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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ANARCHIE</id>
	<title>Elanthipedia - User contributions [en]</title>
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	<updated>2026-06-06T05:40:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=595382</id>
		<title>Travel (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=595382"/>
		<updated>2022-09-15T22:39:47Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=travel&lt;br /&gt;
|fe=StormFront, Genie&lt;br /&gt;
|auth=[[User:Kraelyst|Kraelyst]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Required Genie Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must configure the following global variables to use the ice skate version of the script.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#var {pack} {your pack}&lt;br /&gt;
#var {shoes} {your normal footwear}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is an example of how to set those variables:&lt;br /&gt;
&amp;lt;pre&amp;gt;#var pack legionary&#039;s pack&lt;br /&gt;
#var shoes black boots&lt;br /&gt;
#var save&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
&#039;&#039;&#039;09/15/2022&#039;&#039;&#039;&lt;br /&gt;
*Updated paths north from Rossman&#039;s Landing into Therengia to use the new bridge and not the old style rope bridge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;08/24/2020&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the mud/lava flow heading south due to group command messaging updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6/29/2017&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the lava flow (a room with different day/night descriptions).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4/5/2017&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the lava flow.&lt;br /&gt;
*Added support for skating across the ice road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10/13/2014&#039;&#039;&#039;&lt;br /&gt;
*Added log window alerts (Genie feature)&lt;br /&gt;
*Script will no longer hang at the Gear Gate when Raven&#039;s Point is under siege by the Dragon Priests.&lt;br /&gt;
*Removed withdrawal script (.wd) from the script.&lt;br /&gt;
&lt;br /&gt;
==Script (Standard)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;########################################################&lt;br /&gt;
#Edited by the player of Isharon to work with Skills 3.0&lt;br /&gt;
#replaced climbing and swimming skill checks with athletics&lt;br /&gt;
########################################################&lt;br /&gt;
&lt;br /&gt;
put #class racial on&lt;br /&gt;
put #class rp on&lt;br /&gt;
put #class arrive off&lt;br /&gt;
put #class combat off&lt;br /&gt;
put #class joust off&lt;br /&gt;
&lt;br /&gt;
put #echo &amp;gt;Log travel script departure from $zonename (map $zoneid: room $roomid)&lt;br /&gt;
&lt;br /&gt;
#TRAVEL SCRIPT 6/29/2017&lt;br /&gt;
# -- Updated for DragonRealms 3.0 by Isharon&lt;br /&gt;
# -- Spelling errors corrected by Isharon&lt;br /&gt;
# -- edited by Isharon to accommodate the new shorter transport times&lt;br /&gt;
# -- edited by Nikpack to accommodate the DR 3.0 changes&lt;br /&gt;
# -- The official version of this script available at&lt;br /&gt;
# -- http://www.kraelyst.com/travel&lt;br /&gt;
# -- A copy with bug fixes can be found at&lt;br /&gt;
# -- https://elanthipedia.play.net/mediawiki/index.php/Travel_%28script%29&lt;br /&gt;
&lt;br /&gt;
put set RoomNames&lt;br /&gt;
put set Description&lt;br /&gt;
&lt;br /&gt;
if_1 goto INSTRUCTIONS&lt;br /&gt;
GOTO NODESTINATION&lt;br /&gt;
&lt;br /&gt;
INSTRUCTIONS:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** VALID DESTINATIONS: Any settlement on the mainland&lt;br /&gt;
ECHO * * * Only the first 3 letters of the destination need to be inputted&lt;br /&gt;
ECHO * * * To see a full list of destinations begin the script without specifying a location&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
CHECKLOCATION1:&lt;br /&gt;
pause&lt;br /&gt;
match leaveallferries [&amp;quot;Hodierna&#039;s Grace&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Kertigen&#039;s Honor&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Her Opulence&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;His Daring Exploit&amp;quot;]&lt;br /&gt;
match leaveallferries Deck]&lt;br /&gt;
match leaveallferries a wooden flatboat mounted atop steel&lt;br /&gt;
match toleth1 [Southern Trade Route, Outside Leth Deriel]&lt;br /&gt;
match toleth2 [Deobar Bower Gate, Esouvar Deriel]&lt;br /&gt;
match tocrossing1 [The Crossing, Alfren&#039;s Ferry]&lt;br /&gt;
match tocrossing2 [Middens, Crossbow Bend]&lt;br /&gt;
match tocrossing3 [Eastern Tier, Outside Gate]&lt;br /&gt;
match tocrossing4 [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
match tocrossing5 [North Turnpike, Forest]&lt;br /&gt;
match tocrossing6 [Mycthengelde, Flatlands]&lt;br /&gt;
match tocrossing7 [The Crossing Docks, South End]&lt;br /&gt;
match totiger1 [Grassland Path, Village Gate]&lt;br /&gt;
match toarthe1 [Valley, Village Gate]&lt;br /&gt;
match tokaerna [Northern Trade Road, Kaerna&lt;br /&gt;
match toriverhaven1 [Riverhaven, Ferry Dock]&lt;br /&gt;
match toriverhaven2 [Riverhaven, Pier]&lt;br /&gt;
match toriverhaven3 [Riverhaven, Stone Bridge]&lt;br /&gt;
match toriverhaven4 [Riverhaven Exterior, Southwest Gate]&lt;br /&gt;
match toriverhaven5 [Riverhaven, Outside North Gate]&lt;br /&gt;
match toriverhaven6 [Salt Yard, Barge Dock]&lt;br /&gt;
match tolang1 [Langenfirth, Wharf]&lt;br /&gt;
match tolang2 [North Road, River&#039;s Edge]&lt;br /&gt;
match tohorseclan [Gilen Otso Steppes, Grasslands]&lt;br /&gt;
match MUS-BARGE [Outside Muspar&#039;i]&lt;br /&gt;
match GoDesertEast [Outside Muspar&#039;i, Barge Platform]&lt;br /&gt;
match mus-hva Dry Dock]&lt;br /&gt;
match fal-fer bridge that once spanned the expanse of the river&lt;br /&gt;
match CHECKLOCATION2 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CHECKLOCATION2:&lt;br /&gt;
pause&lt;br /&gt;
match totheren1 [Mistwood Forest, North of a Ravine]&lt;br /&gt;
match tofornsted1 [Arnshal Road, Keep Entrance]&lt;br /&gt;
match tostone2 [Lairocott Brach, Saverack]&lt;br /&gt;
match towolf1 [Wildulf Woods, Needlenose Creek]&lt;br /&gt;
match towolf2 [Wildulf Woods, Dirt Road]&lt;br /&gt;
match toknife1 [Wilderness, Gully]&lt;br /&gt;
match kni-tig [Knife Clan, Sentry]&lt;br /&gt;
match wol-tig towering trees of Wildulf Woods.&lt;br /&gt;
match ace-let [Acenamacra Pier]&lt;br /&gt;
match thr-riv Stone Docks, Covered Shore]&lt;br /&gt;
match sha-n [Shard, North Bridge]&lt;br /&gt;
match sha-e [Shard, East Bridge]&lt;br /&gt;
match sha-s [Shard, South Bridge]&lt;br /&gt;
match sha-w [Shard, West Bridge]&lt;br /&gt;
match skiff-ila [Ilaya Taipa, Baso Dock]&lt;br /&gt;
match startfaldesus The town of Riverhaven, the bridge&#039;s&lt;br /&gt;
match AINFERRY1-FORF [Haalikshal Highway, Ferry Dock]&lt;br /&gt;
match ainferry-ain [Ain Ghazal, Ferry Dock]&lt;br /&gt;
match toraven1 [Seord Kerwaith, North Gate]&lt;br /&gt;
match tohib1 [Haalikshal Highway, East Park]&lt;br /&gt;
match tohib2 [Gate to Hibarnhvidar]&lt;br /&gt;
match tohib3 [Outer Hibarnhvidar, Before the Great Gate]&lt;br /&gt;
match leaveallferries so that it slips through the water&lt;br /&gt;
match leaveallferries [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Imperial Glory&amp;quot;]&lt;br /&gt;
match leaveskiff Skiff]&lt;br /&gt;
&lt;br /&gt;
#BEGIN CUT BELOW THIS LINE&lt;br /&gt;
match todirge1 [Kraelyst&#039;s Home]&lt;br /&gt;
match NOSTART You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
#END CUT ABOVE THIS LINE&lt;br /&gt;
&lt;br /&gt;
startfaldesus:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto croc-dir&lt;br /&gt;
&lt;br /&gt;
tohib1:&lt;br /&gt;
pause&lt;br /&gt;
move go raven gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohib2:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohib3:&lt;br /&gt;
pause&lt;br /&gt;
move go double gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toraven1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toleth1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toleth2:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing1:&lt;br /&gt;
pause&lt;br /&gt;
move go square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
tocrossinga7:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing7:&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
goto tocrossinga7&lt;br /&gt;
&lt;br /&gt;
tocrossing2:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
tocrossing3:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing4:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing5:&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing6:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
totiger1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
towolf1:&lt;br /&gt;
move s&lt;br /&gt;
towolf2:&lt;br /&gt;
put sw&lt;br /&gt;
move s&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toknife1:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put go bridge&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toarthe1:&lt;br /&gt;
pause&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tokaerna:&lt;br /&gt;
pause&lt;br /&gt;
match to1kaerna [Kaerna Village, By the Well]&lt;br /&gt;
match tostone1 The store is squat but neat,&lt;br /&gt;
put go town gate&lt;br /&gt;
matchwait&lt;br /&gt;
to1kaerna:&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
tostone1:&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tostone2:&lt;br /&gt;
pause&lt;br /&gt;
put out&lt;br /&gt;
move down&lt;br /&gt;
move climb trail&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
todirge1:&lt;br /&gt;
pause&lt;br /&gt;
put unlock door&lt;br /&gt;
pause&lt;br /&gt;
put open door&lt;br /&gt;
move go door&lt;br /&gt;
put close house&lt;br /&gt;
pause&lt;br /&gt;
put lock house&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go path&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven1:&lt;br /&gt;
pause&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven2:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven3:&lt;br /&gt;
pause&lt;br /&gt;
move go east gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven4:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven5:&lt;br /&gt;
pause&lt;br /&gt;
move go north gate&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven6:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tolang1:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tolang2:&lt;br /&gt;
pause&lt;br /&gt;
put go bridge&lt;br /&gt;
match tolang2north Obvious paths: south.&lt;br /&gt;
match tolang2south Obvious paths: north.&lt;br /&gt;
matchwait&lt;br /&gt;
tolang2north:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
tolang2south:&lt;br /&gt;
pause&lt;br /&gt;
move go shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tofornsted1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move go ironwood door&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohorseclan:&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
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BEGINSCRIPT:&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
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fay:&lt;br /&gt;
fayr:&lt;br /&gt;
fayri:&lt;br /&gt;
fayrin:&lt;br /&gt;
fayrins:&lt;br /&gt;
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fayrens:&lt;br /&gt;
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fayrensres:&lt;br /&gt;
fayrensrest:&lt;br /&gt;
mara:&lt;br /&gt;
maracheck:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-fay The greying wooden boards of the platform&lt;br /&gt;
match finish [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-ste Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ste:&lt;br /&gt;
stee:&lt;br /&gt;
steel:&lt;br /&gt;
steelc:&lt;br /&gt;
steelcl:&lt;br /&gt;
steelcla:&lt;br /&gt;
steelclaw:&lt;br /&gt;
steelclawclan:&lt;br /&gt;
stea:&lt;br /&gt;
steal:&lt;br /&gt;
stealc:&lt;br /&gt;
stealcl:&lt;br /&gt;
stealcla:&lt;br /&gt;
stealclaw:&lt;br /&gt;
stealclawclan:&lt;br /&gt;
SCC:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-fay The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match finish [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-ste Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
sha:&lt;br /&gt;
shar:&lt;br /&gt;
shard:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match shard-directions Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hor:&lt;br /&gt;
hors:&lt;br /&gt;
horse:&lt;br /&gt;
horsec:&lt;br /&gt;
horsecl:&lt;br /&gt;
horsecla:&lt;br /&gt;
horseclan:&lt;br /&gt;
zal:&lt;br /&gt;
zald:&lt;br /&gt;
zaldi:&lt;br /&gt;
zaldit:&lt;br /&gt;
zaldita:&lt;br /&gt;
zalditai:&lt;br /&gt;
zalditaip:&lt;br /&gt;
zalditaipi:&lt;br /&gt;
zalditaipa:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-hor Wyvern Mountain towers far into the sky&lt;br /&gt;
match finish [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-hor [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gon:&lt;br /&gt;
gond:&lt;br /&gt;
gondo:&lt;br /&gt;
gondol:&lt;br /&gt;
gondola:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish Like an aerie forgotten in the wilderness&lt;br /&gt;
match finish [Gondola, Cab&lt;br /&gt;
match finish The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
let:&lt;br /&gt;
leth:&lt;br /&gt;
lethd:&lt;br /&gt;
lethde:&lt;br /&gt;
lethder:&lt;br /&gt;
lethderi:&lt;br /&gt;
lethderie:&lt;br /&gt;
lethderiel:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ace:&lt;br /&gt;
acen:&lt;br /&gt;
acena:&lt;br /&gt;
acenam:&lt;br /&gt;
acenama:&lt;br /&gt;
acenamac:&lt;br /&gt;
acenamacr:&lt;br /&gt;
acenamacra:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-ace Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match finish [Acenamacra Pier]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
alf:&lt;br /&gt;
alfr:&lt;br /&gt;
alfre:&lt;br /&gt;
alfren:&lt;br /&gt;
alfrens:&lt;br /&gt;
alfren&#039;s:&lt;br /&gt;
alfren&#039;sf:&lt;br /&gt;
alfren&#039;sfe:&lt;br /&gt;
alfren&#039;sfer:&lt;br /&gt;
alfren&#039;sferr:&lt;br /&gt;
alfren&#039;sferry:&lt;br /&gt;
alfrensf:&lt;br /&gt;
alfrensfe:&lt;br /&gt;
alfrensfer:&lt;br /&gt;
alfrensferr:&lt;br /&gt;
alfrensferry:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match finish Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-alf Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cro:&lt;br /&gt;
cros:&lt;br /&gt;
cross:&lt;br /&gt;
crossi:&lt;br /&gt;
crossin:&lt;br /&gt;
crossing:&lt;br /&gt;
crossings:&lt;br /&gt;
thec:&lt;br /&gt;
thecr:&lt;br /&gt;
thecro:&lt;br /&gt;
thecros:&lt;br /&gt;
thecross:&lt;br /&gt;
thecrossi:&lt;br /&gt;
thecrossin:&lt;br /&gt;
thecrossing:&lt;br /&gt;
thecrossings:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish facade of the First Provincial Bank&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
art:&lt;br /&gt;
arth:&lt;br /&gt;
arthe:&lt;br /&gt;
arthed:&lt;br /&gt;
artheda:&lt;br /&gt;
arthedal:&lt;br /&gt;
arthedale:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-sto [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match cro-art facade of the First Provincial Bank&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish small, white-washed sign staked along&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
kae:&lt;br /&gt;
kaer:&lt;br /&gt;
kaern:&lt;br /&gt;
kaerna:&lt;br /&gt;
kaernav:&lt;br /&gt;
kaernavi:&lt;br /&gt;
kaernavil:&lt;br /&gt;
kaernavill:&lt;br /&gt;
kaernavilla:&lt;br /&gt;
kaernavillag:&lt;br /&gt;
kaernavillage:&lt;br /&gt;
kea:&lt;br /&gt;
kear:&lt;br /&gt;
kearn:&lt;br /&gt;
kearna:&lt;br /&gt;
kearnav:&lt;br /&gt;
kearnavi:&lt;br /&gt;
kearnavil:&lt;br /&gt;
kearnavill:&lt;br /&gt;
kearnavilla:&lt;br /&gt;
kearnavillag:&lt;br /&gt;
kearnavillage:&lt;br /&gt;
match sto-kae You travel through a small&lt;br /&gt;
match art-kae small, white-washed sign staked along&lt;br /&gt;
match stoneclan Obvious exits:&lt;br /&gt;
match stoneclan Obvious paths:&lt;br /&gt;
put look&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
sto:&lt;br /&gt;
ston:&lt;br /&gt;
stone:&lt;br /&gt;
stonec:&lt;br /&gt;
stonecl:&lt;br /&gt;
stonecla:&lt;br /&gt;
stoneclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-sto [North Roads Caravansary]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match cro-art facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish You travel through a small&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
car:&lt;br /&gt;
cara:&lt;br /&gt;
carav:&lt;br /&gt;
carava:&lt;br /&gt;
caravan:&lt;br /&gt;
caravans:&lt;br /&gt;
caravansa:&lt;br /&gt;
caravansar:&lt;br /&gt;
caravansary:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish [North Roads Caravansary]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
dir:&lt;br /&gt;
dirg:&lt;br /&gt;
dirge:&lt;br /&gt;
dark:&lt;br /&gt;
darks:&lt;br /&gt;
darkst:&lt;br /&gt;
darksto:&lt;br /&gt;
darkston:&lt;br /&gt;
darkstone:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match todirge2 [North Roads Caravansary]&lt;br /&gt;
match finish [Dirge&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
nor:&lt;br /&gt;
