solid can be passed.  There is a treasure room within and you need three keys to access the treasure.  Say the word 'start' to reveal the surprise.  Say the word, 'open' or 'out' to come back out.  Good Luck!
      
    • sign (24,31):
      Giants are big and slow, making them not very maneuverable.  There are several ways to kill them safely.
      
    • sign (23,16):
      This room you can enter from the opposite side and kill your opponents or run pass them to the near end to teleport out.  Step on the teleporter, say 'in' to go in and 'open' to start the fight.
      
    • magic_mouth (22,21):
      Drop twelve small diamonds to pay the training fee.
      
    • magic_mouth (22,20):
      Drop 500 gold coins to pay the training fee.
      
    • sign (21,15):
      To go to klondor's wand shop, enter here.
      
    • magic_mouth (19,21):
      Drop fifteen foods to pay the training fee.
      
    • magic_mouth (19,20):
      Drop 100 platinum coins to pay the training fee.
      
    • sign (19,13):
      Garbage disposal
      
    • sign (17,31):
      Ogres, small trolls, dark elves and gnomes.  Be careful!
      
    • sign (10,20):
      Room upwards contains fast-moving, poisonous species that's hard to deal with even to higher level players.  Research the best way to deal with them.  Good Luck!
      P.S.
      Use the middle mouse button to click on the handle in your look window to correctly turn the handle.
      
    • sign (9,20):
      Fast moving gnomes are hard to hit.  And they have the sneaky strategy of hit and run.  Hard to deal with sometimes.  Dark elves uses missile weapons and can be hard also.  Good luck!
      
    • sign (9,14):
      These are poisonous species.  Be careful.  Poison can last more than a while sometimes.
      
  • /pup_land/castle_eureca/castle_eurecaB1
    • magic_mouth (10,8):
      Underground of the castle.
      
  • /pup_land/castle_eureca/cave_pass
    • magic_mouth (8,10):
      guard room
      
  • /pup_land/cave_weapon/cave2
    • magic_mouth (14,21):
      Guard Room
      
  • /darcap/darcap/library_upper
    • magic_mouth (17,2):
      Ground floor: research area, exit
      
    • magic_mouth (16,6):
      Darcap history
      
    • Darcap's summed up history, by Alvanes (15,5):
      Darcap was founded around 2265 EK, by the Kingdom of the Masts (on which few information is known). The colony was left isolated after the disappearance of this kingdom, and suffered for millenia afterwards.
      During this period many inhabitants converted to Devourers to survive.
      It is only in 6138 EK that the first stranger, Herghist Appelnisht, a famous explorer, set foot in the town. During his 2 years stay, he learnt the history and customs of Darcap and taught the whereabouts of the rest of the world to the inhabitants.
      Navar then helped build a road connecting the two towns (some wonder why it goes through a narrow tunnel), and sponsored a shrine of Gaea.
      To forget their awful past, and attract many visitors to not be forgotten again, Darcapians decided to build the biggest circus in the world, and a big port conducting business with the rest of the continent.
      
    • Darcap and Navar relations, by Poltihr (12,8):
      The closest to Darcap, it was only logical Navar would help build a road joining its northern neighbourg around 6150 EK.
      But Navar leaders were reluctant to trust the hordes of undead living in the town, so, according to Fuldar's research, they ensured the road joining the towns went through a narrow tunnel can could be destroyed easily, to sever the ties with Darcap if the need ever arised.
      The tension between the towns was exacerbated when, in 6170 EK, the outpost of Navar south of Zaah's castle was assaulted by undead. It took many negotiations (and some say money was exchanged too, though no one could bring a formal proof) for the Navar forces to not retaliate.
      
    • Julio the Great, by Simpoe (12,5):
      Not much is known of Julio's life before he came to Darcap. Some rumors say he was a great wizard knowing all about Elementals, working for kings or rich merchants, doing strange work for them.
      His arrival in Darcap, in 6796 EK according to most sources though some like Ubnief say it is some years before or later, was pretty unnoticed at the time.
      He purchased four houses in the center of the town (for quite a large sum it is argued), and started living there full time a few years after initially coming.
      Quite shortly after that, though (the consensual date is 6798 EK), strange events started to occur in his rooms. Witnesses told of weird sounds, eruptions of flame or cold wind, and other disagreements.
      A few years later, neighbours officially complained to the authorities for various explosions and destructions in their houses surrounding Julio's owns.
      Quite isolated, with no friend known at the time, Julio lived alone, and died around 6804 EK.
      It is only in 6813 EK that the sultan Marshi IV, having respected the dead wizard's wish to wait some years, published evidence showing Julio was a major element in the town's prosperity.
      For years, and even before his arrival in the town proper, he had advised the sultan and his aids on the affairs of the world, favored the expansion of commerce to and from Darcap, and used his obviously great influence to enhance Darcap's circus (a full research can be found in Tilmuo's story).
      As many inhabitants, including neighbours who did complain, started to tell how Julio did help them, solving many conflicts even as he was criticised, it was decided by popular consensus to make a statue of him out of gratitude.
      His houses, escaping planned destruction, were restored, and became a museum to his work.
      
  • /darcap/darcap/manor.brown
    • magic_mouth (26,21):
      Step on this teleporter to get back to safety.
      
    • magic_mouth (25,25):
      Defeated, you have no choice but leave this place.  Maybe come back when you're stronger?
      
    • sign (23,20):
      Welcome, adventurer.
      Death is an important thing, that can either hit you without any warning, or that you can accept.
      You are morally stronger when you're ready for it, though you must not waste it.
      Now you can apply the lever in this room and try again to kill Kaptel, or you can come back later.
      
    • sign (23,9):
      Note to mapmakers: the connection 11 will be activated by the death script of Kaptel.  The button on this spot is here to clear Gridarta's warning, and ensure that if you change the number for any reason, you'll check this spot.
      
    • magic_mouth (19,2):
      Congratulations on winning on Kaptel.
      
    • sign (2,3):
      Welcome to the Brown Zone.
      To get the key, it's easy: step on the teleporter, and kill Kaptel.
      Caveat: you will only succeed if you accept the inevitable.
      Warning: there is no easy exit apart killing Kaptel.
      Good luck.
      
  • /scorn/houses/doors_galore
    • Instructions (15,16):
      No spells and no prayers are allowed in this dungeon.  Use keys or lockpicks to open doors, melee won't work well.  .......and always search for traps.......
      
    • magic_mouth (12,21):
      One last small fight and the treasure finally is yours.
      
    • magic_mouth (12,20):
      "Aaaarrrrrgggghhhh......"
      What might have happened?
      
    • magic_mouth (12,19):
      It seems the ogre chief ran into a trap and died here........ and you finally get your treasure.
      
    • magic_mouth (11,21):
      Fortunately you are found and rescued by the Team that is repairing the dungeon now.  It didn't want to be disturbed in the repairs and moved you out.
      
    • magic_mouth (11,20):
      You find the ogre chief surrounded by some friends, ....... and the chief still has your treasure.
      
    • magic_mouth (11,19):
      Looks like there was an ogre camp here....... but tired waiting for the ogre chief his friends left it.
      
    • magic_mouth (10,21):
      You find some ogres waiting for their chief.
      
    • magic_mouth (10,20):
      You hear a door open to the northeast and a voice:
      "Finally you found the trigger.  The door has opened and I can get my treasure!"
      You notice that the ogre chief is talking about YOUR treasure.
      
    • magic_mouth (10,19):
      The ogre chief still is waiting behind the closed door, shouting "Don't dare to tough the treasure, it's MINE!"
      
    • magic_mouth (9,21):
      You hear noises behind the door to the west.
      
    • magic_mouth (9,20):
      An ogre is working on the last door.  Fight or Leave now?
      
    • magic_mouth (9,19):
      As a third door opens you hear a loud voice from the far northeast:
      "Did you finally find that trigger that opens the door to the treasure?"
      Answer from the west: "Not yet Chief, I'm still searching!"
      OGRES !!!
      
    • magic_mouth (8,21):
      A second door opens.  It seems you are not alone seeking treasure here...
      
    • magic_mouth (8,20):
      You hear some noises from the west.  It sounds like a door was opened.
      
    • magic_mouth (8,19):
      A Thief moves out of hiding.  "Welcome to the House of Doors."
      
    • Dungeon is closed for maintenance (2,19):
      Unfortunately the last player collapsed the dungeon.  It will remain closed until the repairs are done.  We will be open soon.
           - The Management
      
  • /darcap/darcap/earthhouse
    • sign (4,4):
      Hello, and welcome to the Earth House! This house was used by Julio the Great for various experiments. Enjoy the exhibition!
      
  • /navar_city/misc/emporiumofpower
    • tome (37,11):
      Spell Point regeneration rate controls how fast one's Spell Points are replenished.  Some races, such as elves, have an innately fast spell point regeneration.  Spell-casting classes also regenerate Spell Points at a faster rate.  Besides this, the equipment one uses may also affect spell point regeneration rate:
      o  Some magical rings or amulets are resonant to the patterns of the aether, and cause Spell Points to flow into the wearer faster.  These items show a (magic+N) when identified.
      o  Although some armour specially crafted for mages may increase spell point regeneration, in general most heavy armour will impede the flow of Spell Points into the wearer and slow down Spell Point regeneration rates.
      o  Special weapons crafted for mages may also have Spell Point regeneration bonuses.
      
    • exposition (37,10):
      There are two factors controlling one's magical powers: Spell Point capacity, and Spell Point regeneration rate.  Spell Points is the force that drives magical spells; Spell Point capacity is how much Spell Points one can naturally have.  Spell Point regeneration rate is how fast the Spell Points are replenished.  Spell Point capacity is controlled mainly by one's power (Pow) and level of magic experience.  One's intelligence (Int) also affects this capacity, to a lesser degree.  Some magical equipment grant Pow bonuses, which will increase this capacity while worn.  Improvement potions may also permanently increase one's Spell Point capacity.  There are also very rare gemstones that have capacity to store Spell Points.  Spell Points stored in these crystals can be retrieved at a single touch.  High-level wizards use these stones to increase the total amount of Spell Points they have at their disposal.
      
    • sign (35,11):
      The Glowing Crystal exhibited here is one of the rare gemstones that are able to store Spell Points.  Touching it when your Spell Points is at maximum capacity will transfer half your Spell Points into it.  Touching it when you are below maximum capacity will retrieve any stored Spell Points, up to your capacity.  This particular crystal can only store up to 200 Spell Points.  Crystals with capacities for 1000 Spell Points and beyond are known to exist; and are very much sought after by all spellcasters.
      
  • /darcap/darcap/firehouse
    • sign (7,6):
      Hello, and welcome to the Fire House! This house was used by Julio the Great for various experiments. Enjoy the exhibition!
      
  • /quests/todd/aljwaf/crypt5
    • scroll (18,7):
      Dispatch from the city walls:
      Sirs, our legions are barely holding.  We are outnumbered ten to one.  We have little hope... may the gods forgive us.
      
    • sign (9,4):
      Warning: This area is off limits to non-military personnel.
      
  • /scorn/misc/HouseofHealing
    • How to Restore Drained Abilities (12,26):
      Drained abilities (stats), lost by fighting undead, or dying, may be restored via drinking a "potion of life."  The ones who are experienced in the skill of priesthood, they can pray over an altar and eventually get restored by their deity.  However, this does not work for all cults.
      
    • Cures for Miscellaneous Problems (11,27):
      Poison may be cured via the "cure poison" prayer.  Madness or confusion may be cured via the "cure confusion" prayer.  Blindness may be cured via the "cure blindness" prayer.  The "restoration" spell cures all hazards mentioned above.  Note that these spells are also available on scrolls.
      
    • magic_mouth (11,24):
      Medical Library.
      
    • magic_mouth (11,23):
      A sign on the door says "Healing for Travelers."
      
    • On the Healing of Wounds (10,27):
      Many spells are effective for speeding the recovery of a wounded person.  Some potions are also efficacious.  In increasing order of effectiveness:
      minor healing
      medium healing
      major healing
      heal
      restoration
      The healing potion is equivalent to the heal spell. The Restoration spell does NOT restore depleted stats.
      
    • On the Cure of Disease (10,26):
      You find a lengthy treatise on disease and its cure.  Some diseases, apparently, are more difficult to cure than others, and require a higher level of skill.  Other diseases can be expected to run their course and go away without causing serious harm, unless of course, one is in a situation in which temporary incapacity is fatal.  The cure disease spell is effective against disease, except as remarked above.  Restoration also works well against disease.  Cure wounds spells won't cure disease, but they will reduce symptoms.  Cure wounds spells therefore can be used to keep a person alive until the disease may be cured.  Also, they may keep him alive until the disease naturally goes away.  There are also claims of herbal, alchemical, animal, or other magical cures for disease, but these belong in another treatise.
      
  • /scorn/misc/PowerHouse
    • tome (37,11):
      Spell Point regeneration rate controls how fast one's Spell Points are replenished.  Some races, such as elves, have an innately fast spell point regeneration.  Spell-casting classes also regenerate Spell Points at a faster rate.  Besides this, the equipment one uses may also affect spell point regeneration rate:
      o  Some magical rings or amulets are resonant to the patterns of the aether, and cause Spell Points to flow into the wearer faster.  These items show a (magic+N) when identified.
      o  Although some armour specially crafted for mages may increase spell point regeneration, in general most heavy armour will impede the flow of Spell Points into the wearer and slow down Spell Point regeneration rates.
      o  Special weapons crafted for mages may also have Spell Point regeneration bonuses.
      
    • exposition (37,10):
      There are two factors controlling one's magical powers: Spell Point capacity, and Spell Point regeneration rate.  Spell Points is the force that drives magical spells; Spell Point capacity is how much Spell Points one can naturally have.  Spell Point regeneration rate is how fast the Spell Points are replenished.  Spell Point capacity is controlled mainly by one's power (Pow) and level of magic experience.  One's intelligence (Int) also affects this capacity, to a lesser degree.  Some magical equipment grant Pow bonuses, which will increase this capacity while worn.  Improvement potions may also permanently increase one's Spell Point capacity.  There are also very rare gemstones that have capacity to store Spell Points.  Spell Points stored in these crystals can be retrieved at a single touch.  High-level wizards use these stones to increase the total amount of Spell Points they have at their disposal.
      
    • sign (35,11):
      The Glowing Crystal exhibited here is one of the rare gemstones that are able to store Spell Points.  Touching it when your Spell Points is at maximum capacity will transfer half your Spell Points into it.  Touching it when you are below maximum capacity will retrieve any stored Spell Points, up to your capacity.  This particular crystal can only store up to 200 Spell Points.  Crystals with capacities for 1000 Spell Points and beyond are known to exist; and are very much sought after by all spellcasters.
      
  • /pup_land/begin/adv
    • secret note (11,10):
      You are lucky!
      
    • hint from the semi-gods 6 (11,9):
      You can jump through certain kinds of gates and fences by using the spell "dimension door."
      
    • hint from the semi-gods 3 (11,8):
      Guide to weapon-enchanting:
      - mark (and wield) a non-magical weapon
      - drop a bunch of diamonds, then apply a "scroll of Prepare Weapon"
      - apply a "scroll of Improve "
      - drop the type and amount of potions you are prompted for, then apply the scroll again
      
    • hint from the semi-gods 8 (10,10):
      Be careful when collecting food in dungeons.  Poisoned food can kill players of low level very quick! Check if the food stacks with the pieces you're already carrying.
      
    • hint from the semi-gods 5 (10,9):
      Raising your Stats (Str/Dex/Con/...) by drinking potions of Strength/Dexterity/..etc is the best way to level up quickly.  Those cannot be found in shops.  Hence, in the beginning, you should try to find places (in dungeons) where to obtain random potions.
      
    • hint from the semi-gods 2 (10,8):
      When you die - and that will happen - you loose some experience and one Stat (like Str -1 or Wis -1).  The exp. is gone, but the Stats can be recovered by drinking a potion of life! For skilled priests there is yet an easier way: Pray over an altar of your deity... The gods won't ignore the bidding of a worthy disciple.
      
    • hint from the semi-gods 7 (9,10):
      Using potions is very important.
      potion of fire resistance:
      	90 resist to fire
      potion of cold resistance:
      	90 resist to cold
      potion of shielding:
      	90 resist to physical
      
    • hint from the semi-gods 4 (9,9):
      You can get lots of useful information by examining all kinds of objects in your surrounding.  For example:
      o Names of unreachable items.
      o Equipment of monsters/NPCs.
      ------
      To examine an object...
      ...with gtk client: left-click on it!
      
    • hint from the semi-gods 1 (9,8):
      Bombs are very useful to boost magic experience.  To create bombs, you must learn the spell "create bomb."  There are rumours about a rod of create bomb somewhere in the world.
      
  • /darcap/darcap/maze
    • Marposist (84,27):
      By decision of the town counsel, this house becomes the town's property, to be run as a place for adventurers to test their skills.
      -- 7392 EK
      
    • Warning (84,25):
      Level 8 or over
      (Dragon hatchery)
      
    • magic_mouth (1,29):
      Too late to back out now!
      
  • /marksel/mines
    • magic_mouth (17,8):
      A dwarf shouts excitedly, "By the anvil of Mostrai!  I found me one! Look at that baby sparkle, lad!"
      
    • magic_mouth (13,11):
      You hear the dwarves singing an old mining song...
      
    • magic_mouth (5,14):
      You hear mumbled curses in dwarvish tongue.
      
  • /navar_city/city1prison
    • Torn Scroll (22,21):
      This seems to be the torn remains of some evil spell.  You cannot make the words out, but symbols of Death permeate the reading.  You get the feeling some evil has been set loose upon the world.  Something catches your eye on the scroll, it looks like something written in blood........ "You will pay for all that you have done Kurte!"
      
    • magic_mouth (5,2):
      HALT! Who goes there?
      
  • /lake_country/small_buildings/portal
    • sign (5,2):
      Teleporter to exit the swamp.
      
  • /pup_land/begin/p2
    • sign (1,14):
      madman and ogre
      
  • /pup_land/nurnberg/reception/electricity4
    • sign (11,15):
      Intersection of Towers.
      
  • /pup_land/nurnberg/reception/electricity5
    • sign (4,14):
      Don't pull any trigger!
      Hint: Upstairs is hidden.
      
    • sign (3,8):
      Don't push any PEDESTAL!
      
  • /pup_land/nurnberg/reception/water2
    • magic_mouth (5,7):
      Drop frozen water.
      
    • magic_mouth (2,1):
      Drop A Huge Block of Frozen Water here.
      
  • /pup_land/nurnberg/reception/water3
    • Interesting sign (14,1):
      If you have not pushed the button yet, then you will feel very rewarded by pulling this lever first.
      
  • /pup_land/nurnberg/reception/water4
    • sign (13,10):
      Intersection of Towers.
      
    • sign (11,7):
      Intersection of Towers.
      
  • /pup_land/nurnberg/reception/wind3
    • magic_mouth (4,12):
      Rotate clockwise.
      
  • /navar_city/slums/rockgardens
    • magic_mouth (19,15):
      Looks like this is a vacant apartment.
      
    • sign (10,2):
      Rockgardens
      Fine apartment Living.
      (level 10+)
      
  • /scorn/misc/prison.1
    • magic_mouth (6,10):
      The guard shakes his halberd at you.. Watch it will you! I can't see with you standing there.
      
    • magic_mouth (6,10):
      The prison guard shouts at you.. Move it will you, you are blocking my view!
      
    • magic_mouth (6,10):
      The prison guard gets angry and yells.. Will you get out of the way!
      
    • magic_mouth (6,10):
      The prison guard mutters morosely, "What do you want?"
      
  • /lake_country/small_buildings/LC_inn1
    • Rooms (7,7):
      Rooms are available for 100 gp.  This gives you a day access to the facilities.  There is a dining room available for guests for an additional small fee.
      
    • magic_mouth (6,10):
      The bartender says, "Drop 10 platinums and you can enjoy the food; while sit at my right and chat.  You may find some useful information, only if you buy my food, that is."
      
    • magic_mouth (5,10):
      The bartender says, "Drop 10 platinums and you can enjoy the food; while sit at my right and chat.  You may find some useful information, only if you buy my food, that is."
      
    • magic_mouth (4,10):
      The bartender says, "Drop 10 platinums and you can enjoy the food; while sit at my right and chat.  You may find some useful information, only if you buy my food, that is."
      
    • magic_mouth (4,5):
      Bartender says, "Welcome traveler, want some food or drink? Ask me about rooms if you want some rest between your adventures."
      
    • magic_mouth (4,4):
      Bartender says, "Welcome traveler, want some food or drink? Ask me about rooms if you want some rest between your adventures."
      
    • magic_mouth (3,10):
      The bartender says, "Drop 10 platinums and you can enjoy the food; while sit at my right and chat.  You may find some useful information, only if you buy my food, that is."
      
  • /darcap/darcap/shops/shop_a
    • sign (14,4):
      If you have killed any large dragons or large beholders, you can bring your dragonscales and beholder eyes here.  Just drop the items at the appropriate anvil besides the smith, and he will turn them into shields and armours for a small fee.
      
  • /darcap/darcap/church
    • gravestone (29,19):
      Marposist.
      ? - 7392EK
      May he dream of dragons.
      
    • sign (17,10):
      Please don't disturb the eternal peace of this place.
      
  • /dragonisland/hangar
    • magic_mouth (30,7):
      Say the password of Pup Land to enter.
      
    • magic_mouth (30,2):
      Drop 1000 gold coins to buy a ticket to Nurnberg.
      
    • magic_mouth (28,2):
      Drop 500 gold coins to buy a ticket to a random place.
      
    • magic_mouth (26,2):
      Drop 1000 gold coins to buy a ticket to Lake Country.
      
    • magic_mouth (24,30):
      Random Place
      
    • magic_mouth (24,18):
      Random place
      
    • magic_mouth (24,12):
      Santo Dominion
      
    • magic_mouth (24,2):
      Drop 100 gold coins to buy a ticket to Santo Dominion.
      
    • magic_mouth (22,2):
      Drop 1000 gold coins to buy a ticket to Lone Town.
      
    • magic_mouth (21,30):
      Random place
      
    • magic_mouth (21,24):
      Lake Country
      
    • magic_mouth (21,18):
      Scorn
      
    • magic_mouth (21,12):
      Lone Town
      
    • magic_mouth (20,2):
      Drop 200 gold coins to buy a ticket to Scorn.
      
    • Dragon Express (19,1):
      Purchase your ticket at these booths and board the correct dragon in the terminal.
      Please take your litter with you. No alcohol is allowed in the terminal!
      
    • Dragon Express (12,1):
      Purchase your ticket at these booths and board the correct dragon in the terminal.
      Please take your litter with you. No alcohol is allowed in the terminal!
      
    • magic_mouth (11,2):
      Drop 750 gold coins to buy a ticket to Wolfsburg.
      
    • magic_mouth (10,30):
      Out Of Order
      
    • magic_mouth (10,24):
      Out Of Order
      
    • magic_mouth (10,18):
      Dtabb
      
    • magic_mouth (10,12):
      Navar
      
    • magic_mouth (9,2):
      Drop 100 gold coins to buy a ticket to Port Joseph.
      
    • magic_mouth (7,30):
      Brest
      
    • magic_mouth (7,24):
      Wolfsburg
      
    • magic_mouth (7,18):
      Red Town
      
    • magic_mouth (7,12):
      Port Joseph
      
    • magic_mouth (7,2):
      Drop 1250 gold coins to buy a ticket to Darcap.
      
    • magic_mouth (5,2):
      Drop 1000 gold coins to buy a ticket to Red Town.
      
    • magic_mouth (3,2):
      Drop 1000 gold coins to buy a ticket to Navar.
      
    • sign (1,5):
      Good day, traveller!
      The landscape around Brest makes a return dragon flight not possible. So when travelling to the great Kingdom of Brittany, you will have to find your own way home. Either through magical means or brave the dangerous and deadly ice swept path through the mountains.
      You have been warned!
      Say, "Dangerous return" to open the gate to purchase your flight ticket.
      
    • magic_mouth (1,4):
      Say the command words from the sign to purchase a flight ticket to Brest.
      
    • magic_mouth (1,2):
      Drop 1000 gold coins to buy a ticket to Brest.
      
  • /brest/sow/sow
    • magic_mouth (30,5):
      Your reward lies below...
      [Strange Old Wizard Vanishes...]
      
    • magic_mouth (16,9):
      The air in this room does not feel right.
      
  • /navar_city/misc/templeofhealing
    • Cures for Miscellaneous Problems (12,27):
      Poison may be cured via the "cure poison" prayer.  Madness or confusion may be cured via the "cure confusion" prayer.  Blindness may be cured via the "cure blindness" prayer.  The "restoration" spell cures all hazards mentioned above.  Note that these spells are also available on scrolls.
      
    • How to Restore Drained Abilities (12,26):
      Drained abilities (stats), lost by fighting undead, or dying, may be restored via drinking a "potion of life."  The ones who are experienced in the skill of priesthood, they can pray over an altar and eventually get restored by their deity.  However, this does not work for all cults.
      
    • magic_mouth (11,24):
      Medical Library.
      
    • magic_mouth (11,23):
      A sign on the door says "Healing for Travelers."
      
    • On the Healing of Wounds (10,27):
      Many spells are effective for speeding the recovery of a wounded person.  Some potions are also efficacious.  In increasing order of effectiveness:
      minor healing
      medium healing
      major healing
      heal
      restoration
      The healing potion is equivalent to the heal spell. The Restoration spell does NOT restore depleted stats.
      
    • On the Cure of Disease (10,26):
      You find a lengthy treatise on disease and its cure.  Some diseases, apparently, are more difficult to cure than others, and require a higher level of skill.  Other diseases can be expected to run their course and go away without causing serious harm, unless of course, one is in a situation in which temporary incapacity is fatal.  The cure disease spell is effective against disease, except as remarked above.  Restoration also works well against disease.  Cure wounds spells won't cure disease, but they will reduce symptoms.  Cure wounds spells therefore can be used to keep a person alive until the disease may be cured.  Also, they may keep him alive until the disease naturally goes away.  There are also claims of herbal, alchemical, animal, or other magical cures for disease, but these belong in another treatise.
      
  • /quests/peterm/CTower/GroundLevel
    • magic_mouth (1,8):
      The Ground level of the Tower.
      
    • magic_mouth (1,7):
      The Ground level of the Tower.
      
  • /quests/peterm/CTower/Servants
    • magic_mouth (13,8):
      Senior servants quarters.
      
    • magic_mouth (13,7):
      The Kitchen.
      
    • magic_mouth (10,3):
      Pantry.
      
  • /port_joseph/pirates/tortcave
    • magic_mouth (3,7):
      This niche is decorated with firey inscriptions.  In the floor is a charcoal smeared bowl shaped indentation.
      
    • magic_mouth (3,3):
      This niche is decorated with an aquatic scene.  On the floor is carved a large oyster, open faced.
      
    • magic_mouth (1,7):
      The walls of this niche are smooth as glass.  There is a small hole cut in the floor, shaped for a crystal of some kind.
      
  • /darcap/darcap/waterhouse
    • sign (3,6):
      Hello, and welcome to the Water House! This house was used by Julio the Great for various experiments. Enjoy the exhibition!
      
  • /dungeons/train/zombie
    • magic_mouth (33,4):
      TRAINING PERIOD HAS ENDED.
      
    • magic_mouth (33,2):
      You have roughly 30 to 45 minutes to train here.  Following that time the Zombies will return to their graves and will be unavailable a while.
      
  • /brest/zorn/castle.mainfloor
    • magic_mouth (33,53):
      As you pass over this area you feel as if the castle is watching you, judging you and looking to see if perhaps you have some item that allows you to enter.  You recall tales that say Zorn is known to bring his pet in with him when he comes home.
      
    • magic_mouth (7,7):
      Something looks odd here on this corner.
      
  • /port_joseph/goblin/dungeon3
    • magic_mouth (13,5):
      Here sits a food stained altar.
      
  • /scorn/houses/house.haunted
    • Harry's Place (17,15):
      To any who visit.. Don't!  I am leaving this monster-infested city.  The house has been invaded by ghosts, zombies and other beasts.  If you are a level 4 Adventurer, I give it to you.
        - Harry Hoston
      
    • Mailbox (15,17):
      11 Stronghold Road
      H**r* *lace
      
    • magic_mouth (13,9):
      Upper level hard.  Level 5 or more.
      
  • /scorn/magara/porter_house
    • WARNING... (5,2):
      WARNING: This Dungeon consists of one way teleporters! You must complete dungeon or die!
      Do not use unless you are at least 3rd level.
          -- Scorn Guild of adventurers
      
    • Mailbox (2,2):
      17 Stronghold Road
      House of Porters
             Home of Teleporters Inc.
         You need to teleport somewhere?
      -- Closed due to monster infestation --
      
  • /pup_land/ancient/mountain/mountain.a3
    • sign (27,9):
      Dangerous! Don't jump down.
      
    • sign (21,2):
      Dangerous! Don't jump down.
      
    • sign (19,9):
      Dangerous! Don't jump down.
      
    • sign (17,25):
      Dangerous! Don't jump down.
      
    • sign (12,25):
      Dangerous! Don't jump down.
      
  • /santo_dominion/magara/well/top
    • magic_mouth (22,14):
      You hear quarreling ogres.
      
    • magic_mouth (20,12):
      The way is flooded with water ahead.  You'll have to walk against the stream to get to the other side.
      
  • /wolfsburg/prison
    • WARNING SIGN!!!!! (9,15):
      This is not a newbie area!!!!!!
      If you are low level
      GO AWAY!!!!!!!!!!!!!!!!!!!
      
  • /pup_land/nurnberg/agito
    • Caution! (2,13):
      - Prevent the discovery of this place. -
      Don't shout!
      Please speak with low voice.
      
  • /scorn/houses/barracks
    • Faith of the Sword (20,6):
      On the faith of Valkyrie, the Brave, the Just, Deathbringer
      In a world rich with sorcery and its users, some brave warriors forsake the help of those foul arts.  We, followers of the Brave Lady, face any and all threats by might of sword and skill only.  We bring our lady the spoils of our conquests for Her pleasure.
      All praise be the Deathbringer.  Pity those who use wizardry, and kill those who set themselves as its champions, as well as magic-based monsters.  The Just shall bring happiness and honor.
      
  • /lake_country/Butakis/houses/Bobs_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!!
      It would be nice of you not to bother with others' lives.
               -Bob
      
  • /pup_land/cave_weapon/cave3
    • sign (15,15):
      Lab: Biological Organisms Research Group.
      
    • magic_mouth (14,10):
      You hear..
       "Hyper madmen have high physical ability.  But they are weak in magic..."
      
    • magic_mouth (14,2):
      You hear ..
       "Hyper beholders have high magical potential.  But their Con is poor..."
      
    • magic_mouth (6,14):
      You hear..
       "Hyper kobolds move very quickly, but they are weak..."
      
    • magic_mouth (6,10):
      You hear...
       "Hyper goblins are very strong, but they are too slow..."
      
    • magic_mouth (4,2):
      You hear..
       "Hyper demons have high defence abilities.  But they have only poor Str..."
      
  • /pup_land/cave_weapon/cave4
    • magic_mouth (14,14):
      You hear,
        "Enhanced nunchacu raises Dex, but it is damned..."
      
    • magic_mouth (14,10):
      You hear a voice,
        "Enhanced hammer can inflict lots of damage, but it is too heavy.."
      
    • magic_mouth (14,2):
      You hear some voice,
        "Enhanced Axe raises your Str, but it drains your Dex..."
      
    • magic_mouth (6,14):
      You hear..
        "The Enhanced bow has a poor shooting speed."
      
    • magic_mouth (6,10):
      You hear...
        "The Enhanced staff raises the magic abilities, but it drains Con..."
      
    • sign (3,1):
      Lab: Weapon Research Group.
      
  • /navar_city/temples/valkyrie2
    • magic_mouth (31,18):
      Valkyrie is the goddes of war and battle.  Favoried diety of warriors, paladins and other who wish to pick up blade, staff or even the shield.
      
    • magic_mouth (31,13):
      Valkyrie is the Destroyer of all that is Unnatural...
      
    • magic_mouth (31,5):
      Valkyrie praises those who stand victorious after battle.
      
    • magic_mouth (30,22):
      Valkrie the Brave, The Just and The Deathbringer invites you to her Path of Faith. Proceed, young initiate...
      
    • magic_mouth (30,21):
      Valkrie the Brave, The Just and The Deathbringer invites you to her Path of Faith. Proceed, young initiate...
      
    • magic_mouth (30,18):
      Valkyrie is the goddes of war and battle.  Favoried diety of warriors, paladins and other who wish to pick up blade, staff or even the shield.
      
    • magic_mouth (30,13):
      Valkyrie is the Destroyer of all that is Unnatural...
      
    • magic_mouth (30,5):
      Valkyrie praises those who stand victorious after battle.
      
    • magic_mouth (29,21):
      Valkrie the Brave, The Just and The Deathbringer invites you to her Path of Faith. Proceed, young initiate...
      
    • magic_mouth (28,29):
      A foe awaits you.  Defeat him and prove your worth to all who follow Valkyrie and join the ranks of her supreme army.
      
    • magic_mouth (27,29):
      A foe awaits you.  Defeat him and prove your worth to all who follow Valkyrie and join the ranks of her supreme army.
      
    • magic_mouth (22,28):
      Apply the lever to begin the test.
      
    • magic_mouth (22,27):
      Apply the lever to begin the test.
      
    • magic_mouth (20,40):
      A choice and a test await you..
      
    • magic_mouth (20,39):
      Valkyrie can grant to her faithful a tolken of life which allows her follers to cheat death, but only before she reclaims her gift.  Those who are truly faithful can receive this gift, often.
      
    • magic_mouth (20,31):
      Take the stairs to decline joining Valkyrie in the glory of battle.. Or turn right and face a short test of your might and skill in battle.
      
    • magic_mouth (19,40):
      A choice and a test await you..
      
    • magic_mouth (19,39):
      Valkyrie can grant to her faithful a tolken of life which allows her follers to cheat death, but only before she reclaims her gift.  Those who are truly faithful can receive this gift, often.
      
    • magic_mouth (19,31):
      Take the stairs to decline joining Valkyrie in the glory of battle.. Or turn right and face a short test of your might and skill in battle.
      
    • magic_mouth (15,44):
      Through the grace of Valkyrie, all tainted magic can be removed through the followers in her faith, by prayer.
      
    • magic_mouth (15,43):
      Through the grace of Valkyrie, all tainted magic can be removed through the followers in her faith, by prayer.
      
    • magic_mouth (12,3):
      Angels shall be expelled from our realm through the might of those devoted to Valkyrie.  Their war with the Demons has no place here.
      
    • magic_mouth (12,2):
      Angels shall be expelled from our realm through the might of those devoted to Valkyrie.  Their war with the Demons has no place here.
      
    • magic_mouth (11,42):
      With that Grace comes the great blessing of Valkyrie to your weapon to aid you in your battle against all those who oppose our Just deity.
      
    • magic_mouth (11,41):
      Valkyrie grants Wisdom and Grace to those who place the trophies of our fallen enemies upon her altar.
      
    • magic_mouth (11,34):
      Undead have no place in our realm and always face the wrath of Valkyrie the Deathbringer.
      
    • magic_mouth (11,28):
      Valkyrie provides her followers an aura of immunity from the vile attack of magic.  But be careful, this aura does not protect from attack of elements, death or the magic the impairs the mind or body.
      
    • magic_mouth (11,17):
      Valkyrie banishes demons not by prayer or magic, but with strong sword or fist.  Their unending feud with Angels belongs in their planes.
      
    • magic_mouth (10,42):
      With that Grace comes the great blessing of Valkyrie to your weapon to aid you in your battle against all those who oppose our Just deity.
      
    • magic_mouth (10,41):
      Valkyrie grants Wisdom and Grace to those who place the trophies of our fallen enemies upon her altar.
      
    • magic_mouth (10,34):
      Undead have no place in our realm and always face the wrath of Valkyrie the Deathbringer.
      
    • magic_mouth (10,28):
      Valkyrie provides her followers an aura of immunity from the vile attack of magic.  But be careful, this aura does not protect from attack of elements, death or the magic the impairs the mind or body.
      
    • magic_mouth (10,17):
      Valkyrie banishes demons not by prayer or magic, but with strong sword or fist.  Their unending feud with Angels belongs in their planes.
      
    • magic_mouth (2,6):
      No prayers or spells are to be used by those who follow Valkyrie.  Faith in their skills in battle is all they need.
      
    • magic_mouth (1,6):
      No prayers or spells are to be used by those who follow Valkyrie.  Faith in their skills in battle is all they need.
      
  • /scorn/kar/creepy.house2
    • sign (11,13):
      UNDER CONSTRUCTION
      
    • Create Earth Elemental (2,17):
      YOU ARE DENIED
      
  • /dragonisland/drowmansion
    • All trust is foolish... (4,10):
      All trust is foolish...
      
    • Dark Elven Creation (3,10):
      If you go in, you are at their mercy.
      
  • /quests/peterm/temple/Temple
    • magic_mouth (18,32):
      This path must lead to the temple of the Dark Gods..  It looks dangerous: the trees have taken life and are dancing in strange patterns
      
    • magic_mouth (18,31):
      This path must lead to the temple of the Dark Gods..  It looks dangerous: the trees have taken life and are dancing in strange patterns
      
  • /brest/brittany/dol-guldur.4
    • sign (6,5):
      You might want to look at the library...
      
  • /brest/brittany/dol-guldur.5
    • sign (13,17):
      Here's some acid... It may help your stomach.
      
    • sign (4,12):
      Armoury...
      
    • sign (2,17):
      Miam Miam...
      