nort:&lt;br /&gt;
north:&lt;br /&gt;
northr:&lt;br /&gt;
northro:&lt;br /&gt;
northroa:&lt;br /&gt;
northroad:&lt;br /&gt;
northroadf:&lt;br /&gt;
northroadfe:&lt;br /&gt;
northroadfer:&lt;br /&gt;
northroadferr:&lt;br /&gt;
northroadferry:&lt;br /&gt;
northroadd:&lt;br /&gt;
northroaddo:&lt;br /&gt;
northroaddoc:&lt;br /&gt;
northroaddock:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match finish [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match car-northroad [North Roads Caravansary]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
riv:&lt;br /&gt;
rive:&lt;br /&gt;
river:&lt;br /&gt;
riverh:&lt;br /&gt;
riverha:&lt;br /&gt;
riverhav:&lt;br /&gt;
riverhave:&lt;br /&gt;
riverhaven:&lt;br /&gt;
hav:&lt;br /&gt;
have:&lt;br /&gt;
haven:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Riverhaven, Town Square]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
fal:&lt;br /&gt;
fald:&lt;br /&gt;
falde:&lt;br /&gt;
faldes:&lt;br /&gt;
faldesu:&lt;br /&gt;
faldesur:&lt;br /&gt;
faldesuri:&lt;br /&gt;
faldesuriv:&lt;br /&gt;
faldesurive:&lt;br /&gt;
faldesuriver:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-faldesu [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match fer-faldesu [North Road, Ferry]&lt;br /&gt;
match riv-faldesu [Riverhaven, Town Square]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
thr:&lt;br /&gt;
thro:&lt;br /&gt;
thron:&lt;br /&gt;
throne:&lt;br /&gt;
thronec:&lt;br /&gt;
throneci:&lt;br /&gt;
thronecit:&lt;br /&gt;
thronecity:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match riv-thr [Riverhaven, Town Square]&lt;br /&gt;
match finish Stone Docks, Covered Shore]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ros:&lt;br /&gt;
ross:&lt;br /&gt;
rossm:&lt;br /&gt;
rossma:&lt;br /&gt;
rossman:&lt;br /&gt;
rossmans:&lt;br /&gt;
rossman&#039;s:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match skillcheck7 [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
the:&lt;br /&gt;
ther:&lt;br /&gt;
there:&lt;br /&gt;
theren:&lt;br /&gt;
therenb:&lt;br /&gt;
therenbo:&lt;br /&gt;
therenbor:&lt;br /&gt;
therenboro:&lt;br /&gt;
therenborou:&lt;br /&gt;
therenboroug:&lt;br /&gt;
therenborough:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [North Road, Barony Pass]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
lan:&lt;br /&gt;
lang:&lt;br /&gt;
lange:&lt;br /&gt;
langen:&lt;br /&gt;
langenf:&lt;br /&gt;
langenfi:&lt;br /&gt;
langenfir:&lt;br /&gt;
langenfirt:&lt;br /&gt;
langenfirth:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match the-lan [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-lan [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
for:&lt;br /&gt;
forn:&lt;br /&gt;
forns:&lt;br /&gt;
fornst:&lt;br /&gt;
fornste:&lt;br /&gt;
fornsted:&lt;br /&gt;
fornstea:&lt;br /&gt;
fornstead:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish [Outside the Fornsted Walls]&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hva:&lt;br /&gt;
hvar:&lt;br /&gt;
hava:&lt;br /&gt;
havar:&lt;br /&gt;
hvara:&lt;br /&gt;
havarl:&lt;br /&gt;
hvaral:&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match for-hva [Outside the Fornsted Walls]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Arnshal Road, Mountain Approach]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
mus:&lt;br /&gt;
musp:&lt;br /&gt;
muspa:&lt;br /&gt;
muspar:&lt;br /&gt;
muspari:&lt;br /&gt;
muspar&#039;i:&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match for-hva [Outside the Fornsted Walls]&lt;br /&gt;
match hva-mus [Arnshal Road, Mountain Approach]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
tig:&lt;br /&gt;
tige:&lt;br /&gt;
tiger:&lt;br /&gt;
tigerc:&lt;br /&gt;
tigercl:&lt;br /&gt;
tigercla:&lt;br /&gt;
tigerclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match finish The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
wol:&lt;br /&gt;
wolf:&lt;br /&gt;
wolfc:&lt;br /&gt;
wolfcl:&lt;br /&gt;
wolfcla:&lt;br /&gt;
wolfclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match tig-wol The Pig&#039;s Pannage,&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
kni:&lt;br /&gt;
knif:&lt;br /&gt;
knife:&lt;br /&gt;
knifec:&lt;br /&gt;
knifecl:&lt;br /&gt;
knifecla:&lt;br /&gt;
knifeclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match tig-kni The Pig&#039;s Pannage,&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
el:&lt;br /&gt;
elb:&lt;br /&gt;
elba:&lt;br /&gt;
elbai:&lt;br /&gt;
elbain:&lt;br /&gt;
elbains:&lt;br /&gt;
elbain&#039;s:&lt;br /&gt;
el&#039;:&lt;br /&gt;
el&#039;b:&lt;br /&gt;
el&#039;ba:&lt;br /&gt;
el&#039;bai:&lt;br /&gt;
el&#039;bain:&lt;br /&gt;
el&#039;bains:&lt;br /&gt;
el&#039;bain&#039;s:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match the-elb [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-elb Wheels and hooves clatter on the wood&lt;br /&gt;
match finish [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ila:&lt;br /&gt;
ilay:&lt;br /&gt;
ilaya:&lt;br /&gt;
ilayat:&lt;br /&gt;
ilayata:&lt;br /&gt;
ilayatai:&lt;br /&gt;
ilayataip:&lt;br /&gt;
ilayataipa:&lt;br /&gt;
tai:&lt;br /&gt;
taip:&lt;br /&gt;
taipa:&lt;br /&gt;
ill:&lt;br /&gt;
illa:&lt;br /&gt;
illay:&lt;br /&gt;
illaya:&lt;br /&gt;
illayat:&lt;br /&gt;
illayata:&lt;br /&gt;
illayatai:&lt;br /&gt;
illayataip:&lt;br /&gt;
illayataipa:&lt;br /&gt;
ile:&lt;br /&gt;
iley:&lt;br /&gt;
ileya:&lt;br /&gt;
ileyat:&lt;br /&gt;
ileyata:&lt;br /&gt;
ileyatai:&lt;br /&gt;
ileyatap:&lt;br /&gt;
ileyataipa:&lt;br /&gt;
riverc:&lt;br /&gt;
rivercl:&lt;br /&gt;
rivercla:&lt;br /&gt;
riverclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-ila Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match finish hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ain:&lt;br /&gt;
aing:&lt;br /&gt;
aingh:&lt;br /&gt;
aingha:&lt;br /&gt;
ainghaz:&lt;br /&gt;
ainghaza:&lt;br /&gt;
ainghazal:&lt;br /&gt;
ainga:&lt;br /&gt;
aingaz:&lt;br /&gt;
aingaza:&lt;br /&gt;
aingazal:&lt;br /&gt;
aingah:&lt;br /&gt;
aingahz:&lt;br /&gt;
aingahza:&lt;br /&gt;
aingahzal:&lt;br /&gt;
aingazh:&lt;br /&gt;
aingazha:&lt;br /&gt;
aingazhal:&lt;br /&gt;
aingazah:&lt;br /&gt;
aingazahl:&lt;br /&gt;
gha:&lt;br /&gt;
ghaz:&lt;br /&gt;
ghaza:&lt;br /&gt;
ghazal:&lt;br /&gt;
gaz:&lt;br /&gt;
gaza:&lt;br /&gt;
gazal:&lt;br /&gt;
gah:&lt;br /&gt;
gahz:&lt;br /&gt;
gahza:&lt;br /&gt;
gahzal:&lt;br /&gt;
gazh:&lt;br /&gt;
gazha:&lt;br /&gt;
gazhal:&lt;br /&gt;
gazah:&lt;br /&gt;
gazahl:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match GETLETHDOKORA Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match finish Ghazal, East Pier]&lt;br /&gt;
match forf-ain The Dwarven road, smoothly cobbled,&lt;br /&gt;
match GetHibDokora [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match GetRavenDokora [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
out:&lt;br /&gt;
oute:&lt;br /&gt;
outer:&lt;br /&gt;
outerh:&lt;br /&gt;
outerhi:&lt;br /&gt;
outerhib:&lt;br /&gt;
outerhiba:&lt;br /&gt;
outerhibar:&lt;br /&gt;
outerhibarn:&lt;br /&gt;
outerhibarnh:&lt;br /&gt;
outerhibarnhv:&lt;br /&gt;
outerhibarnhvi:&lt;br /&gt;
outerhibarnhvid:&lt;br /&gt;
outerhibarnhvida:&lt;br /&gt;
outerhibarnhvidar:&lt;br /&gt;
hib:&lt;br /&gt;
hiba:&lt;br /&gt;
hibar:&lt;br /&gt;
hibarn:&lt;br /&gt;
hibarnh:&lt;br /&gt;
hibarnhv:&lt;br /&gt;
hibarnhvi:&lt;br /&gt;
hibarnhvid:&lt;br /&gt;
hibarnhvida:&lt;br /&gt;
hibarnhvidar:&lt;br /&gt;
hibarnv:&lt;br /&gt;
hibarnvh:&lt;br /&gt;
hibarnvhi:&lt;br /&gt;
hibarnvhid:&lt;br /&gt;
hibarnvhida:&lt;br /&gt;
hibarnvhidar:&lt;br /&gt;
hibarnvi:&lt;br /&gt;
hibarnvid:&lt;br /&gt;
hibarnvida:&lt;br /&gt;
hibarnvidar:&lt;br /&gt;
inn:&lt;br /&gt;
inne:&lt;br /&gt;
inner:&lt;br /&gt;
innerh:&lt;br /&gt;
innerhi:&lt;br /&gt;
innerhib:&lt;br /&gt;
innerhiba:&lt;br /&gt;
innerhibar:&lt;br /&gt;
innerhibarn:&lt;br /&gt;
innerhibarnh:&lt;br /&gt;
innerhibarnhv:&lt;br /&gt;
innerhibarnhvi:&lt;br /&gt;
innerhibarnhvid:&lt;br /&gt;
innerhibarnhvida:&lt;br /&gt;
innerhibarnhvidar:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-hib The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hibfinish [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match rav-forf [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa:&lt;br /&gt;
boar:&lt;br /&gt;
boarc:&lt;br /&gt;
boarcl:&lt;br /&gt;
boarcla:&lt;br /&gt;
boarclan:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-hib The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-boa [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match rav-forf [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match finish [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
rav:&lt;br /&gt;
rave:&lt;br /&gt;
raven:&lt;br /&gt;
ravens:&lt;br /&gt;
ravensp:&lt;br /&gt;
ravenspo:&lt;br /&gt;
ravenspoi:&lt;br /&gt;
ravenspoin:&lt;br /&gt;
ravenspoint:&lt;br /&gt;
raven&#039;:&lt;br /&gt;
raven&#039;s:&lt;br /&gt;
raven&#039;sp:&lt;br /&gt;
raven&#039;spo:&lt;br /&gt;
raven&#039;spoi:&lt;br /&gt;
raven&#039;spoin:&lt;br /&gt;
raven&#039;spoint:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match finish [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match finish [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
nen:&lt;br /&gt;
nena:&lt;br /&gt;
nenav:&lt;br /&gt;
nenavd:&lt;br /&gt;
nenavde:&lt;br /&gt;
nenavdel:&lt;br /&gt;
nenavdela:&lt;br /&gt;
nenavdelar:&lt;br /&gt;
nenavda:&lt;br /&gt;
nenavdal:&lt;br /&gt;
nenavdala:&lt;br /&gt;
nenavdalar:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Just Kidding!  Nobody knows where the lost village of Nenav Delar is located!&lt;br /&gt;
ECHO *** Let me know if you find it!&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Here&#039;s the story from the book &amp;quot;The Lost Village&amp;quot; by Trefinja Giln&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO It was a cool fall afternoon in the year 157; we were having our typical meeting of the clan council discussing matters for our coming weeks festivities.  The light-hearted discussions within the council&#039;s chamber was abruptly shattered by a young Dwarven messenger.  The trembling and bloodied messenger barely managed to make it through the entrance before collapsing to the ground.  His bloodshot and glassy eyes looked up at me as I stood over him, he clasped my hand and said in a dusky, broken voice, &amp;quot;Nenav... Dalar... village in the mountains... slaves... help them... help... them.&amp;quot;  He closed his eyes and breathed his last breath.  I immediately called for the village Empath but it was too late, he could not be saved.  In his right hand he was clutching a tattered and torn piece of parchment which I soon pried loose from his grip, and it read:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO -------------------&lt;br /&gt;
ECHO Khenea&#039;s Prophecy&lt;br /&gt;
ECHO -------------------&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO The watchers wait on a Hero&#039;s breath.&lt;br /&gt;
ECHO To bring forth an end to darkness reign.&lt;br /&gt;
ECHO Death shall sow, and time will burn, before the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO Now time won&#039;t slay the ancient wrong&lt;br /&gt;
ECHO Nor part the evil&#039;s deed&lt;br /&gt;
ECHO In blood they plead, in heart as one, one day the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO When the new day opens and travelers approach&lt;br /&gt;
ECHO The curse is nears its end&lt;br /&gt;
ECHO All could be the one we need, so watch... the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO And so it shall... come to pass&lt;br /&gt;
ECHO What evil made, be undone&lt;br /&gt;
ECHO By the Hero&#039;s hand we do await, for now the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO But fail it could this rite of good&lt;br /&gt;
ECHO And lead us down the starry road&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO If the Kvika Heart is not retrieved, then death is what will come.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO So we pray the answer will unfold&lt;br /&gt;
ECHO The prophecy we do speak&lt;br /&gt;
ECHO We wait on one to liberate, our souls... our lives...&lt;br /&gt;
ECHO we seek.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO Please my lord, heed Khenea&#039;s prophecy and send us&lt;br /&gt;
ECHO help.  I don&#039;t know how much longer we can wait, just&lt;br /&gt;
ECHO follow along the great mountains on the edge of the&lt;br /&gt;
ECHO horizon until you find the break in the...&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO --------------------------------------&lt;br /&gt;
ECHO The rest of the parchment was torn off&lt;br /&gt;
ECHO --------------------------------------&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO After receiving this letter we searched for more information about this hidden village, but unfortunately we found nothing.  I write this journal in hopes that someday someone will be able to resume the search and maybe decipher the cryptic message within the parchment.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GON-LET:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Dragonspine Mountains via the Obsidian Pass&lt;br /&gt;
ECHO * * * Beware of snowbeasts, particularly down that track&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go ridge&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now nearing the Endrus Forest, home to Leth Deriel.&lt;br /&gt;
ECHO&lt;br /&gt;
UNDERGONDOLA-LETH:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the manor of Lasarhhtha Oshu&#039;ehhrsk the Bone Dancer&lt;br /&gt;
ECHO * * * Home to bone wolves, zombies, germish&#039;din, and kartais&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Constructed around the sacred Sana&#039;ati Dyaus tree&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LET-ACE:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go e&#039;erdream gate&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go sequoia tunnel&lt;br /&gt;
move go eastern opening&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move go north face&lt;br /&gt;
move e&lt;br /&gt;
move go crevice&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go cavern opening&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go pier&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ACENAMACRA PIER - GATEWAY TO M&#039;RISS&lt;br /&gt;
ECHO *** On the Bay of Nemethyo&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ACE-LET:&lt;br /&gt;
pause&lt;br /&gt;
move go beach&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go cliff trail&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go cave&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go opening&lt;br /&gt;
move w&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move go south face&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move go sequoia tunnel&lt;br /&gt;
move go western opening&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go e&#039;erdream gate&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Created by the Forest and Celestial Elves&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LET-CRO:&lt;br /&gt;
SAVE PAS-CRO&lt;br /&gt;
CHECKGUILD2:&lt;br /&gt;
match GROUPCHECK5 Guild: Thief&lt;br /&gt;
match MONEYCHECK5 Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK5 You have no group&lt;br /&gt;
match BURDENCHECK5 You must be visible&lt;br /&gt;
match MONEYCHECK5 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK5A Encumbrance : None&lt;br /&gt;
match SWIMCHECK5A Encumbrance : Light&lt;br /&gt;
match SWIMCHECK5B Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK5C Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK5D Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK5E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK5F Overburdened&lt;br /&gt;
match SWIMCHECK5G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK5H even able to move?&lt;br /&gt;
match SWIMCHECK5I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5A:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match MONEYCHECK5 EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5B:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5C:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 75&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5D:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 110&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5E:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5F:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 175&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5G:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5H:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 240&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5I:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 275&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED5:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK5&lt;br /&gt;
&lt;br /&gt;
MONEYCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
SAVE FER-CRO&lt;br /&gt;
match LET-CRO-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match LET-CRO-CONT But no one can see you.&lt;br /&gt;
match GETMONEYLETH But you don&#039;t have that much!&lt;br /&gt;
match GETMONEYLETH You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 35 kronar&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYLETH:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go ebony door&lt;br /&gt;
move u&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 copper&lt;br /&gt;
pause&lt;br /&gt;
move d&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto LET-CRO-CONT&lt;br /&gt;
&lt;br /&gt;
let-alf:&lt;br /&gt;
SAVE toalfren&lt;br /&gt;
goto LET-CRO-CONT&lt;br /&gt;
&lt;br /&gt;
LET-CRO-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
WEBNORTH1:&lt;br /&gt;
match NOWEBNORTH Along the north, the trees and shrubs&lt;br /&gt;
match WEBNORTH2 Roundtime&lt;br /&gt;
match WEBNORTH2 You can&#039;t do that while&lt;br /&gt;
match WEBNORTH2 ...wait&lt;br /&gt;
put ne&lt;br /&gt;
MATCHWAIT&lt;br /&gt;
&lt;br /&gt;
WEBNORTH2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are stuck in a spider&#039;s web.  Be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
match WEBNORTH1 Using your escape&lt;br /&gt;
match WEBNORTH1 The webs break apart and fall away, releasing you.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOWEBNORTH:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Forest of Night, created by mad mage Sithsia&lt;br /&gt;
ECHO * * * Home to nyads, dryads, and death spirits&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
GOTO %s&lt;br /&gt;
&lt;br /&gt;
toalfren:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Endrus Forest and entering the flood plains of the Segoltha&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ALFREN&#039;S FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-CRO:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Endrus Forest and entering the flood plains of the Segoltha&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
CROSSINGFERRYNORTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH wait for the next one.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH until the next one arrives.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH What were you referring to?&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH There is no ferry here to go aboard.&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH You hand him your&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH The Captain gives you a little nod&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH You silently slip aboard,&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH But I see you&#039;re pretty young&lt;br /&gt;
match GETMONEYCROSSINGFERRYNORTH You haven&#039;t got enough&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORCROSSINGFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE&lt;br /&gt;
ECHO *** It costs 35 Kronars to ride (unless you are a citizen of Zoluren)&lt;br /&gt;
ECHO *** If you don&#039;t have enough it&#039;s time to start begging&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth kronar&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYCROSSINGFERRYNORTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NOT ENOUGH KRONARS FOR THE FERRY! ***&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONCROSSINGFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the ferry north across the mighty Segoltha River toward The Crossing, heart of the Five Provinces&lt;br /&gt;
ECHO *** The ferry takes two minutes to cross the river.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing is also known as River Crossing because it is the site where the Oxenwaithe River crosses the mighty Segoltha River&lt;br /&gt;
ECHO * * * The Segoltha River runs from the Himineldar Shel Mountains near Ain Ghazal all the way to the Reshal Sea&lt;br /&gt;
ECHO * * * It is large enough for galleons to sail upon all the way upriver to Ain Ghazal&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing is the heart of the Five Provinces and has seen many wars&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg led the Ram Clan in gathering and conquering most of the continent under one banner.&lt;br /&gt;
ECHO * * * When Akroeg died his son Verek created the Seven Starred Empire from the Ram Clan.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * When the Empire collapsed Lanival The Redeemer fought Teiro&lt;br /&gt;
ECHO * * *  in the Resistance Wars and divided the continent into Five Provinces.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lanival was known as the Dragon and so the lands became known as the Dragon&#039;s Realms.&lt;br /&gt;
ECHO * * * At the end of the war, Lanival founded The Crossing at the center of the former Empire.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The 10 months of the calendar are named for great figures in history, particularly in the time of Lanival.&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;Human Histories: Lanival&#039;s Tale&amp;quot; at the Asemath Academy in The Crossing&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 3 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In more recent days The Crossing has seen war with the Gorbesh, Lord Sorrow, and the Outcasts&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Gorbesh hail from the continent of Albaria.  During their invasion&lt;br /&gt;
ECHO * * * they destroyed the gweth mines of Zoluren and the Crossing temple.&lt;br /&gt;
ECHO * * * Gorbesh fortresses can still be found throughout the provinces&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 4 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lord Sorrow lived in the Reach east of Kaerna and Stone Clan among the S&#039;lai who fought for him&lt;br /&gt;
ECHO * * * He was a Moon Mage of immense powers whose life was magically lengthened, he was once offered a seat on the Moon Mage council&lt;br /&gt;
ECHO * * * Lord Sorrow brought war in 359 AV with the help of Shartug, Darkensi, Prayk, and Parnore&lt;br /&gt;
ECHO * * * He died while trying to harness the power of the Zaulfung Stones near Riverhaven&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 5 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Outcasts are named because they were thrown out of Shard many years ago&lt;br /&gt;
ECHO * * * Around 375 AV the Outcasts, led by King Raenilar, marched from the deserts north of Therengia down to Shard&lt;br /&gt;
ECHO * * * They brought war to all the provinces with help from Goblin Prince Tnok, Grishnok, the Shark Clan, Jomay, Naarg, and others&lt;br /&gt;
ECHO * * * The Outcasts murdered Ferdahl Kukalakai and occupied Ilithi until one day with little warning they left Ilithi in peace&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move go square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO *** Capital of the province of Zoluren&lt;br /&gt;
ECHO *** Located where the Oxenwaithe River crosses the mighty Segoltha River.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FERRY-CRO:&lt;br /&gt;
CHECKGUILD10:&lt;br /&gt;
match GROUPCHECK10 Guild: Thief&lt;br /&gt;
match CROSSINGFERRYNORTH Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK10:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK10 You have no group&lt;br /&gt;
match BURDENCHECK10 You must be visible&lt;br /&gt;
match CROSSINGFERRYNORTH You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK10:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK10A Encumbrance : None&lt;br /&gt;
match SWIMCHECK10B Encumbrance : Light&lt;br /&gt;
match SWIMCHECK10C Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK10D Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK10E Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK10E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK10F Overburdened&lt;br /&gt;
match SWIMCHECK10G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK10H even able to move?&lt;br /&gt;
match SWIMCHECK10I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10A:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match CROSSINGFERRYNORTH EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10B:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10C:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 70&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10D:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10E:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 150&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10F:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 200&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10G:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10H:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 300&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10I:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 350&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED10:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY  NORTH&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
PAS-CRO1:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto PAS-CRO&lt;br /&gt;
&lt;br /&gt;
PAS-CRO:&lt;br /&gt;
match FER-CRO I could not find&lt;br /&gt;
match FER-CRO What were you referring to?&lt;br /&gt;
match PASNORTH You duck quietly&lt;br /&gt;
put go boulder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASNORTH:&lt;br /&gt;
move go root&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move down&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You have entered the fabled 5th Passage of which many Thieves spent years trying to find&lt;br /&gt;
ECHO&lt;br /&gt;
MPN:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match MPN1 You splash north&lt;br /&gt;
match MPN1 You wade north&lt;br /&gt;
match MPN You slap&lt;br /&gt;
match MPN You struggle&lt;br /&gt;
match MPN You flounder&lt;br /&gt;
match MPN make much headway&lt;br /&gt;
match MPN ...wait&lt;br /&gt;
match MPN type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN1:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN2 You splash northeast&lt;br /&gt;
match MPN2 You swim northeast&lt;br /&gt;
match MPN1 You slap&lt;br /&gt;
match MPN1 You struggle&lt;br /&gt;
match MPN1 You flounder&lt;br /&gt;
match MPN1 make much headway&lt;br /&gt;
match MPN1 ...wait&lt;br /&gt;
match MPN1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN2:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN3 You splash northeast&lt;br /&gt;
match MPN3 You swim northeast&lt;br /&gt;
match MPN2 You slap&lt;br /&gt;
match MPN2 You struggle&lt;br /&gt;
match MPN2 You flounder&lt;br /&gt;
match MPN2 make much headway&lt;br /&gt;
match MPN2 ...wait&lt;br /&gt;
match MPN2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN3:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match MPN4 You splash north&lt;br /&gt;
match MPN4 You swim north&lt;br /&gt;
match MPN3 You slap&lt;br /&gt;
match MPN3 You struggle&lt;br /&gt;
match MPN3 You flounder&lt;br /&gt;
match MPN3 make much headway&lt;br /&gt;
match MPN3 ...wait&lt;br /&gt;
match MPN3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN4:&lt;br /&gt;
pause&lt;br /&gt;
put up&lt;br /&gt;
match MPN5 You splash up&lt;br /&gt;
match MPN5 You swim up&lt;br /&gt;
match MPN4 You slap&lt;br /&gt;
match MPN4 You struggle&lt;br /&gt;
match MPN4 You flounder&lt;br /&gt;
match MPN4 make much headway&lt;br /&gt;
match MPN4 ...wait&lt;br /&gt;
match MPN4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN5:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN6 You splash northeast&lt;br /&gt;
match MPN6 You swim northeast&lt;br /&gt;
match MPN5 You slap&lt;br /&gt;
match MPN5 You struggle&lt;br /&gt;
match MPN5 You flounder&lt;br /&gt;
match MPN5 make much headway&lt;br /&gt;
match MPN5 ...wait&lt;br /&gt;
match MPN5 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN6:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN7 You splash northeast&lt;br /&gt;
match MPN7 You wade northeast&lt;br /&gt;
match MPN6 You slap&lt;br /&gt;
match MPN6 You struggle&lt;br /&gt;
match MPN6 You flounder&lt;br /&gt;
match MPN6 make much headway&lt;br /&gt;
match MPN6 ...wait&lt;br /&gt;
match MPN6 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN7:&lt;br /&gt;
pause&lt;br /&gt;
put north&lt;br /&gt;
match MPN8 You splash north&lt;br /&gt;
match MPN7 You slap&lt;br /&gt;
match MPN7 You struggle&lt;br /&gt;
match MPN7 You flounder&lt;br /&gt;
match MPN7 make much headway&lt;br /&gt;
match MPN7 ...wait&lt;br /&gt;
match MPN7 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN8:&lt;br /&gt;
pause&lt;br /&gt;
put north&lt;br /&gt;
match MPN9 You splash north&lt;br /&gt;
match MPN8 You slap&lt;br /&gt;
match MPN8 You struggle&lt;br /&gt;
match MPN8 You flounder&lt;br /&gt;
match MPN8 make much headway&lt;br /&gt;
match MPN8 ...wait&lt;br /&gt;
match MPN8 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN9:&lt;br /&gt;
pause&lt;br /&gt;
move climb step&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go ware&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO *** Capital of the province of Zoluren&lt;br /&gt;
ECHO *** Located where the Oxenwaithe River crosses the mighty Segoltha River.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
GETCROSSINGDOKORA:&lt;br /&gt;
pause&lt;br /&gt;
match CRO-LET I don&#039;t know who you are referring to.&lt;br /&gt;
match CRO-LET But no one can see you.&lt;br /&gt;
match GETCROSSING2 But you don&#039;t have that much!&lt;br /&gt;
match GETCROSSING2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETCROSSING2:&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move go window&lt;br /&gt;
put withdraw 3 silver&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move go booth&lt;br /&gt;
put exchange 3 silver kronar to dokora&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-LET&lt;br /&gt;
&lt;br /&gt;
GETCROSSINGMONEYNORTH:&lt;br /&gt;
pause&lt;br /&gt;
match CRO-CAR I don&#039;t know who you are referring to.&lt;br /&gt;
match CRO-CAR But no one can see you.&lt;br /&gt;
match GETMONEY2 But you don&#039;t have that much!&lt;br /&gt;
match GETMONEY2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 30 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEY2:&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move go window&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move go booth&lt;br /&gt;
put exchange 1 silver kronar to lirum&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-CAR&lt;br /&gt;
&lt;br /&gt;
CRO-ART:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union since 366!&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go birch copse&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO *** A Halfling village, founded by Daffleberry Tanglefoot&lt;br /&gt;
ECHO *** Patron god is Glythtide the ram, god of joy, wine, song, and fellowship, and patron to Bards, gourmands, and drunks&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ART-KAE:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO *** Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO *** Westward is the Journalai Route towards the Journalai mountains, inhabited by rock trolls&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
ART-STO:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO *** Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO *** Westward is the Journalai Route towards the Journalai mountains, inhabited by rock trolls&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN AKA STAAN STOK (in Dwarven Haakish)&lt;br /&gt;
ECHO *** Home to the Stone Clan Militia, led by Paragon Redarch&lt;br /&gt;
ECHO *** Site of the book of power which was sought by Lord Sorrow and which could remove the wards on the Zaulfung Stones.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
STO-DIR:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a wilderness path where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This copse holds a Dark Temple with skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Silverwater Mines and Silverwater Lake, inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CRO-CAR:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union since 366!&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go birch copse&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Wilderness path: where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dark Temple: skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Silverwater Mines: inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-CAR:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go faint roadway&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
TODIRGE2:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow track&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** DIRGE, formerly known as DARKSTONE&lt;br /&gt;
ECHO *** Nestled beneath the shadow of the Greater Fist of Heaven,&lt;br /&gt;
ECHO *** a volcano which has smothered Dirge in lava and ash.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-RIV:&lt;br /&gt;
GROUPCHECK3:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK3 You have no group&lt;br /&gt;
match BURDENCHECK3 You must be visible&lt;br /&gt;
match GROUP3 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY INSTEAD OF SWIMMING THE FALDESU&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3:&lt;br /&gt;
match BURDENCHECK3A Encumbrance : None&lt;br /&gt;