  • /pup_land/kurte/eureca_road2
    • magic_mouth (15,15):
      The hall echoes with loud voice:
        "I'll test your wisdom if you push the button, you could enter the teleporter.  But doors will prevent you from going through..."
      
  • /euthville/shops/magic.shop
    • magic_mouth (36,21):
      Unnng!
      Boy, I quite enjoy it when someone steps on my head!!
      
  • /quests/peterm/FireTemple/LavaChamber
    • magic_mouth (27,15):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (27,14):
      A hot wind is blowing in from the passage way here.
      
    • magic_mouth (27,13):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (18,11):
      A blast of hot air comes up the stairs.  The heat below is unbearable.
      
    • magic_mouth (18,10):
      A blast of hot air comes up the stairs.  The heat below is unbearable.
      
    • magic_mouth (17,11):
      A blast of hot air comes up the stairs.  The heat below is unbearable.
      
    • magic_mouth (17,10):
      A blast of hot air comes up the stairs.  The heat below is unbearable.
      
  • /euthville/hallofbones
    • magic_mouth (13,7):
      You wonder if there is something hidden behind this wall.
      
  • /brest/asyvan/palace2
    • note (7,1):
      Congratulations! The biggest reward is not the treasure that you have gotten, it is the work you have done to get here..
      
  • /santo_dominion/shops/rings
    • welcome (5,8):
      This shop has the greatest variety of rings in the whole country. To see the huge collection you must pay an entrance fee of 100 plat.
      
  • /scorn/houses/house3.bas2
    • magic_mouth (2,7):
      Pixie Firebolt Wand Factory
      NO TRESPASSING
      Intruders will be atrociously dealt with!
      
    • magic_mouth (1,12):
      This wall looks strange!
      
    • magic_mouth (1,7):
      You might need these potions very soon...
      
    • sign (1,5):
      To the North:
      Pixie Firebolt Wand Factory
      NO TRESPASSING
      Intruders will be atrociously dealt with!
      
  • /port_joseph/pirates/mbgrave
    • note (18,10):
      . . . take the . . . three sto es place upon    t re  al ars . . . th.n the g t   will open.
      
    • gravestone (9,3):
      Moogly Bill was ill, left no will.
      
    • gravestone (7,3):
      Let it be known, let it be said, Moogly Bill ain't alive.. he's dead.
      
  • /scorn/oldcity/oldcity11
    • Temple Scroll (5,36):
      Bring forth the Cup.  Bring forth the Crown.  This will open your way down.
      
    • magic_mouth (4,32):
      You enter a very old temple.
      
  • /scorn/oldcity/oldcity7
    • magic_mouth (18,5):
      You see the Gnome's treasure.
      
  • /scorn/oldcity/oldcity1
    • blood smeared letter (18,10):
      T h eee old city is infested with be asts!! The....monsters have been coming throu.... through....a......a.......
      
    • magic_mouth (13,14):
      You see the remains of an unlucky adventurer.
      
    • magic_mouth (12,18):
      You see a hole in the south wall beyond the rubble.
      
    • magic_mouth (7,6):
      You see a small stream, is winds its way through the rubble of the old city.  You see several pipes running upwards and you realize that this stream provides water to the city streets above.
      
  • /scorn/oldcity/oldcity54
    • sign (29,4):
      Members only.
      
    • sign (8,26):
      WARNING! Do not open door without assistance!
      
    • magic_mouth (4,5):
      The skeleton grins at you, expecting you to say something.
      
  • /scorn/oldcity/oldcity15e
    • magic_mouth (10,30):
      You enter the tiger pit and see something in the corner of the room.
      
    • Book of Rituals (9,35):
      Written by Per-ta-loche, high Priest of the black order.  *Most of the book is unreadable* In order to cast open the portal the left must contain the crown, the right must contain the chalice.  Only then will the portal open... and...
      
    • Warn scroll (3,27):
      Open to the ocean, from the docks I cast the crown of our king.  Strangely, it made no splash in the darkness.  I wonder to this day if the crown rests at the bottom of the sea.
      
    • magic_mouth (2,3):
      This water is salty, probably connected to the ocean port outside of Scorn.
      
  • /scorn/oldcity/oldcity2
    • magic_mouth (12,5):
      It smells bad in here..... kinda like goblins.
      
    • old sign (11,6):
      The Swift Sword Inn .. Lady's Night every Wednesday.
      
    • magic_mouth (6,11):
      You notice as you continue that the old streets seem to be in better shape.  Perhaps this was the richer end of Old City.
      
  • /scorn/oldcity/oldcity12
    • sign (15,3):
      Push at OWN risk! Really!
      I mean it
      
  • /scorn/oldcity/oldcity6
    • magic_mouth (23,18):
      You hear a low voice to the south say: "Hey you, come here!"
      
    • magic_mouth (22,26):
      The Demilich laughs evilly at you.
      
    • magic_mouth (12,1):
      You get a very uneasy feeling.
      
  • /scorn/oldcity/oldcity3
    • Firing Range (11,25):
      WARNING: fire hazard, explosives in use.
      
  • /scorn/oldcity/end
    • magic_mouth (24,30):
      WELL DONE ADVENTURER!!! You have blocked the portal the monsters have been using!
      
    • magic_mouth (24,18):
      WELL DONE ADVENTURER!!! You have blocked the portal the monsters have been using!
      
    • magic_mouth (24,17):
      You discover the hole from which the monsters of the city originate! A strange evil force prevents you from entering.  You feel you should block the hole, as soon as possible!!
      
  • /pup_land/pplant/pplant_ud3
    • magic_mouth (9,2):
      You hear a noise behind you.  There - You've been trapped!
      
    • magic_mouth (5,9):
      You feel watched by a pair of burning eyes.
      
    • magic_mouth (5,4):
      Something is wrong about this place...
      
  • /pup_land/pplant/pplant2
    • sign (13,5):
      Burning Section:
      Don't open the bulbs.
      It will cause a fire!
      
  • /pup_land/begin/p3
    • sign (1,14):
      skeleton and zombie
      
  • /scorn/misc/puddings.place
    • magic_mouth (21,23):
      You smell acid! Acid can damage your precious equipment - Beware!
      
  • /pup_land/nurnberg/reception/fire2
    • magic_mouth (19,10):
      The gate opened...
      
    • magic_mouth (19,9):
      1
      
    • magic_mouth (19,8):
      2
      
    • magic_mouth (19,7):
      3
      
    • magic_mouth (19,6):
      4
      
    • scroll (19,1):
      You are very lucky!
      
  • /scorn/houses/resir
    • note (5,4):
      Drats my house has been overrun!!! It seem my pets are stronger than I first thought.  I will attempt to escape to my basement.  Hope to see you soon!!!
      
    • magic_mouth (2,2):
      DRATS THE STAIRS ARE BLOCKED. .o0O(I wonder if that secret passage is still located behind the house) I MUST HURRY BEFORE IT'S TOO LATE!
      
  • /port_joseph/pirates/torttemple
    • magic_mouth (7,7):
      Upon the altar is a bowl forged from platinum.
      
  • /darcap/temple_justice/temple_justice.4
    • magic_mouth (10,3):
      There is only one key.  Which door do you open?
      
    • magic_mouth (2,3):
      There is only one key.  Which door do you open?
      
  • /quests/peterm/Demonology/ApprenticeLevel
    • magic_mouth (15,10):
      Demonstration room.
      
    • magic_mouth (10,14):
      Apprentice Practical Lab
      
    • magic_mouth (10,4):
      Apprentice Practical Lab B
      enter at your own risk
      
    • magic_mouth (9,16):
      Fifteen Hundred gold, please.... That is the price of admission to the journeyman's level.
      
    • magic_mouth (9,14):
      Apprentice Practical Lab C
      Senior Apprentices only
      
    • magic_mouth (9,4):
      Apprentice Practical Lab A
      Knock before entering
      
    • magic_mouth (4,10):
      Lecture room.
      
  • /navar_city/illusion/illtow4
    • magic_mouth (2,2):
      YOU WILL DIE SCUMMER!!!!!!!!!!!!!!!!!!
      
    • magic_mouth (2,1):
      YOU WILL DIE SCUMMER!!!!!!!!!!!!!!!!!!
      
    • magic_mouth (1,2):
      YOU WILL DIE SCUMMER!!!!!!!!!!!!!!!!!!
      
  • /quests/peterm/CTower/Barracks
    • magic_mouth (4,8):
      Speak the password.
      
    • magic_mouth (4,7):
      Speak the password.
      
  • /quests/peterm/CTower/Library
    • magic_mouth (3,7):
      An evil, sulfurous odor is wafting down these stairs...
      
  • /quests/peterm/CTower/Officers
    • magic_mouth (8,8):
      Captains' Quarters.
      
    • magic_mouth (8,7):
      Major's Quarters.
      
  • /santo_dominion/shaft/undeadshaft.1
    • sign (2,2):
      This mine is haunted.  Be careful of the lower levels.
      
    • sign (2,1):
      This mine is haunted.  Be carful of the lower levels.
      
    • sign (1,2):
      This mine is haunted.  Be carful of the lower levels.
      
  • /scorn/houses/breezy_under2
    • magic_mouth (19,18):
      ooOOOoooOO
      WhooOOOoo let those dogs looOOse?
      
    • note (18,18):
      I believe this cell is haunted...
      
    • magic_mouth (18,17):
      OOoooooooOOOooooo
      Now you've done it...
      
    • magic_mouth (17,18):
      OOooooOOOOooo
      You are standing on my foOOOooot!
      
    • magic_mouth (17,17):
      oooOOooooOOO
      I told him not to put mustard on that sandwich......
      oooOOOOoooooOooo
      
    • magic_mouth (16,18):
      OOOoooOOO
      Be careful with that axe Eugine....
      
    • magic_mouth (16,17):
      ooOOoooOOO
      Eat at JOOOoooOOOes.
      
    • magic_mouth (13,20):
      SHREEEEEEIIIIIIKKKKKKKK!
      
    • magic_mouth (2,2):
      You hear echos of orc laughter.
      
    • magic_mouth (2,1):
      Aaaaoooooooo!
      
    • magic_mouth (1,2):
      Smells like goblins...
      
  • /scorn/mansion/garden
    • magic_mouth (55,35):
      You feel an unusual draft against this.
      wall
      
  • /pup_land/castle_eureca/castle_eureca2
    • Lauretta's Diary (18,1):
      We have been attacked by monsters suddenly.  Eureca led us in this room, and then he ran out of the castle to ask someone for help.  We are still waiting for him.
      ...
      My son and I are afraid that this secret room will be discovered by the monsters soon...
      
    • magic_mouth (14,16):
      An oven.
      
  • /brest/brittany/dol-guldur.3
    • sign (23,28):
      There's nothing like reading a book near the fireplace...
      
    • book (19,28):
      Once in the Mines: Try to find a way from west-door to east gate...
      
    • sign (16,27):
      The library...
      
  • /brest/brittany/dol-guldur.6
    • book (33,4):
      Careful the wells are deep and dangerous in the Mines...
      
    • sign (31,8):
      Do not disturb while eating...
      
    • magic_mouth (25,3):
      Who dares to disturb my sleeping...
      
    • magic_mouth (25,2):
      Who dares to disturb my sleeping...
      
    • magic_mouth (25,1):
      Who dares to disturb my sleeping...
      
    • magic_mouth (7,3):
      Aleeert !!!
      
    • magic_mouth (7,2):
      Alert !!!
      
    • magic_mouth (7,1):
      Aleeert !!!
      
    • sign (5,1):
      Master's chamber...
      
    • sign (3,10):
      Training...
      
  • /navar_city/light/light4
    • magic_mouth (9,5):
      You look out across the bay and see lots of ships...one particular ship catches your eye...it is alone, which is strange, since they seem to be loading and unloading cargo on the deck.  Could this be the smugglers ship?
      
    • magic_mouth (5,9):
      Here you can see across both Navar and the ocean....you also find a telescope here...and viewing through it you can barely see the island nation of Kient and see its many warship.
      
    • magic_mouth (5,1):
      You look north into the docks, seeing the many interesting warehouses, and all of the ships tied up to the docks.
      
    • magic_mouth (1,5):
      You look across all of Navar, taking in all of its wonder.
      
  • /brest/brest.scrolls.upper.1
    • magic_mouth (10,18):
      WARNING! If you go up to the third floor
      do NOT feed the rats!
      
    • magic_mouth (9,18):
      WARNING! If you go up to the third floor
      do NOT feed the rats!
      
  • /port_joseph/pirates/tortship2
    • magic_mouth (9,11):
      The deck of the ship . .
      
    • log book (4,16):
      . . . we sail now as if under a curse . . .  I cannot shake the feeling we are damned . . . The cursed pearl, I wish I had never set sight on the thing  . . . I cannot rid myself of it . . . it is better that I lock it away in the hidden . .
      
  • /dungeons/train/skeleton
    • magic_mouth (33,4):
      TRAINING PERIOD HAS ENDED.
      
    • magic_mouth (33,2):
      You have roughly 30 to 45 minutes to train here.  After that time the skeletons will be to too tired to fight for a while.
      
  • /scorn/houses/house3.2nd
    • magic_mouth (6,1):
      A voice booms:
      NOW CHOOSE YOUR PATH...
      
    • magic_mouth (5,9):
      A house with no door...?
      
    • magic_mouth (5,1):
      PATH OF THE WARRIOR
      
    • magic_mouth (3,1):
      PATH OF THE WIZARD
      
    • magic_mouth (1,1):
      PATH OF THE TRICKSMASTER
      
  • /quests/todd/aljwaf/hall2
    • magic_mouth (19,2):
      Halt! Who goes there?
      No man may enter the tomb of Al Jwaf.
      
    • magic_mouth (16,22):
      Clank!
      
    • letter (14,27):
      Dear Renn,
      I am looking forward to your return home. I know it was a great opportunity for you to be a foreman on this construction job, but we miss you all the same.
       - Your mom.
      
    • magic_mouth (10,0):
      Shazzamm!
      
    • magic_mouth (5,0):
      Go to your doom robber!
      
  • /lake_country/RETower/tower3
    • sign (26,11):
      Congratulations for making so far.  It's a good option to step on the teleporter and leave now.  But there are greater rewards with greater challenge waiting.
      
    • Dark panther (21,23):
      @match push|how|get
      If you have the dust I requested, I won't push you back.
      @match banisher
      The Undead Banisher is the weapon on the table behind me.  It's the prize of finishing the training.  It is one of the greatest weapon one can acquire.  It is feared by all undeads.  Its power grows with the master of the weapon.
      @match prize|training
      If you finish the training and get the dust of the Fierce Spectre to prove it, I will give you a prize.
      @match *
      Hello.  Finish the training and you may get a prize.
      
    • sign (20,19):
      This is the undead training level.  Be careful, some of them drain you! And other nasty things.  You need special magical dust to pass through walls.  And some undead carry them.  So you need to find them before you run out of magical dust.  Extreme caution is advised.
      
    • magic_mouth (19,21):
      Drop thirty diamonds to pay the training fee.
      
    • magic_mouth (19,20):
      Drop 250 platinum coins to pay the training fee.
      
    • magic_mouth (16,21):
      You need some of these special magic to pass the some of the walls.
      
  • /pup_land/castle_eureca/castle_eureca9
    • magic_mouth (7,3):
      You hear a shout:
      Help, Help me!!
      
  • /dragonisland/damarishouse0
    • Dangerous Cellar (1,6):
      This sign points towards danger.
      
  • /lake_country/Butakis/houses/Jacobs_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!!
                                      -Jacob
      
  • /lake_country/Butakis/houses/James_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!! So be sure you mean to visit me when you come in.  It would be nice of you not to bother with others' lives.
       -James
      
  • /port_joseph/pirates/mbgrave2
    • magic_mouth (11,12):
      You sense dangerous magic nearby.
      
    • magic_mouth (10,30):
      A briny scent fills the cavern.
      
    • magic_mouth (6,20):
      Some of this water seems shallow.
      
    • magic_mouth (3,28):
      On the wall is a painting.  The painting depicts the sun setting behind a marble statue surrounded by lush plant life.  The statue has its arm out and is pointing behind you and to your right.
      
    • nautical map (3,28):
      `Here be tortola island'
      \ /
       X
      / \
        N
        |
      W-+-E
        |
        S
      
    • note (3,1):
      2 paces west
      6 paces south
      4 paces east
      2 paces south
      4 paces east
      6 paces north
      2 paces west
      6 paces north
      2 paces east
      Here ye shout me name
      
  • /pup_land/rainbow/Lv3/name
    • note (7,7):
      Caplluy higs gunamep tougpub epnterg.
                          by Pug
      
  • /pup_land/raffle/raffle1_u3
    • magic_mouth (19,9):
      Click.
      
    • magic_mouth (18,9):
      Beware and use caution!
      
  • /scorn/mansion/stronghold
    • Mailbox (35,27):
      Stronghold
      End of Stronghold Road (where else!)
      
    • sign (30,1):
      The City of Scorn has sealed this building due to monster infestation.  Only access is through the old tunnel that connects this building to the nearby mansion, caution is advised.
      
    • magic_mouth (19,15):
      You feel a strong presence of evil in here.  This room appears far more dangerous than the ones behind.
      
  • /quests/peterm/CTower/Dungeon
    • magic_mouth (4,4):
      This cell door has 'traitor' written on it....
      
  • /brest/brittany/tower_of__zoon
    • Tower of Zoon (1,1):
      Lord Zoon invites to step in and discover his treasures.  Please deposit 50 foods on the altar.
      
  • /wolfsburg/dungeons/church.4a
    • magic_mouth (16,11):
      The smell of death is sharp like a knife blade in this room.
      
    • magic_mouth (8,7):
      This room has the mustiness of a place that once saw death a long time ago.  The furniture is sturdy but finely made.
      
    • magic_mouth (6,7):
      You feel uneasy as you enter this room.
      
    • magic_mouth (1,8):
      A great sadness sweeps over you.
      
  • /euthville/wiz5
    • magic_mouth (10,3):
      You feel a deeeeeep daaaaaark chill that bites your soul. *chomp*
      
    • magic_mouth (9,3):
      You feel a deeeeeep daaaaaark chill that bites your soul. *chomp*
      
  • /quests/todd/aljwaf/tomb
    • gravestone (4,4):
      Here lies the bones of our Lord Aljwaf the terrible.  May none disturb his eternal slumber.
      
  • /scorn/mansion/subbasement1
    • sign (2,13):
      Melvinus, Wizard of Dark Paths, Esq.
      Visitors please request audience with my secretary.
      
  • /navar_city/casino_infernal/casino_infernal1
    • magic_mouth (21,16):
      You hear angry muttering coming from inside this slot machine.  Perhaps it is broken.
      