match BURDENCHECK3A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK3B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK3C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK3D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK3E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK3F Overburdened&lt;br /&gt;
match BURDENCHECK3G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK3H even able to move?&lt;br /&gt;
match BURDENCHECK3I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (140 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3A:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match CANTSWIM3 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3B:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3C:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3D:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3E:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3F:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3G:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3H:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 410&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3I:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 450&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
MONEYCHECK3:&lt;br /&gt;
save DIR-FER&lt;br /&gt;
match DIR-RIV-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match DIR-RIV-CONT But no one can see you.&lt;br /&gt;
match GETMONEYDIRGE But you don&#039;t have that much!&lt;br /&gt;
match DIR-RIV-CONT You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 30 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYDIRGE:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow track&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go ruined gate&lt;br /&gt;
move n&lt;br /&gt;
move go traveller bank&lt;br /&gt;
match GOTDIRGEMONEY The clerk counts out&lt;br /&gt;
match NODIRGEMONEY You don&#039;t have that much money&lt;br /&gt;
match NODIRGEMONEY you do not seem to have an account&lt;br /&gt;
put withdraw 5 bronze&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NODIRGEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move go ruined gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =========================================&lt;br /&gt;
ECHO *** You need 30 Lirums for the Riverhaven ferry&lt;br /&gt;
ECHO *** Get coins from The Crossing - I can&#039;t do everything for you!&lt;br /&gt;
ECHO =========================================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GOTDIRGEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 bronze&lt;br /&gt;
put exchange 5 bronze kronar to lirum&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move go ruined gate&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go faint roadway&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-FALDESU:&lt;br /&gt;
save CROC-FALDESU&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-RIV3:&lt;br /&gt;
save CROC-RIV&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
CAR-NORTHROAD:&lt;br /&gt;
SAVE DIR-NORTHROAD&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-RIV-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the Royal Province of Therengia&lt;br /&gt;
ECHO *** Governed by Lord Baron Gyfford of the Theren family&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
LAVA01:&lt;br /&gt;
match LAVA02 Heat rises in palpable waves&lt;br /&gt;
match LAVAP01 You must be standing to do that.&lt;br /&gt;
match LAVAP01 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP01:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA01&lt;br /&gt;
&lt;br /&gt;
LAVA02:&lt;br /&gt;
match LAVA03 The land about you is still and lifeless.&lt;br /&gt;
match LAVAP02 You must be standing to do that.&lt;br /&gt;
match LAVAP02 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP02:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA02&lt;br /&gt;
&lt;br /&gt;
LAVA03:&lt;br /&gt;
match LAVA04 [North Road, Canyon Rim]&lt;br /&gt;
match LAVAP03 You must be standing to do that.&lt;br /&gt;
match LAVAP03 You can&#039;t do that while lying down.&lt;br /&gt;
put nw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP03:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA03&lt;br /&gt;
&lt;br /&gt;
LAVA04:&lt;br /&gt;
match LAVA05 [North Rim, Canyon]&lt;br /&gt;
match LAVAP04 You must be standing to do that.&lt;br /&gt;
match LAVAP04 You can&#039;t do that while lying down.&lt;br /&gt;
put go trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP04:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA04&lt;br /&gt;
&lt;br /&gt;
LAVA05:&lt;br /&gt;
match LAVA06 [North Road, Canyon]&lt;br /&gt;
match LAVAP05 You must be standing to do that.&lt;br /&gt;
match LAVAP05 You can&#039;t do that while lying down.&lt;br /&gt;
put w&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP05:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA05&lt;br /&gt;
&lt;br /&gt;
LAVA06:&lt;br /&gt;
match LAVA07 To the north, the road wends&lt;br /&gt;
match LAVAP06 You must be standing to do that.&lt;br /&gt;
match LAVAP06 You can&#039;t do that while lying down.&lt;br /&gt;
put go switchback trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP06:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA06&lt;br /&gt;
&lt;br /&gt;
LAVA07:&lt;br /&gt;
match LAVA08 As the road crosses a low point&lt;br /&gt;
match LAVAP07 You must be standing to do that.&lt;br /&gt;
match LAVAP07 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP07:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA07&lt;br /&gt;
&lt;br /&gt;
LAVA08:&lt;br /&gt;
pause&lt;br /&gt;
match LAVANORTH1 You have no group&lt;br /&gt;
MATCH LAVANORTH1 You must be visible&lt;br /&gt;
match LAVANORTH2 You whisper&lt;br /&gt;
match LAVA08 ...wait&lt;br /&gt;
match LAVA08 type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVANORTH1:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put ne&lt;br /&gt;
match DIGNORTH1 feeble attempt&lt;br /&gt;
match DIGNORTH1 falling short of your goal.&lt;br /&gt;
match DIGNORTH1 holds you tightly, preventing&lt;br /&gt;
match WALKNORTH1 You easily navigate&lt;br /&gt;
match WALKNORTH1 is difficult, but manageable...&lt;br /&gt;
match WALKNORTH1 succeeding only with effort&lt;br /&gt;
match LAVANORTH1 fails to keep up with you through the&lt;br /&gt;
match LAVANORTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGNORTH1:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVANORTH1 You manage to dig enough&lt;br /&gt;
match DIGNORTH1 You struggle to dig&lt;br /&gt;
match WALKNORTH1 You will have to kneel&lt;br /&gt;
match DIGNORTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVANORTH2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put ne&lt;br /&gt;
match DIGNORTH2 feeble attempt&lt;br /&gt;
match DIGNORTH2 falling short of your goal.&lt;br /&gt;
match DIGNORTH2 holds you tightly, preventing&lt;br /&gt;
match WALKNORTH2 You easily navigate&lt;br /&gt;
match WALKNORTH2 is difficult, but manageable...&lt;br /&gt;
match WALKNORTH2 succeeding only with effort&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGNORTH2:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVANORTH2 You manage to dig enough&lt;br /&gt;
match WALKNORTH2 You struggle to dig&lt;br /&gt;
match LAVANORTH2 You will have to kneel&lt;br /&gt;
match DIGNORTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WALKNORTH2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto WALKNORTH1&lt;br /&gt;
&lt;br /&gt;
WALKNORTH1:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
LAVA09:&lt;br /&gt;
match LAVA10 A tongue of molten lava&lt;br /&gt;
match LAVAP09 You must be standing to do that.&lt;br /&gt;
match LAVAP09 You can&#039;t do that while lying down.&lt;br /&gt;
put ne&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP09:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA09&lt;br /&gt;
&lt;br /&gt;
LAVA10:&lt;br /&gt;
match LAVA11 Occasional flashes of red light&lt;br /&gt;
match LAVAP10 You must be standing to do that.&lt;br /&gt;
match LAVAP10 You can&#039;t do that while lying down.&lt;br /&gt;
put go lava flow&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP10:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA10&lt;br /&gt;
&lt;br /&gt;
LAVA11:&lt;br /&gt;
match LAVA12 The route descends into the dust&lt;br /&gt;
match LAVAP11 You must be standing to do that.&lt;br /&gt;
match LAVAP11 You can&#039;t do that while lying down.&lt;br /&gt;
put ne&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP11:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA11&lt;br /&gt;
&lt;br /&gt;
LAVA12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the ruined town of Skeleton&#039;s Crook and the Gate of Souls&lt;br /&gt;
ECHO * * * Inhabited by fire sprites, firecats, atik&#039;et, and westanuryns&lt;br /&gt;
ECHO&lt;br /&gt;
match LAVA13 Your view north is partially blocked&lt;br /&gt;
match LAVAP12 You must be standing to do that.&lt;br /&gt;
match LAVAP12 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP12:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA12&lt;br /&gt;
&lt;br /&gt;
LAVA13:&lt;br /&gt;
match LAVA14 Your footsteps echo off the glassy&lt;br /&gt;
match LAVAP13 You must be standing to do that.&lt;br /&gt;
match LAVAP13 You can&#039;t do that while lying down.&lt;br /&gt;
put go tunnel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP13:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA13&lt;br /&gt;
&lt;br /&gt;
LAVA14:&lt;br /&gt;
match LAVA15 Turning your back to the massive obsidian&lt;br /&gt;
match LAVAP14 You must be standing to do that.&lt;br /&gt;
match LAVAP14 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP14:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA14&lt;br /&gt;
&lt;br /&gt;
LAVA15:&lt;br /&gt;
match LAVA16 Two monstrous volcanoes&lt;br /&gt;
match LAVA16 two monstrous volcanoes&lt;br /&gt;
match LAVAP15 You must be standing to do that.&lt;br /&gt;
match LAVAP15 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP15:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA15&lt;br /&gt;
&lt;br /&gt;
LAVA16:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The ruins of Sicle Grove, destroyed by the eruption of the Greater Fist caused by the fire mage Mibgluc&lt;br /&gt;
ECHO * * * Previously a medical community and home to Timothy, now inhabited by fire maidens&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move go bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
CROC-FALDESU:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
DIR-northroad:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTH ROAD FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
DIR-FER:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTH ROAD FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK11:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK11 You have no group&lt;br /&gt;
match BURDENCHECK11 You must be visible&lt;br /&gt;
match GROUP11 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY INSTEAD OF SWIMMING THE FALDESU&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11:&lt;br /&gt;
match BURDENCHECK11A Encumbrance : None&lt;br /&gt;
match BURDENCHECK11A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK11B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK11C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK11D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK11E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK11F Overburdened&lt;br /&gt;
match BURDENCHECK11G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK11H even able to move?&lt;br /&gt;
match BURDENCHECK11I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11A:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match CANTSWIM11 EXP HELP&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11B:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11C:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 220&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11D:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11E:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 320&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11F:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11G:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 420&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11H:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 470&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11I:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 520&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY TO RIVERHAVEN&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
CANTSWIM11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (120 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY TO RIVERHAVEN&lt;br /&gt;
ECHO&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
HAVENFERRYNORTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORHAVENFERRYNORTH wait for the next one.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH until the next one arrives.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH What were you referring to?&lt;br /&gt;
match WAITONHAVENFERRYNORTH You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONHAVENFERRYNORTH The Captain gives you a little nod&lt;br /&gt;
match NOMONEY You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORHAVENFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls up to the dock&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
WAITONHAVENFERRYNORTH:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** RIDING THE FERRY&lt;br /&gt;
ECHO *** Crossing the Faldesu River to the port city of Riverhaven, governed by Mayor Bressail&lt;br /&gt;
ECHO *** The ferry takes three minutes to cross the river.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This ferry is operated by House Shillat, one of the 16 Therengian great houses (or Morzindaen)&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Outside Riverhaven&#039;s east gate are the Warding Stones,&lt;br /&gt;
ECHO * * * raised by Farn&#039;s Company during the days of the Empire&lt;br /&gt;
ECHO * * * to protect Riverhaven from the &amp;quot;nameless evils&amp;quot; of the Zaulfung Swamp.&lt;br /&gt;
ECHO * * * Perhaps that evil is the recently discovered lair of the demon or demi-god Maelshyve&lt;br /&gt;
ECHO * * * and her cinder beasts, basilisks, and hierophants.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More information may be found in the book &amp;quot;A Study of the&lt;br /&gt;
ECHO * * * Zaulfung Stones&amp;quot; at the Gealeranendae College Library in Therenborough&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-FALDESU:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
FER-RIV11:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto CROC-RIV&lt;br /&gt;
&lt;br /&gt;
CROC-RIV:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move dive river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now swimming across the Faldesu River to the port city of Riverhaven, governed by Mayor Bressail&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
NSN:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
pause&lt;br /&gt;
match NSN A high, rocky bank supports&lt;br /&gt;
match NSN You peer south but see nothing of interest.&lt;br /&gt;
match NSNEAST1 The swift waters of the river&lt;br /&gt;
match NSN ...wait&lt;br /&gt;
put peer south&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSNEAST1:&lt;br /&gt;
put ne&lt;br /&gt;
pause&lt;br /&gt;
put peer north&lt;br /&gt;
match NSNEAST1 The swift waters of the river&lt;br /&gt;
match NSN2 An enormous slab of rock&lt;br /&gt;
match NSNEAST1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSN2:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match NSNWEST You can&#039;t swim&lt;br /&gt;
match NSN2 [&lt;br /&gt;
match NSN2 You swim&lt;br /&gt;
match NSN2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSNWEST:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match NSNWEST You struggle&lt;br /&gt;
match NSNWEST You work&lt;br /&gt;
match NSNWEST You blunder&lt;br /&gt;
match NSNWEST You slap&lt;br /&gt;
match NSNWEST You flounder&lt;br /&gt;
MATCH NSWIMEAST You swim&lt;br /&gt;
match NSNWEST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSWIMEAST:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match NSWIMEAST You swim&lt;br /&gt;
match NCLIMBBRIDGE You can&#039;t swim&lt;br /&gt;
match NSWIMEAST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NCLIMBBRIDGE:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
move climb stone bridge&lt;br /&gt;
put smile in relief and kneels reverently before the altar, intoning a prayer of gratitude to Drogor for safe passage through the treacherous waters of His domain.&lt;br /&gt;
waitfor You smile in relief&lt;br /&gt;
&lt;br /&gt;
move go east gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO *** Port city on the Faldesu River, governed by Mayor Bressail&lt;br /&gt;
ECHO *** Home to the Standing Stones, which protect the town from the evils of the Zaulfung Swamp&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THR-RIV:&lt;br /&gt;
GLORYWEST:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEWEST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST Imperial Glory&lt;br /&gt;
match RIVERHAWKWEST You can&#039;t do that right now.&lt;br /&gt;
match RIVERHAWKWEST I could not find what you&lt;br /&gt;
match RIVERHAWKWEST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEWEST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match GLORYWEST ...wait&lt;br /&gt;
put go glory&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RIVERHAWKWEST:&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEWEST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEWEST [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match WAITTHRONEBARGEWEST You can&#039;t do that right now.&lt;br /&gt;
match WAITTHRONEBARGEWEST I could not find what you&lt;br /&gt;
match WAITTHRONEBARGEWEST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEWEST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match RIVERHAWKWEST ...wait&lt;br /&gt;
put go riverhawk&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYTHRONEWEST:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move climb slope&lt;br /&gt;
move go gate&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go bank&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
match GOTTHRONEMONEY The clerk counts out&lt;br /&gt;
match NOTHRONEMONEY You don&#039;t have that much money&lt;br /&gt;
match NOTHRONEMONEY you do not seem to have an account&lt;br /&gt;
put withdraw 120 copper&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOTHRONEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU NEED 120 LIRUMS TO RIDE THE BARGE TO RIVERHAVEN&lt;br /&gt;
ECHO *** BUT YOU HAVE NO MONEY IN THRONE CITY&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** START BEGGING&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GOTTHRONEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move out&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move down&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go gate&lt;br /&gt;
move climb slope&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
goto thr-riv&lt;br /&gt;
&lt;br /&gt;
WAITTHRONEBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
waitfor A barge pulls into the&lt;br /&gt;
goto GLORYWEST&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge up the Faldesu River towards Riverhaven.&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew quickly ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO *** Port city on the Faldesu River, governed by Mayor Bressail&lt;br /&gt;
ECHO *** Home to the Standing Stones, which protect the town from the evils of the Zaulfung Swamp&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-THR:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
GLORYEAST:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEEAST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST Imperial Glory&lt;br /&gt;
match RIVERHAWKEAST You can&#039;t do that right now.&lt;br /&gt;
match RIVERHAWKEAST I could not find what you&lt;br /&gt;
match RIVERHAWKEAST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEEAST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match GLORYEAST ...wait&lt;br /&gt;
put go glory&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RIVERHAWKEAST:&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEEAST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match WAITTHRONEBARGEEAST You can&#039;t do that right now.&lt;br /&gt;
match WAITTHRONEBARGEEAST I could not find what you&lt;br /&gt;
match WAITTHRONEBARGEEAST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEEAST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match RIVERHAWKEAST ...wait&lt;br /&gt;
put go riverhawk&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYTHRONEEAST:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU NEED 120 LIRUMS TO RIDE THIS BARGE&lt;br /&gt;
ECHO *** CHECKING THE BANK NOW&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 2 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto RIV-THR&lt;br /&gt;
&lt;br /&gt;
WAITTHRONEBARGEEAST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
match THRONEBARGEEASTDISCOVERED discovers your hiding place!&lt;br /&gt;
match GLORYEAST A barge pulls into the&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEEASTDISCOVERED:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Crabs and Rats in this area - PAY ATTENTION ! !&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
put retreat&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
put hide&lt;br /&gt;
goto WAITTHRONEBARGEEAST&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEEAST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge down the Faldesu River towards Throne City, capital of the former Seven-Starred Empire&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew quickly ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** THRONE CITY&lt;br /&gt;
ECHO *** The ancient capital of the Seven-Pointed Star Empire, on the banks of the Faldesu Delta&lt;br /&gt;
ECHO *** Protected by the powerful magics of the Y&#039;Shai Guardians&lt;br /&gt;
ECHO *** Constructed by the Dwarven Axe Clan, among others&lt;br /&gt;
ECHO *** First Emperor was Verek, son of Akroeg the Ram who united all clans&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-ROS:&lt;br /&gt;
GROUPCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCHECK01 You have no group&lt;br /&gt;
match HEALTHCHECK01 You must be visible&lt;br /&gt;
match RIV-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK01B head&lt;br /&gt;
match PERCEPTIONCHECK01A Encumbrance :&lt;br /&gt;
match HEALTHCHECK01 ...wait&lt;br /&gt;
match HEALTHCHECK01 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK01A:&lt;br /&gt;
save PERCEPTIONCHECK01A&lt;br /&gt;
match CLIMBCHECK01 Perception:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK01B:&lt;br /&gt;
save PERCEPTIONCHECK01B&lt;br /&gt;
match CLIMBCHECK01 Perception:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK01 Athletics:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match CLIMBCHECK01 ...wait&lt;br /&gt;
match CLIMBCHECK01 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01:&lt;br /&gt;
save BURDENCHECK01&lt;br /&gt;
match BURDENCHECK01A Encumbrance : None&lt;br /&gt;
match BURDENCHECK01A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK01B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK01C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK01D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK01E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK01F Overburdened&lt;br /&gt;
match BURDENCHECK01G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK01H even able to move?&lt;br /&gt;
match BURDENCHECK01I amazing you aren&#039;t squashed!&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01A:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01B:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 190&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01C:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 230&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01D:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01E:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 310&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01F:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 350&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01G:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 390&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01H:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 430&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01I:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 470&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED01:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================================&lt;br /&gt;
ECHO *** You are too burdened to swim the Rossman&#039;s route with your current swimming skill.&lt;br /&gt;
ECHO *** With no burden you need 140 athletics ranks for the Rossman&#039;s route.&lt;br /&gt;
ECHO ==============================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
GOTO RIV-BAR&lt;br /&gt;
&lt;br /&gt;
RIV-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group, are too burdened, OR&lt;br /&gt;
ECHO *** You need more perception (140+) or athletics (140+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO    ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
NORTHBARGE:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORNORTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORNORTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORNORTHBARGE There is no ferry&lt;br /&gt;
match WAITONNORTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONNORTHBARGE The Captain gives you a little nod&lt;br /&gt;
match GETMONEYNORTHBARGE You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORNORTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto NORTHBARGE&lt;br /&gt;
&lt;br /&gt;
GETMONEYNORTHBARGE:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORNORTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORNORTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORNORTHBARGE There is no ferry&lt;br /&gt;
match WAITONNORTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONNORTHBARGE The Captain gives you a little nod&lt;br /&gt;
match NONORTHBARGE You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NONORTHBARGE:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Lirums in Riverhaven to ride the barge to Langenfirth.  Find some money and try again.&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONNORTHBARGE:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge west across Lake Gwenalion to the Ranger town of Langenfirth&lt;br /&gt;
ECHO *** This barge and casino is owned by Ditsworth, sailing since 305 AV.&lt;br /&gt;
ECHO *** The trip takes seven minutes.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Langenfirth is named for a monk named Langen who lived in the firth.&lt;br /&gt;
ECHO * * * Langen came to the fishing village on Lake Gwenalion in 240 AV, almost 150 years ago.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Though at first shunned by the villagers, Langen won them over by brewing&lt;br /&gt;
ECHO * * * one of the finest ales ever made, crafted from the waters of Lake Gwenalion.&lt;br /&gt;
ECHO * * * Langen Ale is now known throughout the world.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Langen&#039;s Feast is celebrated in all the villages around&lt;br /&gt;
ECHO * * * Lake Gwenalion on the 3rd day of Ka&#039;len the Sea Drake each year.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go wharf&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RIV-ROS-NORTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go narrow gate&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The western Riverhaven meadows, creeks, and woods&lt;br /&gt;
ECHO * * * Inhabited by goblin shamans, crayfish, eels, rams, bears, arbelogs, ogres, and wolf spiders&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a pasture grazed in by barghests&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Mistwood Forest, home to the poisonous nightreaver unyns&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
SEARCHOUTCROP1A:&lt;br /&gt;
save SEARCHOUTCROP1A&lt;br /&gt;
match SEARCHOUTCROP1B irregular handholds!&lt;br /&gt;
match SEARCHOUTCROP1A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search outcrop&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP1B:&lt;br /&gt;
move climb handhold&lt;br /&gt;
move climb rock wall&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP2A:&lt;br /&gt;
save SEARCHOUTCROP2A&lt;br /&gt;
match SEARCHOUTCROP2B shrubs clinging to the rock face!&lt;br /&gt;
match SEARCHOUTCROP2A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search rocky ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP2B:&lt;br /&gt;
move climb shrub&lt;br /&gt;
pause&lt;br /&gt;
match 1SW head southwest.&lt;br /&gt;
match 1W head west.&lt;br /&gt;
match 1NW head northwest.&lt;br /&gt;
match 1N head north.&lt;br /&gt;
match 1NE head northeast.&lt;br /&gt;
match 1E head east.&lt;br /&gt;
match 1SE head southeast.&lt;br /&gt;
put peer path&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SW:&lt;br /&gt;
move d&lt;br /&gt;
move sw&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1W:&lt;br /&gt;
move d&lt;br /&gt;
move w&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1NW:&lt;br /&gt;
move d&lt;br /&gt;
move nw&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1N:&lt;br /&gt;
move d&lt;br /&gt;
move n&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1NE:&lt;br /&gt;
move d&lt;br /&gt;
move ne&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1E:&lt;br /&gt;
move d&lt;br /&gt;
move e&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1SE:&lt;br /&gt;
move d&lt;br /&gt;
move se&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
&lt;br /&gt;
1CONTINUE:&lt;br /&gt;
put nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Swimming up the swift-flowing Jantspyre River towards Rossman&#039;s Landing&lt;br /&gt;
ECHO&lt;br /&gt;
&lt;br /&gt;
1SWIM1:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 1SWIM2 You wade&lt;br /&gt;
match 1SWIM1 You struggle&lt;br /&gt;
match 1SWIM1 You work&lt;br /&gt;
match 1SWIM1 You slap&lt;br /&gt;
match 1SWIM1 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM2:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 1SWIM3 You wade&lt;br /&gt;
match 1SWIM2 You struggle&lt;br /&gt;
match 1SWIM2 You work&lt;br /&gt;
match 1SWIM2 You slap&lt;br /&gt;
match 1SWIM2 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM3:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 1SWIM4 You wade&lt;br /&gt;
match 1SWIM3 You struggle&lt;br /&gt;
match 1SWIM3 You work&lt;br /&gt;
match 1SWIM3 You slap&lt;br /&gt;
match 1SWIM3 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM4:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 1SWIM5 You wade&lt;br /&gt;
match 1SWIM4 You struggle&lt;br /&gt;
match 1SWIM4 You work&lt;br /&gt;
match 1SWIM4 You slap&lt;br /&gt;
match 1SWIM4 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM5:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
move go bank&lt;br /&gt;
move go path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ROSSMAN&#039;S LANDING&lt;br /&gt;
ECHO *** A wilderness village in the Mistwood Forest on the northeastern shores of Lake Gwenalion&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ROS-THE:&lt;br /&gt;
put stow left&lt;br /&gt;
pause&lt;br /&gt;
put stow right&lt;br /&gt;
move east&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go rose thicket&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move go gap&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move go embankment&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move go north road&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO *** Protected by Theren Keep&lt;br /&gt;
ECHO *** Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO *** Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THE-LAN:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
ELB-2LAN:&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Danduwen Forest&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
ELB-LAN:&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
goto ELB-2LAN&lt;br /&gt;
&lt;br /&gt;
THE-FOR:&lt;br /&gt;
pause&lt;br /&gt;
match GROUPPASSPORTCHECK1 You see&lt;br /&gt;
match GROUPPASSPORTCHECK1 The folded piece of paper bears&lt;br /&gt;
match GETPASSPORT I could not find&lt;br /&gt;
match GETPASSPORT What were you referring to?&lt;br /&gt;
match GETPASSPORT passport has expired&lt;br /&gt;
put look my passport&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORTCHECK1:&lt;br /&gt;
pause&lt;br /&gt;
match GOTPASSPORT You have no group&lt;br /&gt;
match GOTPASSPORT You must be visible&lt;br /&gt;
match GETPASSPORT You whisper&lt;br /&gt;
match GROUPPASSPORTCHECK1 ...wait&lt;br /&gt;
match GROUPPASSPORTCHECK1 type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETPASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go alabaster arch&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go lancet arch&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go gold arch&lt;br /&gt;
move ne&lt;br /&gt;
GET-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
match GROUPPASSPORT1 licenser takes some of the papers&lt;br /&gt;
match INV-GET-PASSPORT how do you expect to do that?&lt;br /&gt;
match DESK-PASSPORT doesn&#039;t look like you have a free&lt;br /&gt;
match GET-PASSPORT passport will allow you&lt;br /&gt;
match GET-PASSPORT ...wait&lt;br /&gt;
match GET-PASSPORT type ahead&lt;br /&gt;
put ask licenser for passport&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GET-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot get a passport while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GET-PASSPORT&lt;br /&gt;
&lt;br /&gt;
DESK-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You don&#039;t have a free hand so your passport is on the desk.  Get your passport and type GLANCE to continue&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto GROUPPASSPORT1&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEPASSPORT1 You have no group&lt;br /&gt;