    • Gold Slots (18,15):
      Odds for Gold Slots:
      3 Clubs pay  1
      3 Staffs pay  2
      3 Shields pay  3
      3 Swords pay  4
      3 Wands pay  5
      3 Scrolls pay  10
      3 Jackpots pay  20
      4 Clubs pay  10%
      4 Staffs pay  15%
      4 Shields pay  20%
      4 Swords pay  25%
      4 Wands pay  35%
      4 Scrolls pay  50%
      4 Jackpots pay  100%
      
    • Diamond Slots (18,13):
      Odds for Diamond Slots:
      3 Silver pay 1
      3 Gold pay 2
      3 Platinum pay 3
      3 Sapphires pay 4
      3 Emeralds pay 5
      3 Rubies pay 6
      3 Diamond pay 10
      3 Jackpots pay  15
      4 Silver pay 10%
      4 Gold pay 15%
      4 Platinum pay 25%
      4 Sapphires pay 30%
      4 Emeralds pay 40%
      4 Rubies pay 50%
      4 Diamond pay 60%
      4 Jackpots pay  100%
      
    • Imperial Slots (18,12):
      Odds for Imperial Slots:
      3 Dreads pay  1
      3 Dragons pay  2
      3 Knights pay  3
      3 Wizards pay  4
      3 Titans pay  5
      3 Septres pay  6
      3 Emperors pay  10
      3 Jackpots pay  20
      4 Dreads pay  10%
      4 Dragons pay  15%
      4 Knights pay  20%
      4 Wizards pay  25%
      4 Titans pay  30%
      4 Septres pay  40%
      4 Emperors pay  50%
      4 Jackpots pay  100%
      
    • magic_mouth (15,10):
      Waterloo - I was defeated, you won the war
      Waterloo - Promise to love you for ever more
      Waterloo - Couldn't escape if I wanted to
      Waterloo - Knowing my fate is to be with you
      Waterloo - Finally facing my Waterloo
      
    • magic_mouth (13,10):
      My my, at Napoleon did surrender.  Oh yeah, and I have met my destiny in quite a similar way.  The history book on the shelf.  Is always repeating itself.
      
    • Gold Slots (12,15):
      Odds for Gold Slots:
      3 Clubs pay  1
      3 Staffs pay  2
      3 Shields pay  3
      3 Swords pay  4
      3 Wands pay  5
      3 Scrolls pay  10
      3 Jackpots pay  20
      4 Clubs pay  10%
      4 Staffs pay  15%
      4 Shields pay  20%
      4 Swords pay  25%
      4 Wands pay  35%
      4 Scrolls pay  50%
      4 Jackpots pay  100%
      
    • Platinum Slots (12,13):
      Odds for Platinum Slots:
      3 Jesters pays  1
      3 Lords pays  2
      3 Ladies pays  3
      3 Princes pays 4
      3 Princesses pays  5
      3 Queens pays 10
      3 Kings pays 20
      3 Jackpots pays 25
      4 Jesters pays  10%
      4 Lords pays  15%
      4 Ladies pays  25%
      4 Princes pays 35%
      4 Princesses pays  40%
      4 Queens pays 50%
      4 Kings pays 60%
      4 Jackpots pays 100%
      
    • Imperial Slots (12,12):
      Odds for Imperial Slots:
      3 Dreads pay  1
      3 Dragons pay  2
      3 Knights pay  3
      3 Wizards pay  4
      3 Titans pay  5
      3 Septres pay  6
      3 Emperors pay  10
      3 Jackpots pay  20
      4 Dreads pay  10%
      4 Dragons pay  15%
      4 Knights pay  20%
      4 Wizards pay  25%
      4 Titans pay  30%
      4 Septres pay  40%
      4 Emperors pay  50%
      4 Jackpots pay  100%
      
    • Bank (10,23):
      Imperial Bank of Skud kiosk.
      
  • /pup_land/nurnberg/dick/click
    • Proof Scroll (25,12):
      ************
           **
           **
           **
           **
           **
      
    • sign (17,13):
      Don't burn the Proof of scroll
      
    • sign (10,5):
      Diorama
      
    • Instruction (5,12):
      Set your mouse-cursor on the goblin and click, then you'll find:
       goblin
       pit
       woodfloor
      
  • /mlab/citydeclouds/cdcwgrotto1
    • Crill's Projectile Store (29,24):
      Welcome to Crill's Projectile Store.
      
  • /darcap/raffle/raffle1_u3
    • magic_mouth (19,9):
      Click.
      
    • magic_mouth (18,9):
      Be aware!
      
  • /quests/peterm/temple/OuterTemple
    • magic_mouth (8,4):
      The altar here has some depressions in the shape of gemstones.
      
    • magic_mouth (8,0):
      These doors must lead to the inner temple.
      
    • magic_mouth (7,4):
      The altar here has ten small angular depressions shaped like gemstones.
      
    • magic_mouth (7,0):
      These doors must lead to the inner temple.
      
    • magic_mouth (1,1):
      This Taifu seems to be an excellent weapon.
      
  • /pup_land/lone_town/dress2
    • magic_mouth (10,7):
      Underground of Dressing Room.
      
    • magic_mouth (9,14):
      Something is odd about this place...
      
  • /quests/peterm/FireTemple/Fire1
    • magic_mouth (16,28):
      The fire god demands sacrifice of an enemy elemental's residue.
      
  • /darcap/darcap/circus/fz_lobby_ud
    • magic_mouth (23,1):
      You hear angry muttering coming from inside this slot machine.  Perhaps it is broken.
      
    • Single Player (18,7):
      Single Player
      
    • Multiplayer (7,7):
      Multiplayer
      
  • /lake_country/small_buildings/hut_Galmorus
    • ragged book (16,14):
      ...
      There was a catacomb dwelled by ancient undeads.  It was rumored that one can reach it climbing the mountains of north in this land.  But all that is waiting is death.  Many in search of it as a final challenge but fail to return.
      ...
      
    • book of the floating castle (15,14):
      ...
      The flying castle was ancient and only registered in forgotten legends.  According to the legend, it is a citadel hidden in the cloud.  The only way to it was rumored to be carried by a mysterious tornado that constantly appeared in the north mountains.  But the trip is very dangerous.  One ghost of an courageous warrior returned to warn me, when I was seeking the flying castle myself. "Keep to the right path to the forbidden peak, or you would end up in the catacomb."
      
    • Yellow book (14,14):
      [You find the following interesting]
      ...
      There are two ways to access the Sunset Castle.  One is by underwater current.  The other is by way of the druids.
      ...
      
    • faint scroll (14,11):
      The password the fortress gateguard need is:
      "Windwalk"
      
    • magic_mouth (12,15):
      The wall dissolves under your touch.  You step through the wall and enter the wooded backyard.
      
    • sign (10,4):
      Welcome!
      Go to the east wing to meet me.
      
    • Galmorus' Diary (8,14):
      One of the recent notes and the few that are not encrypted:
      ... I suspect someone in this house is associated with Guild of Ebony Tiger.
      Maybe thing has gone far worst than I think.
      ...
      Another note:
      ...
      Today I discovered the secret passage in my own house! Someone made it behind my back.  I will investigate into it later.
      ...
      
    • scroll (6,2):
      If you see this note, I am either out or don't want to meet guests at the moment.  So please come visit me again some other time.  Take some refreshment and food before you leave.
       -Galmorus
      
  • /scorn/kar/creepy.house
    • letter (20,19):
      The house is being over run with all types of monsters, help me.  Arrghh! They are at the door! Help me, come quick.
      
    • magic_mouth (9,5):
      Heh, Heh Heh, you thought you beat my haunted house, but you have only yet to begin!  You shall perish...
      
    • gravestone (5,2):
      Here lies LOCKJAW.
      thank go
      
    • gravestone (5,1):
      Here lies Ender, What a troubled soul.
      
    • magic_mouth (2,1):
      WHO DARES ENTER THE CREEPY CRYPT? YOU WILL PERISH!
      
  • /pup_land/s_f/ki2
    • magic_mouth (6,1):
      Put something on the floor.
      
    • note (5,11):
      ---Note1---
      Location of To-jyo's hat:
      East of Red Island.  Ask To-jyo about "treasure."
      
    • note (4,11):
      ---Note2---
      Password to meet To-jyo is "General"
      
  • /lake_country/Butakis/houses/Jacks_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!!
      Death to all thieves!
                             -Jack
      
  • /santo_dominion/espen/espen1
    • Warning..... (11,14):
      Turn back, or this WILL happen to you......
      
    • magic_mouth (6,14):
      So, you didn't follow my advice... This shall be your doom...
      
  • /lake_country/marsh/marsh1_1
    • magic_mouth (18,2):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (7,18):
      The marsh comes to life at this section. Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • note (3,2):
      Be w.re of .t. bo. t.at swa..ows people!
      
      On the other hand you brave adventurers might want ask to be swallowed by the bogs.
      
      While you are taking a mud bath in one of the bogs, you might want to ask the bog to slurp you.  You might be surprised of the outcome...
      
  • /lake_country/marsh/marsh1_2
    • magic_mouth (9,18):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,6):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
  • /lake_country/marsh/marsh2_1
    • magic_mouth (18,16):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (10,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
  • /lake_country/marsh/marsh2_2
    • magic_mouth (8,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (8,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (7,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (7,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (6,2):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (6,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (6,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (5,2):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (5,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (5,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (4,2):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (4,1):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (4,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (3,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (2,7):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (2,6):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (2,0):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,8):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,7):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,6):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,5):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,4):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (1,3):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,10):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,9):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,8):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,7):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,6):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,5):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,4):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,3):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms. It seems to sense you. It rises and hesitates before you, as if regarding you for permission.
      
    • magic_mouth (0,2):
      The marsh comes to life at this section.  Mud stirring and turns.  A big mouth of mud forms.  It seems to sense you.  It rises and hesitates before you, as if regarding you for permission.
      
  • /dungeons/train/ogre
    • magic_mouth (33,4):
      TRAINING PERIOD HAS ENDED.
      
    • magic_mouth (33,2):
      You have roughly 30 to 45 minutes to train here.  After that time the ogres will be taking a short nap.
      
  • /port_joseph/pirates/mooglypuzzle
    • Rune of Marking (3,7):
      One, Two.
      
  • /pup_land/nurnberg/reception/electricity6
    • sign (14,1):
      Special Button:
      Releasing the special button under the booze causes the special gate to open ONLY for a few seconds.
      
    • magic_mouth (2,12):
      Dangerous!
      
  • /pup_land/nurnberg/reception/water5
    • sign (10,5):
      Amazing Crown.  Don't touch it!
      
  • /pup_land/nurnberg/reception/wind5
    • sign (6,10):
      Windy!
      
    • sign (3,19):
      Don't push any PEDESTAL!
      
  • /pup_land/nurnberg/reception/wind6
    • magic_mouth (3,11):
      Dangerous!
      
  • /pup_land/nurnberg/reception/wind7
    • scroll (10,7):
      * : jungle
      X : entrance
      **********
      *******X**
      +-------+
      | Guild |
      |   of  |
      |  Law  |
      +-------+
      
  • /santo_dominion/magara/well/cave
    • 12 (33,13):
      The flames have attracted a fire elemental!
      
    • magic_mouth (29,32):
      Woah! Stonewalls down here? This must be a secret storage place of some kind.
      
    • 13 (20,32):
      The flames have attracted a fire elemental!
      
    • 11 (18,9):
      The flames have attracted a fire elemental!
      
    • 10 (5,9):
      The flames have attracted a fire elemental!
      
  • /scorn/mansion/muriskunes
    • sign (20,45):
      Beware! The downstairs is significantly more difficult than this level. Be prepared to deal with draining attacks.
      
  • /lake_country/Butakis/houses/Seans_house
    • magic_mouth (14,14):
      Beware of guard dogs
      
    • sign (10,14):
      Thieves are severely penalized in this town!!! It would be nice of you not to bother with others' lives.
       -Sean
      
  • /santo_dominion/magara/south_lighthouse/floor_2
    • sign (10,20):
      Hello, nice day is it not?
      
  • /navar_city/tower/magetower1
    • magic_mouth (4,8):
      A Magic Mouth appears before you:
      Hear ye this bold adventurer, to enter this tower you must say who my master is, what art my master practices, and who my master hates the most.
      
  • /navar_city/tower/magetower4
    • magic_mouth (6,23):
      Look at the whelp, thinking he is all high and mighty by reaching this point.  Well you have not seen anything yet, you must face the Master soon.... If this is what you wish to do, then you must answer me my riddle.... What is at the end of time and at the beginning of the end?
      
  • /darcap/temple_justice/temple_justice.5
    • magic_mouth (6,2):
      There is a hole for a gem.
      
  • /quests/peterm/quests/TitanGate
    • magic_mouth (7,5):
      Hmm, these guards look thirsty.
      
    • magic_mouth (7,4):
      Halt! Who goes there!
      
    • magic_mouth (7,3):
      You better not attack the guards or they'll never let you in.
      
    • magic_mouth (6,4):
      Halt! Who goes there!
      
    • magic_mouth (6,3):
      You better not attack the guards or they'll never let you in.
      
  • /navar_city/illusion/illtow5
    • sign (31,9):
      One way leads to life...
      One way leads to death...
      Stand before the gates and say the color gate you want open...
      The trees know the true way..
      
  • /navar_city/illusion/illtow7
    • magic_mouth (10,10):
      A voice enters your head:
      YOU SHOULD HAVE QUIT WHILE YOU WERE AHEAD.
      
    • magic_mouth (10,9):
      A voice enters your head:
      YOU SHOULD HAVE QUIT WHILE YOU WERE AHEAD.
      
    • magic_mouth (10,8):
      A voice enters your head:
      YOU SHOULD HAVE QUIT WHILE YOU WERE AHEAD.
      
  • /pup_land/ordeal/tower_ordealB3
    • sign (12,6):
      ! elbisivini wohs
      
    • this way (7,3):
      This way.
      
  • /darcap/quest/water
    • sign (26,24):
      Part of Dtabb elemental quest
      WARNING:
      Level 8+ Adventurers.
      Pull the lever to go swimming ...
      
  • /scorn/houses/wizz.lev1.pass1
    • magic_mouth (6,11):
      You hear some smaller rocks fall down near you!
      
    • magic_mouth (3,2):
      You hear some smaller rocks fall down near you!
      
  • /lake_country/RETower/tower4
    • magic_mouth (22,21):
      Drop sixty small diamonds to pay the training fee.
      
    • magic_mouth (19,20):
      Drop 500 platinum coins to pay the training fee.
      
  • /brest/brittany/dol-guldur.2
    • sign (24,9):
      Stables...
      
  • /pup_land/lone_town/dress3
    • magic_mouth (7,28):
      Danger!
      At least level 25 required...
      
  • /quests/peterm/Demonology/MasterLevel
    • magic_mouth (15,10):
      The Masters of Fire Elementals.
      
    • magic_mouth (15,9):
      The Masters of Water Elementals.
      
    • magic_mouth (14,10):
      The Masters of Fire Elementals.
      
    • magic_mouth (14,9):
      The Masters of Water Elementals.
      
    • magic_mouth (10,10):
      Stairs to the Center Tower of Demonology and Summoning Masters.
      
    • magic_mouth (10,9):
      Stairs up to the School of Advanced Demon Summoning.
      
    • magic_mouth (9,10):
      Stairs down to the Journeyman's level.
      
    • magic_mouth (5,10):
      The Masters of Air Elementals.
      
    • magic_mouth (5,9):
      The Masters of Earth Elementals.
      
    • magic_mouth (4,10):
      The Masters of Air Elementals.
      
    • magic_mouth (4,9):
      The Masters of Earth Elementals.
      
  • /pup_land/lone_town/pupuly
    • magic_mouth (50,11):
      Uh, oh, Nazgul doesn't seem to be a *nice* fellow... He looks dangerous!
      
    • magic_mouth (47,4):
      
      
    • servant's notes (41,14):
      Tomorrow I'll have to plant trees again.  That crazy old man... I should try to make him lose count.
      
    • 10 (26,10):
      The old man says:
      That l.. lever doesn't work; this gate is l.. locked.  P.. Please go upstairs and t.. try to open the escape pit for me.
      
  • /quests/mak/undead/catacombs
    • magic_mouth (14,5):
      These simple gravestones don't mark anyone important.
      
    • magic_mouth (10,20):
      There seems to be some really important person buried down here.
      
    • magic_mouth (10,7):
      People getting their own rooms must have been important in life.
      
    • magic_mouth (6,5):
      These simple gravestones don't mark anyone important.
      
  • /scorn/houses/wizz.lev1
    • dusty old sign (38,24):
      "old experiments"
      
    • magic_mouth (36,35):
      A sign: "Danger! Unsuccessful experiment!"
      
    • magic_mouth (31,42):
      A sign: "Beware! New experiments!"
      
    • magic_mouth (29,44):
      Sign: "Yarid's Private Rooms"
      
    • magic_mouth (29,39):
      A sign: "Room of Sacrifice"
      
    • Rune of Marking (29,37):
      There is a strange symbol on the floor.
      
    • magic_mouth (22,10):
      You notice a writing on the wall:
      "Teleporter Experiment: Might only work one-way!!!"
      
    • magic_mouth (22,9):
      You notice a writing on the wall:
      "Teleporter Experiment: Might only work one-way!!!"
      
    • magic_mouth (21,27):
      A sign: "Danger! Fire experiments!"
      
    • magic_mouth (16,24):
      There are some smaller cracks in the walls here.
      
    • magic_mouth (13,43):
      There are some bloodstains on the wall.
      
    • note (12,12):
      "Examined the wall near the twin doors and found treasure!"
      
    • dead adventurer's book (11,43):
      "Yarid's key! Yarid's key! That damned door is driving me crazy! I think the giant in the dark tunnel has the key that fits! Will now turn the handle!"
      
    • magic_mouth (3,8):
      A writing on the wall: "Danger! Trap ahead!"
      
    • sign (2,19):
      That was just warming up... turn the handle if you are ready.  Good luck!
      
  • /pup_land/nurnberg/castle_bauer/castle2
    • magic_mouth (18,3):
      Elevator
      
  • /wolfsburg/magara/castle/floor_1
    • info (2,1):
      This is a new version of the Castle of Magara.  The outlook has been improved and some valuable treasure has been put in to make it more attractive. =)
      
  • /quests/peterm/DragonQuest/Entrance
    • magic_mouth (13,4):
      You hear a great many harsh calls up ahead, as of a horde of breeding wyverns.
      
    • magic_mouth (13,3):
      You hear a great many harsh calls up ahead, as of a horde of breeding wyverns.
      
    • magic_mouth (13,2):
      You hear a great many harsh calls up ahead, as of a horde of breeding wyverns.
      
    • magic_mouth (13,1):
      You hear a great many harsh calls up ahead, as of a horde of breeding wyverns.
      
  • /brest/asyvan/gate5
    • magic_mouth (19,8):
      Once again, do NOT turn this handle unless you know what will happen..
      
    • magic_mouth (17,9):
      Turn the handle and regret your action.
      
    • magic_mouth (16,9):
      Turn the handle and regret your action.
      