match LEAVEPASSPORT1 You must be visible&lt;br /&gt;
match GETGROUPPASSPORT1 You whisper&lt;br /&gt;
match GROUPPASSPORT1 ...wait&lt;br /&gt;
match GROUPPASSPORT1 type ahead&lt;br /&gt;
put whisper group Get a passport! ASK LICENSER FOR PASSPORT two times.  We will all need them. Let me know when you have one.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETGROUPPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WHEN EVERYONE HAS A PASSPORT TYPE &amp;quot;GLANCE&amp;quot; TO CONTINUE&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
put whisper group Now stow your passport away!&lt;br /&gt;
goto LEAVEPASSPORT1&lt;br /&gt;
&lt;br /&gt;
LEAVEPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
put stow my passport&lt;br /&gt;
move sw&lt;br /&gt;
move go gold arch&lt;br /&gt;
move go black arch&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go oak doors&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go alabaster arch&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
goto GOTPASSPORT&lt;br /&gt;
&lt;br /&gt;
GOTPASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
goto THERENROADWEST1&lt;br /&gt;
&lt;br /&gt;
THERENROADWEST1:&lt;br /&gt;
pause&lt;br /&gt;
match THERENROADWESTNOGROUP You have no group&lt;br /&gt;
match THERENROADWESTNOGROUP You must be visible&lt;br /&gt;
match THERENROADWESTGROUP You whisper&lt;br /&gt;
match THERENROADWEST1 ...wait&lt;br /&gt;
match THERENROADWEST1 type ahead&lt;br /&gt;
put whisper group GO WEST RIGHT NOW and Join me fast on the other side!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THERENROADWESTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
waitfor [Ker&#039;Leor, Deep Forest Path]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GRAB YOUR GROUP AND TYPE &amp;quot;GLANCE&amp;quot; WHEN YOU ARE READY TO MOVE&lt;br /&gt;
ECHO *** CAUTION: Creatures roam this area!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO THERENROADWESTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADWESTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
waitfor [Ker&#039;Leor, Deep Forest Path]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Ker&#039;Leor Forest at the base of the Ker&#039;Leor mountain range, home to roving gypsies led by King Talorc&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
THERENROADWESTDONE:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go road&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Laakmir, site of the Suur Pillar, which houses Firulf&#039;s staff&lt;br /&gt;
ECHO * * * and which created the electrical creatures called seordmaors&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move climb rocky path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now ascending the Ker&#039;Leor mountains - Beware of scaly seordmaors!&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move climb stone ramp&lt;br /&gt;
move go steel bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FORNSTED&lt;br /&gt;
ECHO *** Located in the Ker&#039;Leor Forest atop the Ker&#039;Leor mountains&lt;br /&gt;
ECHO *** Governed by Lord Paragon Larohald of the House Trigomas (one of the great Human houses of Therengia)&lt;br /&gt;
ECHO *** Protected by Arnshal Keep, named for the Arncharn Shel Mountains that divide Therengia and Forfedhdar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
FOR-HVA:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move go wooden doors&lt;br /&gt;
move w&lt;br /&gt;
put get my passport&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEPASSPORT2 You have no group&lt;br /&gt;
match LEAVEPASSPORT2 You must be visible&lt;br /&gt;
match WAITPASSPORT2 You whisper&lt;br /&gt;
match GROUPPASSPORT2 ...wait&lt;br /&gt;
match GROUPPASSPORT2 type ahead&lt;br /&gt;
put whisper group Get your passport out and put it in your right hand, we are about to go through a checkpoint.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR EVERYONE TO GET THEIR PASSPORTS OUT AND PUT THEM IN THEIR RIGHT HANDS, THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO LEAVEPASSPORT2&lt;br /&gt;
&lt;br /&gt;
LEAVEPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
move go gateway&lt;br /&gt;
put stow my passport&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending the Ker&#039;Leor mountains towards Hvaral by way of Arnshal Road, named for the Arncharn Shel Mountains&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HVARAL&lt;br /&gt;
ECHO * * * A small town in the Gemfire Mountains on the edge of the Velaka Desert&lt;br /&gt;
ECHO * * * Governed by Lord Elbaeryn of House Dacawla from within the Neristan Keep&lt;br /&gt;
ECHO * * * Formerly a Dwarven town of the Kwarlog Kingdom, since occupied by the Human Therengians&lt;br /&gt;
ECHO * * * An important trade route between Therengia, Muspar&#039;i, and Kwarlog (a Dwarven city and kingdom)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HVA-MUS:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow gateway&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move go ramp&lt;br /&gt;
move w&lt;br /&gt;
&lt;br /&gt;
GoDesertWest:&lt;br /&gt;
put whisper group GO BARGE! We can not get on the barge together as a group. You have to get on yourself.&lt;br /&gt;
pause&lt;br /&gt;
match WAITFORBARGEWEST I could not find what&lt;br /&gt;
match WAITFORBARGEWEST What were you referring to?&lt;br /&gt;
match WAITFORBARGEWEST You can&#039;t do that right now.&lt;br /&gt;
match INV-GoDesertWest they can&#039;t see you?&lt;br /&gt;
match WAITONBARGEWEST [&amp;quot;The Desert Wind&amp;quot;]&lt;br /&gt;
match WAITONBARGEWEST [&amp;quot;The Suncatcher&amp;quot;]&lt;br /&gt;
put go barge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GoDesertWest:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the barge while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GoDesertWest&lt;br /&gt;
&lt;br /&gt;
WAITFORBARGEWEST:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR SAND BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
match GoDesertWest barge pulls into the&lt;br /&gt;
match WAITFORBARGEWEST YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITONBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO PLATFORM when we dock! We can not leave the barge together. You will have to get off the barge yourself.&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding west across the Velaka Desert to Muspar&#039;i, the Desert Jewel&lt;br /&gt;
ECHO * * * Riding aboard a sand barge pulled by packbeasts called yeehars.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The currency of the Therengian province is the Lirum.&lt;br /&gt;
ECHO * * * The Lirum is named after the wife of Akroeg the Ram.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg had united all the races under the banner of the Ram Clan.&lt;br /&gt;
ECHO * * * After Akroeg&#039;s death his wife and sons along with the scholar Moliko&lt;br /&gt;
ECHO * * * ended the Ram Clan and formed the Seven Pointed Star Empire.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The lake in the Velaka Desert was originally inhabited by Sand Elves.&lt;br /&gt;
ECHO * * * After the fall of the Seven Starred Empire the S&#039;Kra Mur, led by Shorka the Cobra,&lt;br /&gt;
ECHO * * * settled at the lake and built Muspar&#039;i over protests of the Sand Elves.&lt;br /&gt;
ECHO * * * Shorka was a friend of Lanival and fought with Lanival against Teiro in the Resistance Wars&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 3 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Sand Elves and S&#039;Kra settled their differences and now live together in Muspar&#039;i&lt;br /&gt;
ECHO * * * Muspar&#039;i has become a major trade city between Kwarlog and Therengia&lt;br /&gt;
ECHO * * * It is known for its fine crafts: healing poultices, perfumes, dyes, spices, poisons, jewelry, weapons, silks, pottery...&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 4 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Muspar&#039;i was first ruled by Shorka the Cobra, who was made queen&lt;br /&gt;
ECHO * * * Modern rulers and nobility of Muspar&#039;i are known as &amp;quot;The Blood of Shorka&amp;quot;,&lt;br /&gt;
ECHO * * * though they are not necessarily true descendents of Shorka&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More can be read in &amp;quot;The History of Muspar&#039;i&amp;quot; at the Royal Library of Muspar&#039;i&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 5 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The S&#039;Kra of Muspar&#039;i believe they were led to Velaka by the S&#039;Kra Mur god Hav&#039;roth, the Cobra&lt;br /&gt;
ECHO * * * Hav&#039;roth is god of the spirits of rock, stone, earth, and deserts and is creator of precious metals and gems&lt;br /&gt;
ECHO * * * Hav&#039;roth&#039;s light aspect is Peri&#039;el the King Snake and dark aspect Ushnish the Viper&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More about the gods can be read in &amp;quot;The Immortals&amp;quot; at the Riverhaven Academy or Crossing temple&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEBARGEWEST The sand barge pulls into dock and&lt;br /&gt;
match WAITONBARGEWEST YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEWEST:&lt;br /&gt;
put whisper group GO PLATFORM! Then go ramp and go gate. We can not leave the barge together. You will have to get off the barge yourself.&lt;br /&gt;
move go platform&lt;br /&gt;
move go ramp&lt;br /&gt;
move go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** MUSPAR&#039;I ***&lt;br /&gt;
ECHO * * * A S&#039;Kra Mur city, built on a lake in the Velaka Desert&lt;br /&gt;
ECHO * * * Also called the Desert Jewel or the Sun&#039;s Egg by the S&#039;Kra&lt;br /&gt;
ECHO * * * Built by Shorka the Cobra, a S&#039;Kra who fought with Lanival against Teiro in the Resistance Wars&lt;br /&gt;
ECHO * * * Governed by monarchy whose ruling class and nobility are known as the &amp;quot;Blood of Shorka&amp;quot; (though not necessarily true descendents of Shorka)&lt;br /&gt;
ECHO * * * Patron god is Hav&#039;roth the cobra, god of the S&#039;Kra Mur and deserts&lt;br /&gt;
ECHO * * * Known for its artistry in weapon forging, silks, dyes, ceramics, and jewelry&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
goto FINISH&lt;br /&gt;
&lt;br /&gt;
MUS-BARGE:&lt;br /&gt;
move go ramp&lt;br /&gt;
GoDesertEast:&lt;br /&gt;
put whisper group GO BARGE! We can not get on the barge together as a group. You have to get on yourself.&lt;br /&gt;
pause&lt;br /&gt;
match WAITFORBARGEEast I could not find what&lt;br /&gt;
match WAITFORBARGEEast What were you referring to?&lt;br /&gt;
match WAITFORBARGEEast You can&#039;t do that right now.&lt;br /&gt;
match INV-GoDesertEast they can&#039;t see you?&lt;br /&gt;
match WAITONBARGEEast [&amp;quot;The Desert Wind&amp;quot;]&lt;br /&gt;
match WAITONBARGEEast [&amp;quot;The Suncatcher&amp;quot;]&lt;br /&gt;
put go barge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GoDesertEast:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the barge while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GoDesertEast&lt;br /&gt;
&lt;br /&gt;
WAITFORBARGEEast:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR SAND BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor barge pulls into the&lt;br /&gt;
goto GoDesertEast&lt;br /&gt;
&lt;br /&gt;
WAITONBARGEEast:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO DOCK when we arrive! We can not get off the barge together as a group. You have to get off the barge yourself.&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Riding aboard a sand barge pulled by yeehar.&lt;br /&gt;
ECHO *** Traveling east across the Velaka Desert towards Hvaral,&lt;br /&gt;
ECHO *** built into the Gemfire Mountains north of the Arncharn Shel Mountains.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Hvaral was built by the Dwarves of the Kwarlog Empire&lt;br /&gt;
ECHO * * * after the Humans and Dwarves won the Elven-Human War.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Humans and Dwarves later used Hvaral as a base of&lt;br /&gt;
ECHO * * * operations against the Dragon Priests and D&#039;zree.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * After the Dragon Priests were defeated the Dwarves and&lt;br /&gt;
ECHO * * * Humans fell into conflict, sparking the Therengia-Kwarlog War.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves withdrew from the destroyed outpost of Hvaral&lt;br /&gt;
ECHO * * * and the Therengians rebuilt the town in a Therengian style,&lt;br /&gt;
ECHO * * * including a keep that houses Hvaral&#039;s rulers, the Neristan Keep.&lt;br /&gt;
ECHO * * * Hvaral is a unique clash of Dwarven and Human architecture.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Hvaral is currently governed by Lord Elbaeryn&lt;br /&gt;
ECHO * * * Despite its name the Gemfire Mountains have few gems, or ores or salt.&lt;br /&gt;
ECHO * * * Muspar&#039;i was built and settled by the S&#039;Kra Mur in recent times, after the Therengia-Kwarlog War&lt;br /&gt;
ECHO * * * Hvaral survives upon interprovincial trade, being the gateway to the Velaka Desert&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More can be learned about Hvaral by reading &amp;quot;A History of Hvaral&amp;quot; located in the Neristan Keep of Hvaral.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
waitfor The sand barge pulls into dock and&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEBARGEEASTNOGROUP You have no group&lt;br /&gt;
match LEAVEBARGEEASTNOGROUP You must be visible&lt;br /&gt;
match LEAVEBARGEEASTGROUP You whisper&lt;br /&gt;
put whisper group GO DOCK! We can not get off the barge together as a group. You have to get off the barge yourself.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEEASTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEEASTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
MUS-HVA:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go ramp&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move go narrow gateway&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HVARAL&lt;br /&gt;
ECHO * * * A small town in the Gemfire Mountains on the edge of the Velaka Desert&lt;br /&gt;
ECHO * * * Governed by Lord Elbaeryn of House Dacawla from within the Neristan Keep&lt;br /&gt;
ECHO * * * Formerly a Dwarven town of the Kwarlog Kingdom, since occupied by the Human Therengians&lt;br /&gt;
ECHO * * * An important trade route between Therengia, Muspar&#039;i, and Kwarlog (a Dwarven city and kingdom)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HVA-FOR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the territory of House Macwe, one of the great Therengian houses&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go stone causeway&lt;br /&gt;
move go small gateway&lt;br /&gt;
move e&lt;br /&gt;
move go ironwood doors&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FORNSTED&lt;br /&gt;
ECHO * * * Located in the Ker&#039;Leor Forest atop the Ker&#039;Leor mountains&lt;br /&gt;
ECHO * * * Governed by Lord Paragon Larohald of the House Trigomas (one of the great Human houses of Therengia)&lt;br /&gt;
ECHO * * * Protected by Arnshal Keep, named for the Arncharn Shel Mountains that divide Therengia and Forfedhdar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
FOR-THE:&lt;br /&gt;
pause&lt;br /&gt;
move go steel bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending to the base of the Ker&#039;Leor mountains, homeland of the gypsies led by King Talorc&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by Laakmir, site of the Suur Pillar, which houses Firulf&#039;s staff and which created the electrical creatures called seordmaors&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
goto THERENROADEAST1&lt;br /&gt;
&lt;br /&gt;
THERENROADEAST1:&lt;br /&gt;
pause&lt;br /&gt;
match THERENROADEASTNOGROUP You have no group&lt;br /&gt;
match THERENROADEASTNOGROUP You must be visible&lt;br /&gt;
match THERENROADEASTGROUP You whisper&lt;br /&gt;
match THERENROADEAST1 ...wait&lt;br /&gt;
match THERENROADEAST1 type ahead&lt;br /&gt;
put whisper group Go EAST right now and join me on the other side!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
waitfor [Theren Road]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GRAB YOUR GROUP AND TYPE &amp;quot;GLANCE&amp;quot; WHEN YOU ARE READY TO MOVE&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO THERENROADEASTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
waitfor [Theren Road]&lt;br /&gt;
GOTO THERENROADEASTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTDONE:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
LAN-THE:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River by bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the apple orchards and fertile farmlands of upper Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
SKILLCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match THE-ROS-CONT Athletics:&lt;br /&gt;
match NOROSSMAN EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THE-ROS:&lt;br /&gt;
GROUPCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCHECK7 You have no group&lt;br /&gt;