  • /dungeons/xyzzy-mines
    • sign (13,10):
      The mine is closed.  The workers at last refused to work here any more.  Tales tell there was many strange sightings here.  People swear they have heard voices and seen ghosts and demons.  Some even say that dragons lurk in the lower levels.  An old tale tells that an ancient race of giants is still living here. Beware ... You may have to dig.. Many adventurers have found their grave here.
      
  • /santo_dominion/shaft/undeadshaft.4
    • magic_mouth (7,3):
      Something is not right...
      
    • magic_mouth (7,2):
      Something is not right...
      
  • /navar_city/warehouse5
    • sign (22,9):
      DO NOT ENTER!!!
      Wyverns for transport
      
  • /santo_dominion/magara/opera
    • info (32,29):
      Welcome to the opera!
      ---------------------
      Today performing:
         -o0o- Jack on the Beanstalk -oOo-
      
    • info (32,28):
      Welcome to the opera!
      ---------------------
      Today performing:
         -o0o- Escape from L.A. -oOo-
      
    • info (32,27):
      Welcome to the opera!
      ---------------------
      Today performing:
         -o0o- Zombies, Dawn of the Dead -oOo-
      
    • info (32,26):
      Welcome to the opera!
      ---------------------
      Today performing:
         -o0o- Vampire's Kiss -oOo-
      
  • /scorn/misc/animal_quarantine
    • magic_mouth (20,37):
      A cowering worker cringes in terror.  HELP!!@#$@# The Animals!!  They've TAKEN OVER~!@@$
      
    • sign (17,37):
      Warning! Higher level characters only!!
      
  • /pup_land/castle_eureca/castle_eureca4
    • scroll (22,20):
      You are very clever! So I'll give you a special hint to treasure!
      *:wall
      O:pit
      o:hidden pit
      X:entrance to treasure room
      *   *
      *   *
      **o**
      **O**
      **X**
      
    • magic_mouth (7,17):
      You feel a premonition of DANGER!
      
    • Sokoban (3,5):
            +------+
            | o  oo|
            |ooo oo|
            |oooo o|
            | ooo o|
            |ooo oo|
            |o o oo|
      +-----+ o o  |
      | ooo  oo o|=|
      |ooooooo oo|
      |  oooooooo|
      |o*ooo oooo|
      | ooooooooo|
      +----------+
      
  • /quests/peterm/temple/InnerTemple
    • magic_mouth (14,25):
      Something smells yummy up ahead.
      
    • magic_mouth (14,2):
      You peer down the hole into the smelly torchlit depths....  It goes down, and down, and down...  Somehow, you don't look forward to seeing the end of it.
      
    • magic_mouth (13,2):
      A foul reek wafts from the hole.  A scary analogy between that hole and the mouth of a demon blows through your mind briefly.
      
    • magic_mouth (13,1):
      A foul reek emanates from the hole.  Somehow, the hole seems like a huge maw, ready to swallow you up.
      
    • magic_mouth (11,7):
      Diabolical!  They've stored the food just out of the reach of the starving prisoners.
      
    • magic_mouth (10,7):
      Prisoners!  Maybe they know something.
      
    • magic_mouth (5,7):
      A corpse!  Well, at least it's fresh and doesn't stink yet.  Poor bastard!
      
    • magic_mouth (1,25):
      Something smells yummy up ahead.
      
  • /pup_land/nurnberg/dick/house
    • sign (10,17):
      If you want to enter this room, go and ask Dick about "extra."
      
    • Information (10,6):
      There are three dungeons.
       1.Click de Pon (low level)
       2.ShowInv de Pon (medium level)
       3.Bomb de Pon (high level)
      There are special items in each dungeon: one is a key, another is the Proof Scroll.  Go to the dungeons and get them.
      
  • /quests/peterm/FireTemple/Mezannine1
    • magic_mouth (27,15):
      Graduate students love talking about their research.
      
    • magic_mouth (27,14):
      Graduate students love talking about their research.
      
    • magic_mouth (27,12):
      Graduate students love talking about their research.
      
    • magic_mouth (27,11):
      Graduate students love talking about their research.
      
    • magic_mouth (26,14):
      199ME
      
    • magic_mouth (26,12):
      199MD
      
    • magic_mouth (25,12):
      Please do not EAT, DISEMBOWEL, CLAW, DECAPITATE, RIP LIMBS OFF OF, or otherwise MOLEST the graduate students.  THEY ARE DOING USEFUL RESEARCH.
        --The Management
      
    • magic_mouth (25,11):
      Please do not EAT, DISEMBOWEL, CLAW, DECAPITATE, RIP LIMBS OFF OF, or otherwise MOLEST the graduate students.  THEY ARE DOING USEFUL RESEARCH.
        --The Management
      
    • magic_mouth (24,12):
      Please do not EAT, DISEMBOWEL, CLAW, DECAPITATE, RIP LIMBS OFF OF, or otherwise MOLEST the graduate students.  THEY ARE DOING USEFUL RESEARCH.
        --The Management
      
    • magic_mouth (24,11):
      Please do not EAT, DISEMBOWEL, CLAW, DECAPITATE, RIP LIMBS OFF OF, or otherwise MOLEST the graduate students.  THEY ARE DOING USEFUL RESEARCH.
        --The Management
      
    • magic_mouth (18,5):
      Secretary's office.
      
    • magic_mouth (14,5):
      191M
      
    • magic_mouth (11,5):
      189M
      
    • magic_mouth (8,5):
      187M
      
    • magic_mouth (5,5):
      Prof. Smith's office.
      
    • magic_mouth (2,5):
      Prof Lau's office.
      
  • /darcap/quest/fire
    • NOTE! (17,33):
      NOTE: Many wyverns on level.  Multiple players required to get through gates.
      
  • /pup_land/ruin_barbarian/hole1
    • magic_mouth (16,30):
      You hear...
      "Yahoo!! At last I found the prehistorical site!!!"
      
    • magic_mouth (15,24):
      Strange... The ruin is filled with ogres.  And there is light... How can this be? ...Magic?
      
    • magic_mouth (6,27):
      There was a rap on the wall.
      
    • 101 (6,1):
      Gnarr... Sequence completed!
      
    • magic_mouth (5,1):
      Something is written on the door.  But it's hard to read, because the surface of the gate is in the state of decay:
      "ta.is..n
       sp..nx's h.ad
       G.an. Wo.m's e.e
       m.t..il cha..ma.l
       mag..f.er
       c..ck
       .rag.n'. h..rt
       .em.n's h.ad
       bo..le .. w.ne
       p.t..n .f a.th.r..lity"
      
    • magic_mouth (4,27):
      There was a rap on the wall.
      
    • magic_mouth (2,27):
      There was a rap on the wall.
      
  • /santo_dominion/lord_byron/main
    • sign (25,55):
      Note that killing guards may have... unintended consequences.
      
    • magic_mouth (25,21):
      The guards shuffle nervously as you walk by.
      
  • /pup_land/raffle/raffle2_u1
    • sign (13,1):
      This is the path for the Wise Sorcerer.
      
    • magic_mouth (12,3):
      You see two parting ways.  Obviously there are two players required to continue.
      
    • sign (11,1):
      This is the path for the Brave Warrior.
      
    • magic_mouth (3,15):
      An inscription on the wall:
      Apply the teleporter to enter the hall of trolls.  Don't do it when you feel afraid.
      
  • /pup_land/raffle/raffle2_u2_a
    • magic_mouth (25,15):
      :(
      
    • magic_mouth (25,11):
      :(
      
    • magic_mouth (25,7):
      :)
      
    • magic_mouth (23,17):
      :(
      
    • magic_mouth (23,15):
      :)
      
    • magic_mouth (23,13):
      :)
      
    • magic_mouth (23,11):
      :(
      
    • magic_mouth (23,9):
      :(
      
    • magic_mouth (23,7):
      :(
      
    • magic_mouth (16,17):
      A boulder of 400 tons.
      
    • magic_mouth (16,15):
      A boulder of 200 tons.
      
    • magic_mouth (16,13):
      A boulder of 100 tons.
      
    • sign (14,15):
      Try your luck and strength.  You have two chances.
      
    • magic_mouth (9,21):
      Your effort has been recognized.
      
    • magic_mouth (2,21):
      Money can settle it!
      
    • magic_mouth (2,19):
      You've been unlucky, but..
      
  • /pup_land/nurnberg/reception/fire4
    • sign (12,10):
      Intersection of Towers.
      
    • sign (10,9):
      Intersection of Towers.
      
  • /brest/brest.scrolls.right
    • Exit (18,38):
      Exit to the West
      
    • Read Me (13,35):
      This section of the shop is for low level inscription scrolls.
      -=-=-=-=-=-=-=-=-=-=-
      Warning: Do not irritate Zorn.
      
    • magic_mouth (11,4):
      Only those with something of Zorn's may pass ...
      
    • magic_mouth (8,39):
      No magic or prayers will work between these walls.  You have been warned.
      
    • magic_mouth (8,38):
      No magic or prayers will work between these walls.  You have been warned.
      
    • magic_mouth (8,37):
      No magic or prayers will work between these walls.  You have been warned.
      
    • magic_mouth (8,36):
      No magic or prayers will work between these walls.  You have been warned.
      
    • magic_mouth (8,35):
      No magic or prayers will work between these walls.  You have been warned.
      
  • /pup_land/jk/gs_house
    • 5 (19,2):
      The Great Summoner says:
      Oh no! Something went wrong... Arrrgh!!
      
    • stay out (9,16):
      The owner of this house is CRAZY.  Do not talk to him.  DANGER!
      
    • sign (1,6):
      secret passage
      
  • /quests/peterm/Demonology/Demon1
    • magic_mouth (7,7):
      Questioning the domestic about the doors might be a good idea..... She's bound to know.
      
  • /quests/mak/MainFloor
    • 121 (28,1):
      A magic portal appeared!
      
    • strongman diploma (27,44):
      Diploma - I managed to move the heavy statue.
      
    • magic_mouth (27,40):
      The watcher says:
      Welcome to the first test.  A simple show of strength is needed to continue.  Just push the weights all the way to the plates to show us that you at least have some strength in that scrawny body.
      
    • 111 (25,1):
      An new altar appeared!
      
    • The mausoleum (19,26):
      Undeads, zombies etc, slightly harder.
      
    • Unnatural moshpot (19,17):
      Spellcasters, now it starts to get interesting. =)
      
    • Giants galore (19,10):
      Lotsa giants - now this is fun =)
      
    • magic_mouth (18,3):
      Drop the strongman diploma here.
      
    • magic_mouth (17,3):
      Drop the sharp axe here.
      
    • magic_mouth (16,3):
      Drop the banded mail here.
      
    • magic_mouth (15,3):
      Drop the bearskin belt here.
      
    • temple of the fallen (14,9):
      There is an ancient temple beneath this tower.  Only the bravest warriors are allowed to go there.  You must pass all the test in here to prove yourself worthy!
      
    • magic_mouth (14,3):
      Drop the silk gloves here.
      
    • magic_mouth (13,3):
      Drop the soft shoes here.
      
    • magic_mouth (12,3):
      Drop the ancient bracers.
      
    • A good place to start (11,29):
      To the mansion - really easy.
      
    • Troll cave (11,20):
      Trolls of varying sizes, a tad bit tougher.
      
    • dragons (11,11):
      Dragons of all kinds - hard?
      
    • magic_mouth (8,5):
      Drop a shimmering turban of heaven.
      
    • CHAOS (6,15):
      You will need to finish the three other dragon tests before you can enter here.
      
    • magic_mouth (2,11):
      Pull the lever to start the trial or say 'help' to chicken out.
      
  • /wolfsburg/dungeons/church.4d
    • magic_mouth (41,31):
      A small village has been built in what was once a great meeting hall.
      
    • magic_mouth (41,30):
      A small village has been built in what was once a great meeting hall.
      
  • /brest/zorn/castle.upper.floor.one
    • Acme Inc. (33,46):
      -=Warning=- -=Warning=- -=Warning=-
      The next floor is protected by an Acme Inc. alarm system and Zorn Security Guards.  Interlopers that are caught on the next floor will be executed on sight.
      -=Warning=- -=Warning=- -=Warning=-
      
    • Acme Inc. (25,46):
      -=Warning=- -=Warning=- -=Warning=-
      The next floor is protected by an Acme Inc. alarm system and Zorn Security Guards.  Interlopers that are caught on the next floor will be executed on sight.
      -=Warning=- -=Warning=- -=Warning=-
      
  • /brest/zorn/castle.upper.floor.three
    • Zacharus (47,31):
      The Zacharus' Crystal dissolves.
      
    • Zacharus (46,31):
      Drop your Zacharus' Crystal to pass.
      
    • eight doors (29,13):
      There are eight locked doors here.  To open them requires the correct key for each door.
      
    • Yolanda (12,27):
      Drop your Yolanda's Crystal to pass.
      
    • Yolanda (11,27):
      The Yolanda's Crystal dissolves.
      
  • /brest/zorn/castle.upper.floor.two
    • guards (34,49):
      You hear the sounds of many guards in a guard room.
      
    • twitter (32,44):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • Run away! Run away! (31,49):
      Run away! Run away!
      
    • twitter (31,43):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • twitter (31,42):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • chaos dragon warning (29,30):
      You hear the peculiar roar of a large chaos dragon wafting down the stairs.
      
    • chaos dragon warning (29,29):
      You hear the peculiar roar of a large chaos dragon wafting down the stairs.
      
    • chaos dragon warning (29,28):
      You hear the peculiar roar of a large chaos dragon wafting down the stairs.
      
    • magic_mouth (29,25):
      As you pass over this spot you hear a whispered phrase - "use the claw..."
      
    • Plaque (29,14):
      You look at the Plaque and see written:
      Alarm system installed by Acme Inc.
      Come to Acme Inc. for all your building supplies.
      
    • twitter (28,44):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • magic_mouth (28,11):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • magic_mouth (28,10):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • magic_mouth (28,9):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • Run away! Run away! (27,49):
      Run away! Run away!
      
    • twitter (27,47):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • twitter (27,42):
      You hear the twitter of canaries ...
      LARGE canaries ...
      
    • magic_mouth (27,11):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • magic_mouth (27,10):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • magic_mouth (27,9):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • alarm goes off! (26,11):
      YOU SUDDENLY HEAR A LOUD ALARM AND THE SOUNDS OF ACTIVITY! RUN! GET AWAY! RUN! GET AWAY! RUN! GET AWAY! RUN! GET AWAY!
      
    • magic_mouth (26,10):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • magic_mouth (26,9):
      You hear a click and a subtle ticking sound as if a timer has started.  You get the feeling that staying here for very long might be a bad idea.
      
    • guards (24,49):
      You hear the sounds of many guards in a guard room.
      
  • /brest/shops/a_small_shop
    • magic_mouth (11,3):
      Use this Mana Crystal at your own risk. We are not responsible if you die from overuse of the crystal.
      
    • Mana Crystal East Room (9,6):
      Please drop 500 platinum coins in the barrel to enter the Mana Crystal East Room.
      -= Warning =-
      Standing on or near a mana crystal for too long can be fatal to your health.
      
    • Cancellation Booth (5,8):
      Please drop 1500 platinum coins in the barrel to enter the Cancellation Booth.
      -= Warning =-
      Do not carry any equipment in the cancellation booth that you don't intend to have adjusted.
      
    • Mana Crystal West Room (5,6):
      Please drop 500 platinum coins in the barrel to enter the Mana Crystal West Room.
      -= Warning =-
      Standing on or near a mana crystal for too long can be fatal to your health.
      
    • magic_mouth (3,3):
      Use this Mana Crystal at your own risk. We are not responsible if you die from overuse of the crystal.
      
  • /brest/jes.admini
    • magic_mouth (29,18):
      Mr. Bacal is very busy.  You can't meet him now.  Please come later.
      
    • magic_mouth (24,18):
      You are not allowed in this office.  Please take an appointment with the Secretary.
      
  • /pup_land/rainbow/Lv1/t_room
    • sign (5,4):
      Bizuzu's Treasure Room.
      
  • /lake_country/RETower/tower5
    • sign (20,19):
      You will die without means to protect from fire!! Be warned!
      
    • magic_mouth (19,21):
      Drop sixty diamonds to pay the training fee.
      
    • magic_mouth (19,20):
      Drop 500 platinum coins to pay the training fee.
      
  • /pup_land/nurnberg/castle_bauer/castle3
    • Bauer's notes (14,4):
      ... Eureca's treasure chambers are not only filled with jewels, gold and artifacts.  There is also a huge gold nugget of incredible value.
      
  • /brest/Castle/castle
    • sign (9,13):
      Don't kill the sages they are so nice!
      
  • /brest/Castle/Finale
    • sign (5,45):
      Titanic fun ahead!
      
  • /wolfsburg/magara/castle/floor_2
    • sign (24,17):
      Beware! Try to kill those creatures from distance!!
      
  • /quests/mcz/castle_low2
    • sign (15,5):
      Dis be stuff room... Scruffy wit stuff.. No go in... bad if go in.
      
  • /mlab/citydeclouds/castle/cwdccastlef5
    • magic_mouth (97,48):
      The sweet girl cries.  She is afraid.  The dragons circle around the castle waiting for their sacrifice to be released.  The girl is now on her knees crying.  The elves are agitated that she kneels... it may anger the dragons.  One elf throws a heavy stick at the girl, it strikes her in the head and she falls unconscious.
      
  • /navar_city/colosseum
    • Mac's Hotdog Stand (31,19):
      Delicious Yummies Available
      
    • Members' Stand (4,19):
      Shhh.... Please don't cause a disturbance here.
      
    • sign (1,3):
      Competitors only beyond this point. Pay 200 gold to try your luck!
      
  • /quests/peterm/temple/AnteChamber
    • magic_mouth (21,22):
      You wonder what kind of treasure lies hidden down there...
      
    • magic_mouth (20,22):
      You wonder what kind of treasure lies hidden down there...
      
    • magic_mouth (20,1):
      Ugh!  A troll.  Better get those fire spells ready!
      
    • magic_mouth (19,1):
      Hmmm.  Are those magical writings near that handle across the room?  They must be guarding their treasure with magical traps as well as with their foul pets!
      
    • magic_mouth (12,5):
      An ominous grunting sound comes from beyond the door.
      
    • magic_mouth (10,17):
      This door is cold to the touch.
      
    • magic_mouth (5,12):
      You might want to simply run past this fellow!  He looks very dangerous
      
    • magic_mouth (5,10):
      You hear faint zapping sounds, and smell an odor of ozone.
      
  • /quests/peterm/DragonQuest/FireHatchery
    • magic_mouth (0,12):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (0,11):
      A hot wind is blowing in from the passage way here.
      
    • magic_mouth (0,10):
      A hot wind is blowing in from the passageway here.
      
  • /quests/peterm/DragonQuest/WyvernNest
    • magic_mouth (29,22):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (29,21):
      A hot wind is blowing in from the passage way here.
      
    • magic_mouth (29,20):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (22,28):
      A biting chill is wafting up from the caves in this direction.
      
    • magic_mouth (21,28):
      A biting chill is wafting up from the caves in this direction.
      
    • magic_mouth (21,11):
      You smell ozone wafting from the tunnel above.
      
    • magic_mouth (20,28):
      A biting chill is wafting up from the caves in this direction.
      
    • magic_mouth (20,11):
      You smell ozone wafting from the tunnel above.
      
    • magic_mouth (19,28):
      A biting chill is wafting up from the caves in this direction.
      
    • magic_mouth (19,11):
      You smell ozone wafting from the tunnel above.
      
    • magic_mouth (18,28):
      A biting chill is wafting up from the caves in this direction.
      
    • magic_mouth (18,11):
      You smell ozone wafting from the tunnel above.
      
    • magic_mouth (17,11):
      You smell ozone wafting from the tunnel above.
      
    • magic_mouth (16,11):
      You smell ozone wafting down from the tunnel ahead.
      
  • /dragonisland/house5
    • sign (14,15):
      Emergency exit next door.
      
    • Journal Entry (13,12):
      All I have to do to gain the treasure is slay a few small trolls.... (The rest of the message is unreadable)
      
    • Love Story (12,9):
      This book details the story of Romeo and Julie.
      
    • Attention Sign (10,11):
      Passing beyond this room is not recommended.
       - The Owner
      
  • /sisters/shrine0_west
    • magic_mouth (14,14):
      This room is filled with many cryptic murals.
      
    • magic_mouth (14,13):
      This room is filled with many dreamlike murals.
      
    • magic_mouth (14,3):
      You see here a mural of three sisters sitting by a stream weaving.  They are making a shimmering cloak with a golden spinning wheel.
      
    • magic_mouth (13,20):
      You see here a mural of a lamia gouging the eyes from a woman.
      
    • magic_mouth (10,11):
      You see here a mural of a the snake god giving birth to a snake woman.  The snake god is horrified.
      
    • magic_mouth (8,18):
      You see here a mural of several men being eaten by dark spirits of chaos.
      
    • magic_mouth (6,2):
      You see here four black spirits bound in chains made of fire.  The snake god appears in the background.
      
    • magic_mouth (1,9):
      You see here a mural of four black spirits guarding the doorway to a prison wherein a snake-woman resides.
      
  • /quests/peterm/FireTemple/FirstFloor
    • Alchemical research center (26,9):
      Alchemical research center.
      
    • magic_mouth (24,12):
      Up to the mezzanine.
      
    • magic_mouth (19,2):
      You see something under the little demon.
      
    • magic_mouth (17,18):
      Up to the mezzanine.
      
    • magic_mouth (16,18):
      Up to the mezzanine.
      
    • magic_mouth (13,21):
      You see something under the little demon.
      
    • Principal Investigator's Office (13,9):
      Principal Investigator's Office.
      
    • magic_mouth (10,2):
      You see something under the little demon.
      
    • Power room (5,24):
      Power room.
      
    • magic_mouth (3,19):
      You see something under the little demon.
      
  • /lake_country/Butakis/gate_inner
    • magic_mouth (8,7):
      "What's your business to the inner royal city?" the High Royal Guard asks.
      
    • magic_mouth (7,7):
      "What's your business to the inner royal city?" the High Royal Guard asks.
      
    • magic_mouth (6,15):
      A voice whispers to you, "There's a party at Mother's."
      
    • magic_mouth (3,15):
      You enter a dark room hidden from the guards view.  It must have been used by some kind of spy to steal in and out of the inner city
      
  • /lake_country/Butakis/gate_outer
    • magic_mouth (14,11):
      "This is a restricted area," the guard says, "You won't find it pleasant."
      
    • magic_mouth (14,8):
      A guard says, "Speak the password."
      
    • magic_mouth (14,6):
      A guard says, "Speak the password."
      
    • magic_mouth (14,3):
      "This is a restricted area," the guard says, "You won't find it pleasant."
      
    • magic_mouth (13,8):
      A guard says, "Speak the password."
      
    • magic_mouth (13,7):
      A guard says, "Speak the password."
      
    • magic_mouth (13,6):
      A guard says, "Speak the password."
      
    • magic_mouth (2,11):
      The guard asks, "What's the password? Leave and don't risk your life, if you don't belong here!!"
      
    • magic_mouth (2,3):
      The guard asks, "What's the password? Leave and don't risk your life, if you don't belong here!!"
      
    • magic_mouth (1,8):
      A guard shout, "Who are you stranger? Come to the window and answer my question."
      
    • magic_mouth (1,7):
      A guard shout, "Who are you stranger? Come to the window and answer my question."
      
    • magic_mouth (1,6):
      A guard shout, "Who are you stranger? Come to the window and answer my question."
      
  • /quests/greyshield/Greysword
    • sign (7,8):
      Ah... fools! All of them!
      Lured by their greed, I have changed their appearance and locked them into this immortal dance...
      Beware, lest the same fate befall you! For those who have only one purpose shall be successful...
      
  • /dragonisland/apartment3
    • magic_mouth (10,9):
      You feel a strange tingling running down your spine!
      
    • house sign (5,1):
      This is a private home for adventurers, kept in typical dungeon style to make you feel at home.
      
  • /santo_dominion/espen/palace
    • magic_mouth (27,21):
      Training Hall
      
    • magic_mouth (27,19):
      Dining Hall
      
    • magic_mouth (27,11):
      Dining Hall
      
    • magic_mouth (27,9):
      Dormitory
      
    • magic_mouth (25,27):
      Training hall
      
    • magic_mouth (25,3):
      Dormitory
      
    • magic_mouth (6,27):
      Don't disturb the pets...
      
    • magic_mouth (4,24):
      Don't disturb the pets...
      
    • magic_mouth (4,8):
      Great danger lies beyond this door...
      
    • sign (3,16):
      	Welcome to my mansion...
      Inside this most fantastic mansion lies unknown danger and treasure...
      Many have entered but, only a few have successfully escaped with the rumored great treasures...
      
  • /pup_land/pplant/pplant3
    • sign (13,5):
      Electric Section:
      Don't Pull Lever.
      It causes a short circuit.
      
  • /pup_land/nurnberg/reception/fire6
    • sign (8,6):
      No spell zone.
      
    • magic_mouth (3,13):
      Push small button to open this door.
      
  • /pup_land/nurnberg/reception/water7
    • instructions (12,14):
      Bring this gem to the Guild of Law and drop it on the desk there.
      
  • /santo_dominion/magara/well/treasure
    • magic_mouth (8,19):
      You see a weird bee making a really strange noise, which kind of resonates in your bones. This is probably what the innkeeper is complaining about.
      
    • magic_mouth (8,6):
      You feel uncomfortable...
      
    • magic_mouth (4,0):
      Click!
      
  • /pup_land/nurnberg/dick/showinv
    • Proof Scroll (21,7):
         ****
        **  **
       **    **
       **    **
       **    **
        **  **
         ***
      
    • sign (11,12):
      Use two spells and one item:
       1. show invisible
       2. create earthwall
       3. a heavy item
      Careful. It only works one time.
      
    • sign (6,2):
      Cast show invisible here.
      
    • Instruction (4,1):
      There is an invisible lever.  Cast show invisible.
      
  • /quests/skud/court
    • magic_mouth (32,18):
      You hear an evil laugh.
      
    • magic_mouth (32,3):
      You hear an evil laugh.
      
    • magic_mouth (26,3):
      You hear an evil laugh.
      
    • magic_mouth (21,5):
      You hear a most unholy roar and wonder what type of creature awaits you.
      
    • magic_mouth (20,5):
      You hear a most unholy roar and wonder what type of creature awaits you.
      
    • magic_mouth (19,37):
      WHO DARES ENTER THESE WALLS!!!!!!! You'll shall perish and I will feast on your soul!
      
    • magic_mouth (19,5):
      You hear a most unholy roar and wonder what type of creature awaits you.
      
    • magic_mouth (18,37):
      WHO DARES ENTER THESE WALLS!!!!!!! You'll shall perish and I will feast on your soul!
      
    • magic_mouth (18,5):
      You hear a most unholy roar and wonder what type of creature awaits you.
      
    • magic_mouth (7,28):
      Who DARES enter my CASTLE!!!!
      
  • /quests/skud/north_1
    • scroll (24,16):
      Guat' hdolamar, a greater demon from the sixth plane of hell, is the gatekeeper to that dimension.  To kill Guat would give me access to the planes of hell and the terrors within.
      
    • magic_mouth (24,11):
      This appears to be what used to be Skud's laboratory.  You see books, potions, and other strange things.
      
    • How to summon (21,11):
      Summoning greater monsters is an artform.  If done correctly, creatures far more powerful then the caster can be summoned to do thy master's bidding.  But should the caster show weakness or fear these monsters will turn on thee and crush you to little bits.
      
    • magic_mouth (11,23):
      A foreboding feeling comes over you.
      
    • magic_mouth (8,6):
      Before you see some sort of portal surrounded by a unholy fire.
      
    • magic_mouth (4,16):
      The door is made of ice, yet it does not seem to melt.
      
  • /quests/skud/west_1
    • magic_mouth (16,9):
      I smell MAGGOTS.
      
    • The Unicorn (7,1):
      The north wing of the tower can be entered by sacrificing one unicorn.  Only when this is done will the seal to the north wing be broken.
      
  • /dragonisland/advshop0
    • sign (6,11):
      Welcome to the adventurous shop!
      In order to gain access to a shop level, you will first have to win against the monsters guarding it.  Please take care, they get more dangerous the more you advance upwards!
      
  • /darcap/town2/tower2
    • magic_mouth (13,26):
      You sense a force drawing you towards the hole.
      
  • /quests/peterm/Demonology/AirTower2
    • magic_mouth (7,7):
      To the Air Master's room.  You sense very great danger above you.
      
  • /quests/peterm/Demonology/EarthTower2
    • magic_mouth (7,7):
      To the Earth Master's room.  You sense great danger above you.
      
  • /quests/peterm/Demonology/FireTower2
    • magic_mouth (7,7):
      To the Fire Master's room.  You sense great danger above you.
      
  • /quests/peterm/Demonology/HighTower1
    • magic_mouth (5,5):
      From upstairs you get a whiff of brimstone, and you hear something massive shifting its weight about.
      
    • magic_mouth (5,4):
      This teleporter is activated by the word 'down.'
      
    • magic_mouth (5,3):
      From upstairs you get a whiff of brimstone, and you hear something massive shifting its weight about.
      
    • magic_mouth (4,5):
      This teleporter is activated by the word 'down.'
      
    • magic_mouth (4,3):
      This teleporter is activated by the word 'down.'
      
    • magic_mouth (3,5):
      Four elementals, one of each kind, examine you to see if you have visited the four towers of mastery.  Only those who have stood at their tops in the small pentagrams may pass.
      
    • magic_mouth (3,4):
      This teleporter is activated by the word down.
      
    • magic_mouth (3,3):
      From upstairs you get a whiff of brimstone, and you hear something massive shifting its weight about.
      
  • /quests/peterm/Demonology/WaterTower2
    • magic_mouth (7,7):
      To the Water Master's room.  You sense great danger above.
      
  • /quests/peterm/Demonology/Demon2
    • sign (7,1):
      CAUTION:  DO NOT FEED THE DEMONS!
      The large demons are very strong and their touch drains life.
      
  • /quests/mak/giant/mainfloor
    • magic_mouth (10,21):
      You can here loud snoring coming from behind this door.
      
  • /navar_city/mlab/tavernb1
    • First World Bank Diamond Exchange (54,22):
      Welcome the Navar branch of the First World Bank Diamond Exchange.  Here First World Bank 2000 Diamond Notes can be redeemed or purchased.
      
    • welcome (29,20):
      Welcome to The CoM3dY HoLE
      
  • /navar_city/mlab/tavernb4
    • the hole (20,13):
      the hole
      
  • /navar_city/mlab/tavern2
    • magic_mouth (52,20):
      109
      
    • magic_mouth (50,20):
      108
      
    • magic_mouth (47,15):
      110
      
    • magic_mouth (41,31):
      107
      
    • magic_mouth (41,17):
      111
      
    • magic_mouth (40,29):
      106
      
    • Reserved (39,17):
      Reserved For Army Regulars
      
    • magic_mouth (33,31):
      105
      
    • magic_mouth (33,29):
      106
      
    • magic_mouth (21,8):
      104
      
    • Reserved (21,7):
      Reserved For Freemasons.
      
    • magic_mouth (20,33):
      102
      
    • magic_mouth (20,18):
      101
      
    • magic_mouth (15,34):
      103
      
    • The Imperial Tribune: EXTRA EDITION (4,36):
      HEADLINE: EXPLOSION ROCKS TAVERN
      A bomber detonated a high powered explosive device in the popular Goth's Tavern in Scorn.  The blast killed two and injured 5.  The bomber is reported to have screamed "Die booze ridden devil worshipers! Viva Valriel!" before throwing the bomb and then fleeing on foot.  He is believed to have be a popular priest at the 'Traveling Ministry Of The Most Holy Power.'
      CRIME ON THE RISE:
      The Ministry of Peace has released a report saying that crime in Scorn is skyrocketing.  The Ministry blames "piracy."  The Guild of Showmen supports the study.
      CHURCH OF VALRIEL TIES TO VIOLENCE:
      An undercover investigation into the 'Holy Church of Valriel' has discovered monetary ties to a militant group operating under the 'Traveling Ministry Of The Most Holy Power.'  When asked about this situation the High Priest of Valriel said, "Ask God."
      THREE KILLED IN POISON GAS ATTACK:
      Three women were killed when trying to enter a tavern near the western wall of Navar.  Before they could give the password for entry into the tavern a figure unleashed a nerve agent into the air killing the women.  It is believed this was an attack by a right wing religious organization who worship Valriel.
      CHILD STABS SELF - KNIVES BANNED
      A child killed himself by stabbing himself.  All knives over one foot are now banned by order of the high court of Navar, swords are unaffected.
      SCORN NOW LARGEST WESTERN CITY
      The census of last year has now confirmed that Scorn is now the largest western city by population.  Taxes are expected to rise, Navar unaffected.
      WAR IMMINENT?
      Talk of war against the dragons is circulating around Scorn.  Since the Dragon Emissary started demanding tribute tensions have worsened.  The question now seems to be how big an army must be raised?
      
    • Room 103 - Master Suite (4,27):
      Accommodations for four including ample food and storage. Luxurious setting and a overlooking view of western Navar to make your stay the best it can be. Complementary newspaper included.
      
    • Room 102 - Double (4,25):
      Room 102 - Double
      
    • Room 105 - Single (4,23):
      Room 105 - Single
      
    • Room 106 - Single (4,21):
      Room 106 - Single
      
    • magic_mouth (3,17):
      Would you like to stay the night? We have wonderful rooms! Cheap rates.  Oh don't try anything funny lest my friends become upset, he he he.
      
  • /navar_city/mlab/tavern
    • sign (68,51):
      20,000 Diamonds are required to purchase this property.  Navar Prop Inc: Part of Guild Houses Inc.
      
    • contract (49,3):
      You can not decipher the encoded text.
      
    • The Imperial Tribune (45,10):
      HEADLINE: EXPLOSION ROCKS TAVERN
      A bomber detonated a high powered explosive device in the popular Goth's Tavern in Scorn.  The blast killed two and injured 5.  The bomber is reported to have screamed "Die booze ridden devil worshipers! Viva Valriel!" before throwing the bomb and then fleeing on foot.  He is believed to have be a popular priest at the 'Traveling Ministry Of The Most Holy Power.'
      CRIME ON THE RISE:
      The Ministry of Peace has released a report saying that crime in Scorn is skyrocketing.  The Ministry blames "piracy."  The Guild of Showmen supports the study.
      CHURCH OF VALRIEL TIES TO VIOLENCE:
      An undercover investigation into the 'Holy Church of Valriel' has discovered monetary ties to a militant group operating under the 'Traveling Ministry Of The Most Holy Power.' When asked about this situation the High Priest of Valriel said, "Ask God."
      THREE KILLED IN POISON GAS ATTACK:
      Three women were killed when trying to enter a tavern near the western wall of Navar.  Before they could give the password for entry into the tavern a figure unleashed a nerve agent into the air killing the women.  It is believed this was an attack by a right wing religious organization who worship Valriel.
      CHILD STABS SELF - KNIVES BANNED
      A child killed himself by stabbing himself.  All knives over one foot are now banned by order of the high court of Navar, swords are unaffected.
      SCORN NOW LARGEST WESTERN CITY
      The census of last year has now confirmed that Scorn is now the largest western city by population.  Taxes are expected to rise, Navar unaffected.
      
    • goblin army (35,34):
      Goblin Army
      
    • The CoM3dY HoLE (29,20):
      Down to The CoM3dY HoLE
      
    • magic_mouth (27,3):
      Speak the word.
      
    • store room (26,36):
      Store Room
      
    • magic_mouth (26,3):
      Speak the word.
      
    • magic_mouth (25,3):
      Speak the word.
      
    • The Imperial Tribune (20,6):
      HEADLINE: EXPLOSION ROCKS TAVERN
      A bomber detonated a high powered explosive device in the popular Goth's Tavern in Scorn.  The blast killed two and injured 5.  The bomber is reported to have screamed "Die booze ridden devil worshipers! Viva Valriel!" before throwing the bomb and then fleeing on foot.  He is believed to have be a popular priest at the 'Traveling Ministry Of The Most Holy Power'.
      CRIME ON THE RISE:
      The Ministry of Peace has released a report saying that crime in Scorn is skyrocketing.  The Ministry blames "piracy".  The Guild of Showmen supports the study.
      CHURCH OF VALRIEL TIES TO VIOLENCE:
      An undercover investigation into the 'Holy Church of Valriel' has discovered monetary ties to a militant group operating under the 'Traveling Ministry Of The Most Holy Power.'  When asked about this situation the High Priest of Valriel said, "Ask God."
      THREE KILLED IN POISON GAS ATTACK:
      Three women were killed when trying to enter a tavern near the western wall of Navar.  Before they could give the password for entry into the tavern a figure unleashed a nerve agent into the air killing the women.  It is believed this was an attack by a right wing religious organization who worship Valriel.
      CHILD STABS SELF - KNIVES BANNED
      A child killed himself by stabbing himself.  All knives over one foot are now banned by order of the high court of Navar, swords are unaffected.
      SCORN NOW LARGEST WESTERN CITY
      The census of last year has now confirmed that Scorn is now the largest western city by population.  Taxes are expected to rise, Navar unaffected.
      
    • Prayer book of Valriel (19,61):
      You cannot decipher the language this book was written in.
      
    • Private Party (9,28):
      Private Party, NO ENTRY!
      
    • magic_mouth (1,21):
      Speak the word.
      
    • magic_mouth (1,20):
      Speak the word.
      
    • magic_mouth (1,19):
      Speak the word.
      