match HEALTHCHECK7 You must be visible&lt;br /&gt;
match THE-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK7B head&lt;br /&gt;
match PERCEPTIONCHECK7A Encumbrance :&lt;br /&gt;
match HEALTHCHECK7 ...wait&lt;br /&gt;
match HEALTHCHECK7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK7A:&lt;br /&gt;
save PERCEPTIONCHECK7A&lt;br /&gt;
match CLIMBCHECK7 Perception:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK7B:&lt;br /&gt;
save PERCEPTIONCHECK7B&lt;br /&gt;
match CLIMBCHECK7 Perception:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK7 Athletics:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match CLIMBCHECK7 ...wait&lt;br /&gt;
match CLIMBCHECK7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVAL7 Athletics:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVAL7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto THE-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
THE-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match THE-BAR-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match THE-BAR-CONT But no one can see you.&lt;br /&gt;
match GETMONEYSOUTHBARGE But you don&#039;t have that much!&lt;br /&gt;
match GETMONEYSOUTHBARGE You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 65 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYSOUTHBARGE:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM THEREN BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go marble entrance&lt;br /&gt;
move n&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move out&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
goto THE-BAR-CONT&lt;br /&gt;
&lt;br /&gt;
THE-BAR-CONT:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO * * (Langen&#039;s Feast is celebrated on the 3rd day of Ka&#039;len each year)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
elb-riv:&lt;br /&gt;
GROUPCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCheckElbain7 You have no group&lt;br /&gt;
match HEALTHCheckElbain7 You must be visible&lt;br /&gt;
match ELB-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCheckElbain7B head&lt;br /&gt;
match PERCEPTIONCheckElbain7A Encumbrance :&lt;br /&gt;
match HEALTHCheckElbain7 ...wait&lt;br /&gt;
match HEALTHCheckElbain7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckElbain7A:&lt;br /&gt;
save PERCEPTIONCheckElbain7A&lt;br /&gt;
match CLIMBCheckElbain7 Perception:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckElbain7B:&lt;br /&gt;
save PERCEPTIONCheckElbain7B&lt;br /&gt;
match CLIMBCheckElbain7 Perception:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCheckElbain7 Athletics:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match CLIMBCheckElbain7 ...wait&lt;br /&gt;
match CLIMBCheckElbain7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVALElbain7 Athletics:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVALElbain7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto ELB-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
ELB-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
goto ELB-ROS-2CONT&lt;br /&gt;
&lt;br /&gt;
ELB-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Danduwen Forest&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
lan-riv:&lt;br /&gt;
GROUPCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCheckLang7 You have no group&lt;br /&gt;
match HEALTHCheckLang7 You must be visible&lt;br /&gt;
match LAN-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCheckLang7B head&lt;br /&gt;
match PERCEPTIONCheckLang7A Encumbrance :&lt;br /&gt;
match HEALTHCheckLang7 ...wait&lt;br /&gt;
match HEALTHCheckLang7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckLang7A:&lt;br /&gt;
save PERCEPTIONCheckLang7A&lt;br /&gt;
match CLIMBCheckLang7 Perception:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckLang7B:&lt;br /&gt;
save PERCEPTIONCheckLang7B&lt;br /&gt;
match CLIMBCheckLang7 Perception:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCheckLang7 Athletics:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match CLIMBCheckLang7 ...wait&lt;br /&gt;
match CLIMBCheckLang7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVALLang7 Athletics:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVALLang7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto LAN-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
LAN-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
SOUTHBARGE:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORSOUTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORSOUTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORSOUTHBARGE There is no ferry&lt;br /&gt;
match WAITONSOUTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONSOUTHBARGE The Captain gives you a little nod&lt;br /&gt;
match NOMONEY You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORSOUTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
GOTO SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
WAITONSOUTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge across Lake Gwenalion to Riverhaven&lt;br /&gt;
ECHO *** This barge and casino is owned by Ditsworth, sailing since 305 AV.&lt;br /&gt;
ECHO *** The trip takes seven minutes.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================&lt;br /&gt;
echo *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO * * * The currency of the Therengian province is the Lirum.&lt;br /&gt;
ECHO * * * The Lirum is named after the wife of Akroeg the Ram.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg united all the races under the banner of the Ram Clan.&lt;br /&gt;
ECHO * * * After Akroeg&#039;s death his work was continued by his wife, his son Verek, Barbalas, and the scholar Moliko.&lt;br /&gt;
ECHO * * * This group ended the Ram Clan and formed the Seven Pointed Star Empire.&lt;br /&gt;
ECHO =================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================&lt;br /&gt;
echo *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO * * * Akroeg&#039;s son Verek was anointed the first emperor&lt;br /&gt;
ECHO * * * Vereklaath or Founding Day is celebrated on the 1st day of the month of Akroeg the Ram&lt;br /&gt;
ECHO * * * Vereklaath is celebrated by parades of soldiers in full armor and exchange of gifts among Therengians&lt;br /&gt;
ECHO =================================&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor crew ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go pier&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO * * * Site of the Dunshade manor, where Byron Dunshade murdered his wife Tatia and daughter Laurel then killed himself.&lt;br /&gt;
ECHO * * * Home to the Olvi from the badlands to the northwest, who built the Halfling Quarter in town.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LAN-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River by bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
ELB-ROS-2CONT:&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the apple orchards and fertile farmlands of upper Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Mistwood Forest&lt;br /&gt;
ECHO&lt;br /&gt;
goto LAN-ROS-2CONT&lt;br /&gt;
&lt;br /&gt;
THE-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
LAN-ROS-2CONT:&lt;br /&gt;
move go forest road&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move go embankment&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move go thicket&lt;br /&gt;
move south&lt;br /&gt;
move west&lt;br /&gt;
move west&lt;br /&gt;
move north&lt;br /&gt;
move go forest&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ROSSMAN&#039;S LANDING&lt;br /&gt;
ECHO *** A wilderness village in the Mistwood Forest on the northeastern shores of Lake Gwenalion&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ROS-RIV:&lt;br /&gt;
HEALTHCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK8B head&lt;br /&gt;
match PERCEPTIONCHECK8A Encumbrance :&lt;br /&gt;
match HEALTHCHECK8 ...wait&lt;br /&gt;
match HEALTHCHECK8 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK8A:&lt;br /&gt;
save PERCEPTIONCHECK8A&lt;br /&gt;
match CLIMBCHECK8 Perception:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK8B:&lt;br /&gt;
save PERCEPTIONCHECK8B&lt;br /&gt;
match CLIMBCHECK8 Perception:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK8 Athletics:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match CLIMBCHECK8 ...wait&lt;br /&gt;
match CLIMBCHECK8 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match ROS-TO-RIV Athletics:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match SWIMCHECK8 ...wait&lt;br /&gt;
match SWIMCHECK8 type ahead&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SKILLCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match ROS-LONGWAY Athletics:&lt;br /&gt;
match NOROSSMAN2 EXP HELP&lt;br /&gt;
match SKILLCHECK8 ...wait&lt;br /&gt;
match SKILLCHECK8 type ahead&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOROSSMAN2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** You do not have enough perception (140) or athletics (100), which are required to take the shortcut from Rossman&#039;s to Riverhaven, nor do you have the 50 ranks of athletics required to get from Rossman&#039;s to Therenborough.  You must rent a boat to sail on Lake Gwenalion, moongate out, or find someone to help you.&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
ROS-LONGWAY:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** You don&#039;t have enough perception (140) or athletics (100) to take the shortcut from Rossman&#039;s to Riverhaven.&lt;br /&gt;
ECHO *** You will be taken the long way using the barge from Langenfirth to Riverhaven.&lt;br /&gt;
ECHO =============================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO ROS-THE&lt;br /&gt;
&lt;br /&gt;
ROS-TO-RIV:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Swimming down the swift-flowing Jantspyre River towards Riverhaven&lt;br /&gt;
ECHO * * * Named the &amp;quot;Giant&#039;s Pyre&amp;quot; for a boulder formation in the river which resembles a massive corpse on a funeral pyre&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering territory inhabited by poisonous nightreaver unyns&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
put s&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP3A:&lt;br /&gt;
save SEARCHOUTCROP3A&lt;br /&gt;
match SEARCHOUTCROP3B irregular handholds!&lt;br /&gt;
match SEARCHOUTCROP3A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search outcrop&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP3B:&lt;br /&gt;
move climb handhold&lt;br /&gt;
move climb handhold&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a meadow where barghests graze&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The western wilds of Riverhaven, inhabited by&lt;br /&gt;
ECHO * * * Goblin shamans, crayfish, eels, rams, bears, arbelogs, ogres, and wolf spiders&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO * * * Site of the Dunshade manor, where Byron Dunshade murdered his wife Tatia and daughter Laurel then killed himself.&lt;br /&gt;
ECHO * * * Home to the Olvi from the badlands to the northwest, who built the Halfling Quarter in town.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-DIR:&lt;br /&gt;
GROUPCHECK2:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK2 You have no group&lt;br /&gt;
match BURDENCHECK2 You must be visible&lt;br /&gt;
match GROUP2 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO RIV-FER&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2:&lt;br /&gt;
save BURDENCHECK2&lt;br /&gt;
match BURDENCHECK2A Encumbrance : None&lt;br /&gt;
match BURDENCHECK2A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK2B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK2C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK2D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK2E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK2F Overburdened&lt;br /&gt;
match BURDENCHECK2G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK2H even able to move?&lt;br /&gt;
match BURDENCHECK2I amazing you aren&#039;t squashed!&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
match PAUSE type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2A:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match CANTSWIM2 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2B:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2C:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2D:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2E:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2F:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2G:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2H:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 410&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2I:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 450&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (140 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto RIV-FER&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO RIV-FER&lt;br /&gt;
&lt;br /&gt;
RIV-FER:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move go ramp&lt;br /&gt;
HAVENFERRYSOUTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH wait for the next one.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH until the next one arrives.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH What were you referring to?&lt;br /&gt;
match WAITONHAVENFERRYSOUTH You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONHAVENFERRYSOUTH The Captain gives you a little nod&lt;br /&gt;
match GETMONEYHAVENFERRYSOUTH You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORHAVENFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls up to the dock&lt;br /&gt;
goto HAVENFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYHAVENFERRYSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move go ramp&lt;br /&gt;
GOTO HAVENFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
WAITONHAVENFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the ferry south across the Faldesu River, which takes three minutes.&lt;br /&gt;
ECHO *** This ferry is operated by House Shillat, one of the 16 Therengian great houses (or Morzindaen)&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-DIR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
GOTO CROC-DIR&lt;br /&gt;
&lt;br /&gt;
RIV-FALDESU:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
FAL-FER:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swamplands where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RIV-DIR-SOUTH:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
put frown anxiously and kneels reverently before the altar, beseeching Drogor for safe passage through the treacherous waters of His domain.&lt;br /&gt;
waitfor You frown anxiously&lt;br /&gt;
put dive river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now swimming south across the Faldesu River towards the farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
SSWIMROCK:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
match SSWIMSOUTHWEST but see nothing of interest&lt;br /&gt;
match SSWIMROCK You glance&lt;br /&gt;
match SSWIMROCK ...wait&lt;br /&gt;
put peer south&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SSWIMSOUTHWEST:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SSWIMSOUTHWEST You struggle&lt;br /&gt;
match SSWIMSOUTHWEST You blunder&lt;br /&gt;
match SSWIMSOUTHWEST You slap&lt;br /&gt;
match SSWIMSOUTHWEST You work&lt;br /&gt;
match SSWIMSOUTHWEST You flounder&lt;br /&gt;
match SSWIMSHORE [&lt;br /&gt;
match SSWIMSHORE You swim&lt;br /&gt;
match SSWIMSOUTHWEST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SSWIMSHORE:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match SSWIMSHORE [&lt;br /&gt;
match SSWIMSHORE You swim&lt;br /&gt;
match SCLIMBBRIDGE You can&#039;t swim&lt;br /&gt;
match SSWIMSHORE ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SCLIMBBRIDGE:&lt;br /&gt;
pause&lt;br /&gt;
move climb bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swamplands where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
CROC-DIR:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The ruins of Sicle Grove, destroyed by the eruption&lt;br /&gt;
ECHO * * * of the Greater Fist caused by the fire mage Mibgluc&lt;br /&gt;
ECHO * * * Previously a medical community and home to Timothy, now inhabited by fire maidens&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
&lt;br /&gt;
LAVA19:&lt;br /&gt;
match LAVA20 [North Road, Tunnel]&lt;br /&gt;
match LAVAP19 You must be standing to do that.&lt;br /&gt;
match LAVAP19 You can&#039;t do that while lying down.&lt;br /&gt;
put go tunnel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP19:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA19&lt;br /&gt;
&lt;br /&gt;
LAVA20:&lt;br /&gt;
match LAVA21 Your view north is partially blocked&lt;br /&gt;
match LAVAP20 You must be standing to do that.&lt;br /&gt;
match LAVAP20 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP20:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA20&lt;br /&gt;
&lt;br /&gt;
LAVA21:&lt;br /&gt;
match LAVA22 The route descends into the dust&lt;br /&gt;