  • /navar_city/mlab/ttower11
    • magic_mouth (10,13):
      The wizard grew old... he was promised eternal life.  He took on a student and taught him while the tower rose to heights.  Tricks of deception the student came to know.  Hidden identities he was able to conjure seemingly by thought alone.  He was anyone he wished to be; evil or good as the people saw illusions; king, peasant, or even Skud from the grave.  The student learned well.
      
  • /navar_city/mlab/ttower8
    • magic_mouth (10,4):
      It is said that the wizard created the tower.  The wizard only created death... but not even.  Death was purchased by the wizard and from the bones of hundreds were set bricks known as enchanted bricks; set for the tower; set for the wizard to reach the heavens.  But the wizard knew nothing.
      
  • /navar_city/mlab/ttower9
    • magic_mouth (13,10):
      The wizard oversaw the rise of the tower through the clouds.  The wizard oversaw the deaths of many.  The wizard's powers did not come from what is good, or even said to be good.  The tower was built to avoid a pact which every wizard has made.  There is no good magic.  It is of the black arts.
      
  • /navar_city/mlab/zealothouseb1
    • sign (19,6):
      Testing Room.
      
  • /sisters/tower1
    • sign (8,9):
      Tower of the Three Sisters -
       Beware!  Those who enter this domain invoke the bane of Chaos!
      
  • /pup_land/nurnberg/castle_bauer/castle4
    • magic_mouth (1,7):
      Written on the Converter:
       "Please drop a huge gold nugget."
      
  • /wolfsburg/magara/castle/floor_3
    • magic_mouth (4,4):
      This is the roof of the castle.  Huh, the wind picks up speed...
      
    • magic_mouth (4,3):
      This is the roof of the castle.  Huh, the wind picks up speed...
      
    • magic_mouth (3,4):
      This is the roof of the castle.  Huh, the wind picks up speed...
      
  • /sisters/shrine_entrance
    • magic_mouth (10,32):
      You hear something large slither nearby.
      
    • magic_mouth (9,32):
      You hear something large slither nearby.
      
  • /pup_land/ruin_barbarian/hole2
    • magic_mouth (26,1):
      Don't pick up cristal.
      
    • magic_mouth (25,2):
      Statue says:
       "One who robs the cristal will be cursed."
      
  • /santo_dominion/mudman/mudman.3
    • 4 (21,9):
      The Mudman says:
      The ssswamp sshall be your grave! Sstupid... ssstranger....
      
    • 3 (21,1):
      The Mudman says:
      Ssstranger! The ssswamp iss just like you... Ssswallowing, never getsss enough...
      
  • /pup_land/nurnberg/reception/electricity7
    • instructions (12,1):
      Bring this horn to the Guild of Law and drop it on the desk there.
      
  • /pup_land/nurnberg/reception/fire5
    • 9 (19,7):
      The tower is shaking!
      
    • 10 (18,0):
      A wall has tumbled down...
      
    • magic_mouth (11,7):
      From the craters you hear the noise of - can this be? - Chaos wyverns?!!
      
    • magic_mouth (10,5):
      Smells like... GAS!
      
    • magic_mouth (10,2):
      Smells like... GAS!
      
    • magic_mouth (2,5):
      Smells like... GAS!
      
    • magic_mouth (2,2):
      Smells like... GAS!
      
  • /pup_land/s_f/st3
    • sign (1,13):
      Floor3.
      Something is upon the button.
      
  • /dragonisland/advguild
    • library tome (26,23):
      This door leads to the guild library.  Feel free to browse through the books, but do not take anything away.  Take care not to anger the librarians, they are so nice!
      
    • alchemy room (24,28):
      In this room you may use the cauldron to test your alchemy recipes.  Take care if entering while someone else is experimenting, it might be dangerous to your health.
      
    • Creature Museum (20,13):
      Please do not destroy the exhibits!
      And take care not to anger them!
      It is recommended to put up the security spikes to avoid accidents.
      
    • arms and armour museum (20,11):
      Don't even think of taking anything away..
      
    • Guild Room (11,24):
      In this room you may place items you want to give to other guild members.  The items will not vanish from there.
      
    • magic_mouth (10,11):
      Local Guild Bank
      
  • /brest/amphis
    • sign (78,36):
      Foreign language department
      
    • sign (78,12):
      Math & Physics Departments
      
    • sign (76,37):
      To RAK
      
    • sign (59,15):
      Let's play music
      
    • sign (27,27):
      BdE
      
    • book (17,4):
      EG 101
      EG 201
      EG 203
      
    • sign (15,23):
      Private Ltd
      rehearsal
      Do not disturb
      
    • sign (11,25):
      U've been warned
      
  • /lake_country/Butakis/arena
    • sign (38,28):
      Go left all the way and turn to find the exit.
      
    • sign (38,1):
      Go left all the way and turn to find the exit.
      
    • sign (23,28):
      Go left all the way and turn to find the exit.
      
    • sign (23,1):
      Go left all the way and turn to find the exit.
      
    • sign (10,1):
      Go left all the way and turn to find the exit.
      
    • sign (9,28):
      Go left all the way and turn to find the exit.
      
    • sign (9,19):
      Go to middle of the arena and say 'start' when you are ready.  No magic is can be casted in the arena and adjacent areas to prevent magical means of fleeing..
      
    • sign (1,21):
      This arena is used to judge if a prisoner should die or allowed to be free.  If you want to try your luck go to the towers of luck in inner city.
       -Arena Management
      
  • /pup_land/castle_eureca/castle_eureca7
    • scroll of warning (14,11):
      Be careful!
      
    • sign (2,4):
      Pet Room2:
      You'd better build earthwalls before opening the door.
      
  • /pup_land/castle_eureca/castle_eureca8
    • magic_mouth (17,13):
      An alarm sounds!
      
    • notice (8,5):
      Protect the torch from impudent adventurers.  It's better to have it destroyed than having it stolen.
       - Gothwolte
      
  • /quests/mcz/castle_low1
    • sign (2,20):
      WARNING!!!!!  Do not pull the lever if you value your life!!
      
  • /pup_land/lone_town/cave/b3
    • sign (16,36):
      You're not finished yet ;-)
      
    • sign (16,21):
      Keep pushing the button.
      
    • scroll (16,19):
      Say "unusual" to the reception guy.
      
    • sign (11,2):
      Unusual kobolds!!  They are very dangerous!!!  You better not engage them in melee combat.
      
    • sign (7,16):
      Don't worry :)
      
    • sign (4,6):
      Unusual kobolds!!  They are very dangerous!!!  You better not engage them in melee combat.
      
  • /pup_land/castle_eureca/cave_pass4
    • sign (4,30):
      You can cast spells here.  Do you know "show invisible"?
      
    • sign (3,28):
      You can teleport to the other end of this corridor.
      
    • sign (2,1):
      The Eternal Road.  Can you reach the end of it?
      
  • /quests/peterm/temple/GemTunnel
    • magic_mouth (4,38):
      Uh, oh.  It looks like they've installed magical traps in this passage.  One wrong step, and I'll surely be dead.
      
    • magic_mouth (4,37):
      You vaguely see odd arcane markings on the ground in front of you.  They look very dangerous.  However, there must be a way through.
      
    • magic_mouth (3,38):
      Uh, oh.  It looks like they've guarded this way with all sorts of magical traps.  Better be careful, one misstep and you die!
      
    • magic_mouth (3,37):
      You vaguely see some odd arcane markings on the stone ahead.  They look dangerous.  However there must be a way through.
      
    • magic_mouth (3,1):
      Hmmmm.  There's something strange about this place.  You get the feeling that simply taking the Stone and leaving might not be wise.
      
  • /dungeons/train/demon_train
    • sign (10,15):
      Training Centers Incorporated
      -=+=-
      Please pay the designated fee to enter the training center to train with our demon trainers.
      -=+=-
      Cowards need not enter.  Cowardly running about may get one ejected from entering this training center.
      
  • /pup_land/nurnberg/dick/hell
    • magic_mouth (26,16):
      You are very greedy, hahaha!
      
    • magic_mouth (26,10):
      Hahaha, go to hell.
      
    • magic_mouth (26,6):
      You are very greedy, hahaha!
      
    • magic_mouth (24,16):
      Hahaha, go to hell.
      
    • magic_mouth (23,5):
      Hahaha, go to hell.
      
    • magic_mouth (20,5):
      3
      
    • magic_mouth (19,5):
      2
      
    • sign (18,7):
      Dave is very strong.  So, you'd bette activate the Monster Transfer System, lead the monster to the pentagram, and transfer monster to comet room.  You should probably not enter the pentagram...
      Be careful of the movers. They will push you in.
      Data:
      --- Dave ----
      level: 100
      Str  : 100
      Dex  : 100
      Con  : 100
      Wis  : 100
      Pow  : 100
      Int  : 100
      hp   : 30000
      exp  : 1000
      wc   : -100
      ac   : -100
      
    • magic_mouth (18,5):
      1
      
    • sign (18,1):
      In this dungeon, you cannot cast magic.  Fight with your physical ability!
      
    • scroll (17,15):
      Don't become greedy.  You should be unselfish man.
      
    • sign (16,15):
      This door waste the Treasure Key.  If you open the door, you cannot open treasure room!
      
    • magic_mouth (15,24):
      Treasure Room.
      
    • sign (14,11):
      Stand here and say "open" to open the gate if you are trapped.
      
    • sign (6,17):
      Room of Comet:
       Password to escape from the room is "kasdjuFkuGngauG"
      
  • /pup_land/nurnberg/dick/heaven
    • magic_mouth (26,16):
      You are very lucky, hahaha!
      
    • magic_mouth (26,10):
      Hahaha, go to heaven!
      
    • magic_mouth (26,6):
      You are lucky!
      
    • magic_mouth (24,16):
      Hahaha, go to heaven!
      
    • magic_mouth (23,5):
      3
      
    • magic_mouth (22,5):
      2
      
    • magic_mouth (21,5):
      1
      
    • sign (18,7):
      That Dave is very strong.  You should activate the Monster Transfer System to defeat him.  But now the system is in a breakdown.  So, you'd better to go back.
      Data:
      --- Dave ----
      level: 100
      Str  : 100
      Dex  : 100
      Con  : 100
      Wis  : 100
      Pow  : 100
      Int  : 100
      hp   : 30000
      exp  : 1000
      wc   : -100
      ac   : -100
      
    • magic_mouth (18,5):
      1
      
    • sign (18,1):
      In this dungeon, you cannot cast magic.  Fight with your physical ability!
      
    • sign (16,15):
      This door waste the Treasure Key.  But there is no way to escape from this room except opening the door.
      
    • magic_mouth (15,24):
      Treasure Room.
      
    • sign (6,17):
      Room of Comet:
       Password to escape from the room is "kasdjuFkuGngauG" (a success rate of 5/9)
      
  • /quests/peterm/FireTemple/Fire2
    • magic_mouth (30,15):
      The altar before you seems oddly cool for an altar dedicated to the fire god.  Somehow, that doesn't seem right.
      
    • magic_mouth (29,15):
      The altar before you seems oddly cool for an altar dedicated to the fire god.  Somehow, that doesn't seem right.
      
    • magic_mouth (28,15):
      The altar before you seems oddly cool for an altar dedicated to the fire god.  Somehow, that doesn't seem right.
      
    • magic_mouth (27,3):
      In order to proceed you must sacrifice a chinese dragon's steak as token of your service to the Fire God.
      
    • magic_mouth (21,17):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Name the animal essence required in the formula for summoning a fire elemental.
      
    • magic_mouth (21,16):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Name the animal essence required in the formula for summoning a fire elemental.
      
    • magic_mouth (21,15):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Name the animal essence required in the formula for summoning a fire elemental.
      
    • magic_mouth (13,17):
      Now name the first mineral required for the formula for the dust of conflagration (alphabetically first).
      
    • magic_mouth (13,16):
      Now name the first mineral required for the formula for the dust of conflagration (alphabetically first).
      
    • magic_mouth (13,15):
      Now name the first mineral required for the formula for the dust of conflagration (alphabetically first).
      
    • magic_mouth (6,17):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Begin by naming the liquid required to make dust of ignition.
      
    • magic_mouth (6,16):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Begin by naming the liquid required to make dust of ignition.
      
    • magic_mouth (6,15):
      In order to advance, you must demonstrate your alchemical knowledge relevant to the fire god.  Begin by naming the liquid required to make dust of ignition.
      
  • /pup_land/nurnberg/jshop
    • sign (13,23):
      Jewelry Shop, Flawless Beauty!!
      How about jewels for your girlfriend?
      
  • /lake_country/Butakis/Butakis0
    • sign (12,29):
      Prepare enough platinum, rubies and diamonds.  For you need these to gamble.  Also prepare scrolls of recall to get out of impasses otherwise you may die an agonizing death.  On the first level, each altar takes 100 platinum coins to operate.  On the second and third level, it takes a lot more.  Luck is really hard to come by there, but rewards are huge.
      
    • magic_mouth (2,5):
      Travel safely.
      
  • /lake_country/Butakis/prison_s
    • magic_mouth (5,17):
      Tasury asks you:
      What are you looking for in the Chamber of Portals?!?
      
    • magic_mouth (5,16):
      Tasury asks you:
      What are you looking for in the Chamber of Portals?!?
      
    • magic_mouth (2,18):
      Royal Guard asks you:
      Who are you looking for?
      
    • magic_mouth (2,17):
      Royal Guard asks you:
      Who are you looking for?
      
    • sign (1,8):
      As partial cost, drop 100 diamonds to use the Chamber of Portals.
      
  • /lake_country/Butakis/p_ghouse_w
    • sign (11,7):
      Guard house closed.  Please use the south gateway to access the prison.
      
    • sign (5,8):
      Guard house closed.  Please use the south gateway to access the prison.
      
  • /quests/greyshield/Factory
    • sign (23,19):
      Factory Office.
      
    • sign (6,5):
      Parts and Pieces.
      
    • magic_mouth (4,30):
      You hear machines moving.  It seems this factory is still active.
      
  • /pup_land/ancient/ruin/house3
    • trap! (3,4):
      This is a demon trap.  Run away!
      
  • /pup_land/nurnberg/pshop
    • sign (23,3):
      Drugstore, Invulnerable is here! Please Live a healthy life. :)
      
  • /lake_country/shops/klondors_wands
    • scroll (17,15):
      Hello my friend.  Take the beers if you'd like.  It's my hospitality.
       -Klondor
      
  • /pup_land/kurte/kurte
    • research 6 (13,1):
       Gothwolte was so sure of his invulnerability, he always travelled and fought on his own.  One day an enemy mage from the east set a pit trap for Gothwolte.  Gothwolte fell in that very deep hole and it was quickly filled up by the mage.  Gothwolte was immortal - but his body, the warrior was not.  The warrior died of starvation and his flesh decayed.  Gothwolte, without a body to control, couldn't move again...
      
    • research 5 (12,1):
       Gothwolte lived in the castle of the Evil Masters, south of the ancient lake.  While his powers rose, the Evil Masters accepted him as their leader.  Gothwolte was about to become emperor of the whole world.  But then he made a mistake...
      
    • research 4 (11,1):
       As he grew stronger, Gothwolte learned to command the fighter through the sword.  While under control of Gothwolte, the fighter continued to search for immunity scrolls, because improving the sword meant improving Gothwolte himself.  His powers increased with every scroll and one day he finally was immune to everything - Gothwolte was invulnerable.
      
    • research 3 (10,1):
       There were many powerful improvement scrolls available in the ancient world.  Weapon protection to fire, cold, ..., Weapon immunity to physical, electricity, ... and many more.  The fighter improved the sword by using many of these scrolls.  The weapon enchantments also had an affect on Gothwolte.  He also he gained protections and immunities.  He started to recover and heal.
      
    • research 2 (9,1):
       One day, Gothwolte was drawn to the power of an ancient dancing sword.  His lust for power caused him to seek spirtual posession of the sword.   But the magical sword was different from controlling a living being.  Gothwolte was badly injured during the process.  He was also trapped in the sword, unable to move.  By chance, a strong warrior came along just then.  He picked up the sword and wielded it.
      
    • research 1 (8,1):
       Gothwolte is some kind of ancient ghost.  It's origin is unknown.  It has a special skill, it can possess the living.
      
  • /pup_land/lone_town/gemshop_ud
    • message (9,9):
      From Fox Tails, the gang of bandits to very poor gemshop-keeper: Don't worry, we'll take good care of your gems, hahaha!
      
  • /pup_land/lone_town/training2
    • sign (2,3):
      Room3
      Level:          Very High
      Contents:       orcs, goblins, gnolls, etc.
      Comment:        We test your luck.
      
  • /pup_land/lone_town/mshop
    • magic_mouth (23,1):
      Rich persons only.
      
  • /pup_land/lone_town/mshop_ud
    • magic_mouth (2,14):
      Black Market:
      Please drop one hundred diamonds of exceptional beauty.
      
  • /lake_country/shops/Mopoon_wshop
    • magic_mouth (25,15):
      Your toes feel itchy.
      
    • magic_mouth (25,7):
      25 small diamonds to learn the weakness of electric dragons!
      Say 'start' to start the carnage.
      
    • magic_mouth (25,6):
      Thanks for visiting dragon slaying guild.
      
    • warning1 (24,15):
      A voice says, "No intruder shall live! So be gone!"
      
    • magic_mouth (23,18):
      "That's how you deal with electric dragons.  Run around and avoid the electricity whenever they shoot it.  Now get out of here.  I'd love to keep my pet alive for now."
      
    • warning2 (23,16):
      A voice says, "Last warning.  Be gone or die!!"
      
    • trickery (22,15):
      A voice says, "So you must be friend of my master.  Now remember the name Jessy."
      
    • magic_mouth (22,15):
      You feel magical energy around.
      
    • sign (21,6):
      10 small diamonds for tax to use the exchange.
      
    • instruct (20,17):
      "Run into the target and I will do the rest."
      
    • magic_mouth (20,16):
      Drop 25 small diamonds at the altar to mock the nasty; and get an inspiration of how to deal with electric dragon.
      
    • magic_mouth (17,23):
      Want to practice your skills and weapons?
      
    • sign (10,9):
      To the money exchange ...
      
    • magic_mouth (8,11):
      Thanks for visiting my shop!
      Wood and metal are not the only weapons you can buy here.
      
    • magic_mouth (7,9):
      Mopoon says, "Don't litter on this square.  The square has some power.  I feel uncomfortable when I feel it.
      
    • magic_mouth (6,25):
      25 small diamonds for a practice.
      
  • /lake_country/shops/Olds_jewel
    • sign (17,18):
      Crown the Elements(Protected: fire, cold, electricity, Attuned: electricity)
      Your quested item is the Winterblade owned by the Ice dragon highlord.
      Drop your quested items and you may take the crown..
      
    • sign (16,18):
      Crown of Ice (Protected: cold, Attuned: cold, Repelled: fire)
      Your quested item is the heart of Takuse, the fiery dragon.
      Drop your quested items and you may take the crown..
      
    • sign (15,18):
      Crown of Fire (Protected: fire, Attuned: fire, Repelled: cold)
      Your quested items are three dragon scales.
      Drop your quested items and you may take the crown..
      
    • sign (5,18):
      Crown of Might(Con+1, Str+1, Dex+1)
      Your quested items are three Glowing Crystals from the GemTunnel.
      Drop your quested items and you may take the crown..
      ***Special***
      Put one crystal on each of the three altars up there.  Oldie Moldie has bad memory, so bring all three together
      
    • sign (4,18):
      Crown of Lordliness(Cha+2, Int+1, Wis+2)
      The quested items are sixteen beholder eyes.
      Drop your quested items and you may take the crown..
      
    • sign (3,18):
      Crown of Magi(magic+2, Int+2)
      Your quested items are ten potions of intelligence.
      Drop your quested items and you may take the crown..
      
  • /pup_land/nurnberg/fshop
    • sign (1,10):
      Orcchop, the food shop.
      Orcchop is one of the most healthy food.
      Let's eat it!
      
  • /pup_land/raffle/raffle2_u3
    • magic_mouth (17,12):
      Put items here.
      
    • magic_mouth (13,28):
      You have the feeling that something is going to happen when you keep standing here...
      
    • sign (13,26):
      Cast fireballs to kill Raffy.
      
    • Instructions (13,12):
      With this transport mechanism you can send items to the other side (where your teammate is).  To use it, follow the instructions:
      o Put an item into the cage on your right.
      o Set lever to "on."
      o After transport, set lever to "off."
      
    • 2010 (12,2):
      The Dreads' eyes have appeared.
      
    • magic_mouth (11,24):
      Cast show invisible.
      
    • Instructions (11,12):
      With this transport mechanism you can send items to the other side (where your teammate is).  To use it, follow the instructions:
      o Put an item into the cage on your left.
      o Set lever to "on."
      o After transport, set lever to "off."
      
    • sign (9,19):
      Melt the icecube.
      
    • magic_mouth (7,12):
      Put items here.
      
    • 1202 (5,1):
      Click! The west gate has opened.
      
    • 1203 (1,5):
      Rufus says:
      Arrgh! You murdered Raffy, my friend.  Now I'll kill you!
      
  • /pup_land/raffle/raffle3_u1
    • sign (29,9):
      Kill them all!
      
    • magic_mouth (11,9):
      Say, "Fire"
      
    • magic_mouth (8,12):
      Say, "Fire"
      
    • magic_mouth (8,6):
      Say, "Fire"
      
    • magic_mouth (5,9):
      Say, "Fire"
      
  • /pup_land/nurnberg/reception/fire7
    • instructions (3,14):
      Bring this gem to the Guild of Law and drop it on the desk there.
      
  • /lake_country/Butakis/Rlib2
    • blood stained book (13,13):
      Wist knows and has the means to find the fallen angel, commonly called Dark Angel.
      
    • shiny black book (13,12):
      In the depth of the snake pit, there lives a Great Wyrm of Chaos, who knows the magic of death.  However it is death himself.
      
    • yellow book (13,11):
      On third level of the Towers of luck there are 5 ancient electric dragons, Grunter the mighty, 2 big wizards, titans, 2 big wyvern of chaos, 2 giant worms and lots of artifacts and treasures.  But you must have great luck to be able to get there.
      
    • crumbled note (11,12):
      Sage Galmorus is suspected to be in alliance with Ebony Tiger, the thieves guild.  We will search his hut tomorrow.
       -chief of fortress guard
      
    • sign (11,8):
      Reserved section
      If there is any questions, please direct them to the librarians.
      
    • sign (11,7):
      Reserved section
      If there is any questions, please direct them to the librarians.
      
    • silver studded book (5,14):
      Wist(alias Twis) is one of the greatest wizard in the realm.  Before he was imprisoned in the fortress he lived in his tower to the northeast and use the cave near the mountain to do research.  The tower is deserted and is occupied by some unknown hosts.  Some powerful wizards went and never returned.  The tower has such defense that it's almost impossible to access it.  As for the cave, it is believed that there is still a teleporter to go to the tower.  And it was from the cave that our lord went to seize the wizard to stop his mad deeds.  The teleporter should be activated by the name of someone, if I remembered correctly.  Kashu was one of the people that the wizard respects. Maybe ...
      
    • copper studded book (5,10):
      Mopoon is the Dragonslayer of the land.  He has opened a weaponry in his cave near the mountains.  The cave was originally owned by Wist.  The cave has a lot of secrets that only Mopoon or Wist himself knows.  Consult the book on Wist to find out more about him and the cave.
      
    • silver book (5,8):
      The Dark Angel is a powerful angel that knows the summoning of celestial destruction power.  He is as deadly as his name implies.  It is rumored that nobody can hurt him from the front.  A strong aura of his will force anyone back.
      
    • white book (4,8):
      There is a snake pit in the north-east mountains.  The pit is hard to find, because the entrance is hidden in the high mountains.  Strange snakes lives there.  You might also find a way to Mad wizard's tower from within.  Takuse, the Old Red dragon dwells in the mountain cavern right above the snake pit.  Rumors tell that you could also find a way to the dragon's lair from the pit.
      
    • rune covered book (3,8):
      Rumors say that a Great Wyrm of Chaos lives deep down in the undergrounds.  It is immune to almost everything.  The only thing it fears are weapons that possess magical hitting power.
      
    • thin book (2,8):
      Grunter looks similar to Joey but he is much stronger!
      
  • /navar_city/tower/magetowfinal
    • magic_mouth (25,4):
      The vile demilich Morkov has thrown the switch opening a pocket to the realm of the dead.  You must clear this pocket out and throw the inner switch, so that nothing may get out.
      
    • magic_mouth (10,30):
      Congrats!!! You have completed the quest!!!
      
  • /brest/sport.jess
    • magic_mouth (34,34):
      Truc!!!
      
  • /sisters/necro_hole1
    • magic_mouth (6,24):
      Looks like a tomb!
      
  • /navar_city/smugglers_cove/sc_warehouse3
    • sign (4,8):
      You might want to turn around an run now...
      
  • /sisters/tower0
    • magic_mouth (8,14):
      You hear something large breathing just on the other side of the wall.  Peeping through a crack you spy a large troll!
      
    • magic_mouth (0,7):
      You hear the sound of rock sliding on rock.
      
  • /quests/peterm/Demonology/AirStudy
    • Air Master's Book of Names (7,2):
      This is the Air Master's book of names.  You open the pages and flip through.  Inside are the names of many air elementals.  One page in particular is very dog-eared.  The Air Master apparently had many uses for this particular elemental.  The name is written as Akhalgenyaldandamarshkulat.
      
  • /quests/peterm/Demonology/EarthStudy
    • Earth Master's Book of Names (7,2):
      This is the Earth Master's book of names.  You open the pages and flip through.  Inside are the names of many earth elementals.  One page in particular is very dog-eared.  The Earth Master apparently had many uses for this particular elemental.  The name is written as Griknaldamandarakar.
      
  • /quests/peterm/Demonology/FireStudy
    • Fire Master's Book of Names (7,2):
      This is the Fire Master's book of names.  You open the pages and flip through.  Inside are the names of many fire elementals.  One page in particular is very dog-eared.  The Fire Master apparently had many uses for this particular elemental.  The name is written as Frundlamakramath.
      
  • /quests/peterm/Demonology/WaterStudy
    • Water Master's Book of Names (7,2):
      This is the Water Master's book of names.  You open the pages and flip through.  Inside are the names of many water elementals.  One page in particular is very dog-eared.  The Water Master apparently had many uses for this particular elemental.  The name is written as Rukmahalthalreay.
      
  • /quests/peterm/Demonology/Demon3
    • magic_mouth (8,7):
      You get the feeling that this teleporter requires you to say something in order to activate.
      
    • magic_mouth (7,8):
      You get the feeling that this teleporter requires you to say something.
      
    • magic_mouth (7,6):
      You get the feeling that this teleporter requires you to say something in order to activate.
      
    • magic_mouth (6,7):
      You get the feeling that this teleporter requires you to say something in order to activate.
      
    • magic_mouth (6,6):
      You notice that throwing this lever will open 4 gates.
      
  • /scorn/misc/training_center
    • magic_mouth (8,9):
      Quiet! Someone is in here!
      
    • magic_mouth (7,14):
      You hear voices near the back wall ...
      
    • magic_mouth (7,9):
      You! What are you doing?
      
    • magic_mouth (6,14):
      You hear voices near the back wall ...
      
    • magic_mouth (6,9):
      I heard something! Check it out!
      
    • sign (5,17):
      Notice: This Training Center has been closed due to defaulting on the business loan.  New owners have taken over the training centers and moved them to other parts of the world.  This building is now for sale.
      Loan Officer, Bank of Skud
      
    • magic_mouth (5,9):
      HEY! Who goes there?
      
  • /quests/mak/dragons/chaos
    • magic_mouth (28,24):
      Wonder which lever might be best to pull?
      
    • magic_mouth (28,2):
      Wonder which lever might be best to pull?
      
    • magic_mouth (15,25):
      Wonder which lever might be best to pull?
      
    • magic_mouth (14,1):
      Wonder which lever might be best to pull?
      
    • magic_mouth (2,24):
      Wonder which lever might be best to pull?
      
    • magic_mouth (2,2):
      Wonder which lever might be best to pull?
      
    • magic_mouth (1,13):
      Wonder which lever might be best to pull?
      
  • /quests/mak/dragons/elec
    • magic_mouth (15,13):
      Pull the lever to start the trial or say 'help' to chicken out.
      
  • /dragonisland/intwell
    • sign (25,10):
      Do you like your equipment?
      
    • sign (21,20):
      Trolls...
      
    • magic_mouth (11,8):
      Congratulations!
      
    • This Way (9,26):
      Can you open the door?
      
    • treasure sign (8,8):
      This way to reward.
      
    • creator note (2,29):
      Dungeon by Damaris.
      
    • Welcome sign (2,24):
      Welcome to the Well of Intelligence.  Brave the dangers and learn!
      
  • /navar_city/mlab/ttower10
    • magic_mouth (4,7):
      To think he could save his own soul the wizard imprisoned the souls of all who came upon a town.  Scorn took it's name not from itself; it was named by others.  Through drink he deluded them, through tricks beguiled them, and thus enslaved them to his master; the master of all who practice that which does not come from above... thus they came here to Navar and raised his tower to the heavens.
      
  • /pup_land/lone_town/town_ud2
    • sign (12,12):
      Very high level area, Be careful!
      
    • sign (11,11):
      Don't steal.
      
  • /sisters/tower2
    • magic_mouth (5,7):
      You sense something funny about these statues.  They seem to be watching you and waiting for you to make a mistake.
      
  • /pup_land/s_f/cave1
    • sign (3,11):
      Using bombs is very efficient killing method.
      
  • /pup_land/nurnberg/dick/bomb1
    • sign (26,25):
      In this corridor, the only place you can use magic is on the marking rune.
      
    • Rune of Marking (26,22):
      You can cast magic here.
      
    • Instruction2 (24,20):
      Wait!
      Don't turn left carelessly, or you'll catch cold breath.
      Move on to the marking rune quickly, and invoke create earth wall.
      
    • Rune of Marking (22,22):
      Cast create bomb from here.
      
    • Rune of Marking (19,22):
      Cast create bomb from here.
      
    • Instruction (16,20):
      Create bomb is a very powerful spell.
      1. Move to on the marking rune and invoke create earth wall to the north.
      2. Pull the lever to open the gate.
      3. Move on to the marking rune and invoke create bomb to the north.
      4. Escape from explosion.
      
    • Do you have a Potion of Shielding? (10,17):
      Bombs should be used carefully.
      
    • Proof Scroll (10,17):
       ****
       *   **
       *     **
       *       *
       *       *
       *       *
       *     **
       *   **
       ***
      
    • sign (8,4):
      Bombs Transfer System:
      1. Put bombs on the teleporter.
      2. Pull the lever.
      Don't enter the teleporter!
      
    • magic_mouth (7,1):
      Here is the lever!
      
    • sign (5,24):
      Bombs Transfer System (in trouble):
      1. Put bombs on the teleporter.
      2. Pull the lever.
      Don't enter the teleporter.
      
  • /mlab/citydeclouds/villa/citydecloudsvillab2
    • sign (15,31):
      Safe
      
  • /quests/peterm/DragonQuest/ElectricLord
    • magic_mouth (0,12):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (0,11):
      A hot wind is blowing in from the passage way here.
      
    • magic_mouth (0,10):
      A hot wind is blowing in from the passageway here.
      
  • /quests/peterm/quests/dragonquest2
    • magic_mouth (16,20):
      Which one is it?
      
    • magic_mouth (5,1):
      This seems to be a quick exit to the mountains.
      
    • magic_mouth (0,12):
      A hot wind is blowing in from the passageway here.
      
    • magic_mouth (0,11):
      A hot wind is blowing in from the passage way here.
      
    • magic_mouth (0,10):
      A hot wind is blowing in from the passageway here.
      
  • /lake_country/ebony/entrance1
    • magic_mouth (11,2):
      You step into a dark eerie corridor.  Smell of death lies beyond.
      
    • magic_mouth (11,1):
      You step into a dark eerie corridor.  Smell of death lies beyond.
      
    • magic_mouth (3,11):
      No, you don't!
      This is not the way to pass the test
      
    • magic_mouth (3,8):
      No, you don't!
      This is not the way to pass the test.
      
    • magic_mouth (3,5):
      No, you don't!
      This is not the way to pass the test.
      
    • magic_mouth (3,2):
      No, you don't!
      This is not the way to pass the test.
      
  • /lake_country/ebony/entrance2
    • magic_mouth (11,2):
      You step into a dark eerie corridor.  Smell of death lies beyond.
      
    • magic_mouth (11,1):
      You step into a dark eerie corridor.  Smell of death lies beyond.
      
    • magic_mouth (3,11):
      No, you don't!
      This is not the way to pass the test.
      
    • magic_mouth (3,8):
      No, you don't!
      This is not the way to pass the test.
      
    • magic_mouth (3,5):
      No, you don't!
      This is not the way to pass the test.
      
    • magic_mouth (3,2):
      No, you don't!
      This is not the way to pass the test.
      
  • /lake_country/elven_moon/elvenmoon.9
    • magic_mouth (16,5):
      Choose only One
      
  • /lake_country/elven_moon/elvenmoon.1
    • magic_mouth (24,29):
      Hidden path with locks and keys
      Only the clever will find the way
      The labyrinth teams with bees
      Seek the elven lady Fey
      
    • magic_mouth (20,20):
      What a strange patch of dark grass.
      
    • magic_mouth (18,5):
      A grass bridge rises out of the lake.
      
    • magic_mouth (8,12):
      The large tree creaks.  Was there a face on the tree?
      
    • magic_mouth (2,7):
      There is a soft voice on the wind. It sings in a magical voice:
      The elven lords of old
      Clad in green from head to toe
      They seek treasure not of gold
      Armed with wooden bow
      Crystals pure as the gods foretold
      Trying as time and green in glow
      
  • /sisters/shrine0_east
    • magic_mouth (28,19):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (26,12):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (26,9):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (26,6):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (25,19):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (24,5):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (21,5):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (20,21):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (17,20):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (17,5):
      There are cryptic symbols on the wall here.
      
    • cryptic book of Hsam (17,2):
      ... and the believer shall pass through the runed wall and into blackness, thereby walking the path of night into the domain of the lamia, where the four wardens keep her eternally imprisoned ...
      
    • magic_mouth (15,20):
      There are cryptic symbols on the wall here.
      
    • magic_mouth (13,13):
      This chamber looks like a large tomb.
      
    • magic_mouth (13,12):
      This chamber looks like a large tomb.
      
  • /lake_country/Butakis/prison-1
    • magic_mouth (9,2):
      High security prison
      
    • magic_mouth (9,1):
      High security prison
      
    • magic_mouth (8,2):
      High security prison
      
    • magic_mouth (7,2):
      High security prison
      
    • magic_mouth (6,2):
      High security prison
      
    • magic_mouth (6,1):
      High security prison
      
  • /quests/greyshield/Cave
    • magic_mouth (14,7):
      You feel some wind...
      
  • /pup_land/nurnberg/guild_ud
    • magic_mouth (1,9):
      Strange smell...
      
  • /pup_land/nurnberg/alshop
    • sign (15,5):
      Shop for alchemists, Cauldron is here!
      
    • sign (11,24):
      The quest of Pup Land Alchemy Society Membership is not available now.
      
    • sign (7,2):
      Pup Land Alchemy Society Research Lab.
      
  • /pup_land/raffle/raffle2_u4
    • magic_mouth (15,11):
      Say password.
      
    • sign (15,8):
      Observatory.
      
    • magic_mouth (9,11):
      Say password.
      
    • sign (9,8):
      Observatory.
      
  • /scorn/misc/prison
    • Gate Room (7,45):
      No entry - this means you!
      
  • /pup_land/s_f/st5
    • sign (8,3):
      Floor 5.
      
  • /quests/hendel/acid_room
    • magic_mouth (9,46):
      A metallic plate around the remains of the beck reads "Kolgar".
      
  • /santo_dominion/temple_naive/templenaive.1
    • drop 10 diamonds (28,14):
      Danger.
      How high is your grace?
      Low to Mid level characters should probably be in a party.
      
    • gravestone (27,17):
      R.I.P.
      
    • magic_mouth (27,14):
      You hear ghostly laughter.
      
  • /santo_dominion/temple_naive/templenaive.2
    • magic_mouth (27,12):
      Immense magic is sensed from behind the gate.
      
    • magic_mouth (21,11):
      Immense magic is sensed from behind the gate.
      
    • magic_mouth (14,5):
      Only followers may enter.
      
    • magic_mouth (11,7):
      Click.
      
    • magic_mouth (11,6):
      Vampires drop from the ceiling!
      
    • magic_mouth (11,5):
      Vampires drop from the ceiling!
      
    • magic_mouth (11,4):
      Vampires drop from the ceiling!
      
    • magic_mouth (11,3):
      Vampires drop from the ceiling!
      
  • /brest/ludo2
    • Warning (33,4):
      Be reasonable, You have had enough treasure!
      
  • /brest/info_first
    • Crossfire room (37,68):
      This is the room where some of us play Crossfire the whole day.... Be careful, this department is not so easy to visit....
      
    • book (15,22):
      Don't try to kill the poor secretary.  She has so many things to do that she won't open the door very quick...
      
  • /navar_city/troll_canyon/entrance
    • magic_mouth (57,16):
      Troll droppings line the entrance.
      
    • magic_mouth (57,15):
      Troll droppings line the entrance.
      
    • magic_mouth (57,14):
      Troll droppings line the entrance.
      
    • magic_mouth (45,5):
      The top of the building is missing.  Jagged broken stones line the top.
      
    • magic_mouth (44,5):
      The top of the building is missing.  Jagged broken stones line the top.
      
    • magic_mouth (43,10):
      You see a partially destroyed structure.
      
    • magic_mouth (43,9):
      You see