match LAVAP21 You must be standing to do that.&lt;br /&gt;
match LAVAP21 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP21:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA21&lt;br /&gt;
&lt;br /&gt;
LAVA22:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the ruined town of Skeleton&#039;s Crook and the Gate of Souls&lt;br /&gt;
ECHO * * * Inhabited by fire sprites, firecats, atik&#039;et, and westanuryns&lt;br /&gt;
ECHO&lt;br /&gt;
match LAVA23 Occasional flashes of red light&lt;br /&gt;
match LAVAP22 You must be standing to do that.&lt;br /&gt;
match LAVAP22 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP22:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA22&lt;br /&gt;
&lt;br /&gt;
LAVA23:&lt;br /&gt;
match LAVA24 A tongue of molten lava&lt;br /&gt;
match LAVAP23 You must be standing to do that.&lt;br /&gt;
match LAVAP23 You can&#039;t do that while lying down.&lt;br /&gt;
put go old flow&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP23:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA23&lt;br /&gt;
&lt;br /&gt;
LAVA24:&lt;br /&gt;
match LAVA25 The wind rips a stream&lt;br /&gt;
match LAVAP24 You must be standing to do that.&lt;br /&gt;
match LAVAP24 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP24:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA24&lt;br /&gt;
&lt;br /&gt;
LAVA25:&lt;br /&gt;
match LAVA26 As the road crosses a low point&lt;br /&gt;
match LAVAP25 You must be standing to do that.&lt;br /&gt;
match LAVAP25 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP25:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA25&lt;br /&gt;
&lt;br /&gt;
LAVA26:&lt;br /&gt;
pause&lt;br /&gt;
match LAVASOUTH1 No one!&lt;br /&gt;
match LAVASOUTH1 There is 1 member &lt;br /&gt;
match LAVASOUTH2 You have:&lt;br /&gt;
match LAVASOUTH2 members in your group&lt;br /&gt;
put assess group&lt;br /&gt;
put wealth&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVASOUTH1:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put s&lt;br /&gt;
match DIGSOUTH1 feeble attempt&lt;br /&gt;
match DIGSOUTH1 falling short of your goal.&lt;br /&gt;
match DIGSOUTH1 holds you tightly, preventing&lt;br /&gt;
match LAVASOUTH1 fails to keep up with you through the&lt;br /&gt;
match WALKSOUTH1 You easily navigate&lt;br /&gt;
match WALKSOUTH1 is difficult, but manageable...&lt;br /&gt;
match WALKSOUTH1 succeeding only with effort&lt;br /&gt;
match LAVASOUTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGSOUTH1:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVASOUTH1 You manage to dig enough&lt;br /&gt;
match DIGSOUTH1 You struggle to dig&lt;br /&gt;
match WALKSOUTH1 You will have to kneel&lt;br /&gt;
match DIGSOUTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVASOUTH2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put s&lt;br /&gt;
match DIGSOUTH2 feeble attempt&lt;br /&gt;
match DIGSOUTH2 falling short of your goal.&lt;br /&gt;
match DIGSOUTH2 holds you tightly, preventing&lt;br /&gt;
match WALKSOUTH2 You easily navigate&lt;br /&gt;
match WALKSOUTH2 is difficult, but manageable...&lt;br /&gt;
match WALKSOUTH2 succeeding only with effort&lt;br /&gt;
match LAVASOUTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGSOUTH2:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVASOUTH2 You manage to dig enough&lt;br /&gt;
match DIGSOUTH2 You struggle to dig&lt;br /&gt;
match WALKSOUTH2 You will have to kneel&lt;br /&gt;
match DIGSOUTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WALKSOUTH2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto WALKSOUTH1&lt;br /&gt;
&lt;br /&gt;
WALKSOUTH1:&lt;br /&gt;
pause&lt;br /&gt;
LAVA27:&lt;br /&gt;
match LAVA28 The reek of the gasses&lt;br /&gt;
match LAVAP27 You must be standing to do that.&lt;br /&gt;
match LAVAP27 You can&#039;t do that while lying down.&lt;br /&gt;
put go narrow trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP27:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA27&lt;br /&gt;
&lt;br /&gt;
LAVA28:&lt;br /&gt;
match LAVA29 [North Rim, Canyon]&lt;br /&gt;
match LAVAP28 You must be standing to do that.&lt;br /&gt;
match LAVAP28 You can&#039;t do that while lying down.&lt;br /&gt;
put e&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP28:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA28&lt;br /&gt;
&lt;br /&gt;
LAVA29:&lt;br /&gt;
match LAVA30 The road north is blocked&lt;br /&gt;
match LAVAP29 You must be standing to do that.&lt;br /&gt;
match LAVAP29 You can&#039;t do that while lying down.&lt;br /&gt;
put go trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP29:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA29&lt;br /&gt;
&lt;br /&gt;
LAVA30:&lt;br /&gt;
match LAVA31 The land about you is still and lifeless.&lt;br /&gt;
match LAVAP30 You must be standing to do that.&lt;br /&gt;
match LAVAP30 You can&#039;t do that while lying down.&lt;br /&gt;
put se&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP30:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA30&lt;br /&gt;
&lt;br /&gt;
LAVA31:&lt;br /&gt;
match LAVA32 Heat rises in palpable waves&lt;br /&gt;
match LAVAP31 You must be standing to do that.&lt;br /&gt;
match LAVAP31 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP31:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA31&lt;br /&gt;
&lt;br /&gt;
LAVA32:&lt;br /&gt;
match LAVA33 [North Road]&lt;br /&gt;
match LAVAP32 You must be standing to do that.&lt;br /&gt;
match LAVAP32 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP32:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA32&lt;br /&gt;
&lt;br /&gt;
LAVA33:&lt;br /&gt;
match LAVA34 [North Roads Caravansary]&lt;br /&gt;
match LAVAP33 You must be standing to do that.&lt;br /&gt;
match LAVAP33 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP33:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA33&lt;br /&gt;
&lt;br /&gt;
LAVA34:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the Province of Zoluren&lt;br /&gt;
ECHO *** Governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-STO:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Silverwater Mines and Silverwater Lake, inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This copse holds a Dark Temple with skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a wilderness path where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN AKA STAAN STOK (in Dwarven Haakish)&lt;br /&gt;
ECHO * * * Led by the clan elder, Cloudcrest&lt;br /&gt;
ECHO * * * Dwarves are said to be loathed by Elves because it was Dwarves who killed Keloryon, Father of all Elves, and because of the enslavement of many Wind Elves in the Dragonspine Mountains.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
STO-KAE:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
STO-ART:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO * * * A Halfling village, founded by Daffleberry Tanglefoot&lt;br /&gt;
ECHO * * * Patron god is Glythtide the ram, god of joy, wine, song,&lt;br /&gt;
ECHO * * * and fellowship, and patron to Bards, gourmands, and drunks.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ART-CRO:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go birch copse&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * Protected by Ulf&#039;Hara Keep, home to Prince Vorclaf, leader of the province of Zoluren&lt;br /&gt;
ECHO * * * Heart of the Five Provinces, called The Dragon&#039;s Realms because they were formed by Lanival &amp;quot;the Dragon&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CAR-CRO:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Silverwater Mines: inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dark Temple: skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Wilderness path: where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE, a Halfling village!&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go birch copse&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * Protected by Ulf&#039;Hara Keep, home to Prince Vorclaf, leader of the province of Zoluren&lt;br /&gt;
ECHO * * * Heart of the Five Provinces, called The Dragon&#039;s Realms because they were formed by Lanival &amp;quot;the Dragon&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CRO-LET:&lt;br /&gt;
CHECKGUILD:&lt;br /&gt;
match GROUPCHECK4 Guild: Thief&lt;br /&gt;
match CRO-FER Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK4:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK4 You have no group&lt;br /&gt;
match BURDENCHECK4 You must be visible&lt;br /&gt;
match CRO-FER You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK4:&lt;br /&gt;
save BURDENCHECK4&lt;br /&gt;
match SWIMCHECK4A Encumbrance : None&lt;br /&gt;
match SWIMCHECK4A Encumbrance : Light&lt;br /&gt;
match SWIMCHECK4B Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK4C Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK4D Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK4E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK4F Overburdened&lt;br /&gt;
match SWIMCHECK4G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK4H even able to move?&lt;br /&gt;
match SWIMCHECK4I amazing you aren&#039;t squashed!&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4A:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match CRO-FER EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4B:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4C:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 75&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4D:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 110&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4E:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4F:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 175&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4G:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4H:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 240&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4I:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO CRO-FER&lt;br /&gt;
&lt;br /&gt;
CRO-FER:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move go Longbow Bridge&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move go wooden pier&lt;br /&gt;
&lt;br /&gt;
CROSSINGFERRYSOUTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH wait for the next one.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH until the next one arrives.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH What were you referring to?&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH There is no ferry here to go aboard.&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH You hand him your&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH The Captain gives you a little nod&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH You silently slip aboard,&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH But I see you&#039;re pretty young&lt;br /&gt;
match GETMONEYCROSSINGFERRYSOUTH You haven&#039;t got enough&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORCROSSINGFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto CROSSINGFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYCROSSINGFERRYSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING KRONARS FROM THE BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go Lemicus Square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go Longbow Bridge&lt;br /&gt;
move ne&lt;br /&gt;
move go Provincial Bank&lt;br /&gt;
move go teller window&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 copper&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-FER&lt;br /&gt;
&lt;br /&gt;
WAITONCROSSINGFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding south across the mighty Segoltha River towards Leth Deriel, the ancient Elven stronghold.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Between Crossing and Leth is the Forest of Night, created by the mad mage Sithsia.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lord Ellinton, Sithsia&#039;s employer, built her a keep in the Endrus Forest&lt;br /&gt;
ECHO * * * During a conflict with Ellinton&#039;s enemies his son was slain.&lt;br /&gt;
ECHO * * * Sithsia wept tears of blood and fell into madness.&lt;br /&gt;
ECHO * * * She called to the dead to rise and kill all, friend and foe.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Today magic and life are twisted and dark in the Forest of&lt;br /&gt;
ECHO * * * Night and Sithsia, if she lives, hides in her ever-moving keep&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;The Forest of Night&amp;quot; at the Izma University in Leth Deriel.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Sithsia, mage of the Forest, is credited with ending the Dragon Priest reign&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dzree sent 10,000 troops to conquer Leth Deriel, but only 1 returned.&lt;br /&gt;
ECHO * * * He spoke of a twisted forest of mist and darkness and misshappen fae&lt;br /&gt;
ECHO * * * Dzree sent more armies, but each time all perished but one survivor.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Then one day Sithsia appeared to Dzree before the Throne of Blood and&lt;br /&gt;
ECHO * * * told Dzree she would never have Leth Deriel, then prophesied that Dzree&lt;br /&gt;
ECHO * * * and her empire would fall in one year, and so it did.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;The Legend of the World Dragon&amp;quot; at The Crossing Temple&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-LET:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
GOTO BOULDERSOUTH&lt;br /&gt;
&lt;br /&gt;
PAS-LET:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move go bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go ware&lt;br /&gt;
move s&lt;br /&gt;
put open trap&lt;br /&gt;
move go trap&lt;br /&gt;
move go river&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
match PAS-LET-CONT2 You duck quietly&lt;br /&gt;
match RETURN2CRO I could not find&lt;br /&gt;
match RETURN2CRO What were you referring to?&lt;br /&gt;
put go panel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RETURN2CRO:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go ware&lt;br /&gt;
move u&lt;br /&gt;
move n&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
goto CRO-FER&lt;br /&gt;
&lt;br /&gt;
PAS-LET-CONT2:&lt;br /&gt;
move climb step&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You have entered the fabled 5th Passage of which many Thieves spent years trying to find&lt;br /&gt;
ECHO&lt;br /&gt;
SMOVE:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE1 You splash south, moving sideways to the current.&lt;br /&gt;
match SMOVE You slap&lt;br /&gt;
match SMOVE You struggle&lt;br /&gt;
match SMOVE You flounder&lt;br /&gt;
match SMOVE make much headway&lt;br /&gt;
match SMOVE ...wait&lt;br /&gt;
match SMOVE type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE1:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE2 You splash south, moving sideways to the current.&lt;br /&gt;
match SMOVE1 You slap&lt;br /&gt;
match SMOVE1 You struggle&lt;br /&gt;
match SMOVE1 You flounder&lt;br /&gt;
match SMOVE1 make much headway&lt;br /&gt;
match SMOVE1 ...wait&lt;br /&gt;
match SMOVE1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE3 You splash southwest&lt;br /&gt;
match SMOVE2 You slap&lt;br /&gt;
match SMOVE2 You struggle&lt;br /&gt;
match SMOVE2 You flounder&lt;br /&gt;
match SMOVE2 make much headway&lt;br /&gt;
match SMOVE2 ...wait&lt;br /&gt;
match SMOVE2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE3:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE4 You splash southwest&lt;br /&gt;
match SMOVE4 You wade southwest&lt;br /&gt;
match SMOVE3 You slap&lt;br /&gt;
match SMOVE3 You struggle&lt;br /&gt;
match SMOVE3 You flounder&lt;br /&gt;
match SMOVE3 make much headway&lt;br /&gt;
match SMOVE3 ...wait&lt;br /&gt;
match SMOVE3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE4:&lt;br /&gt;
pause&lt;br /&gt;
put down&lt;br /&gt;
match SMOVE5 You swim down&lt;br /&gt;
match SMOVE4 You slap&lt;br /&gt;
match SMOVE4 You struggle&lt;br /&gt;
match SMOVE4 You flounder&lt;br /&gt;
match SMOVE4 make much headway&lt;br /&gt;
match SMOVE4 ...wait&lt;br /&gt;
match SMOVE4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE5:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE6 You splash south&lt;br /&gt;
match SMOVE6 You swim south&lt;br /&gt;
match SMOVE5 You slap&lt;br /&gt;
match SMOVE5 You struggle&lt;br /&gt;
match SMOVE5 You flounder&lt;br /&gt;
match SMOVE5 make much headway&lt;br /&gt;
match SMOVE5 ...wait&lt;br /&gt;
match SMOVE5 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE6:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE7 You splash southwest&lt;br /&gt;
match SMOVE7 You swim southwest&lt;br /&gt;
match SMOVE6 You slap&lt;br /&gt;
match SMOVE6 You struggle&lt;br /&gt;
match SMOVE6 You flounder&lt;br /&gt;
match SMOVE6 make much headway&lt;br /&gt;
match SMOVE6 ...wait&lt;br /&gt;
match SMOVE6 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE7:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE8 You splash southwest&lt;br /&gt;
match SMOVE8 You swim southwest&lt;br /&gt;
match SMOVE7 You slap&lt;br /&gt;
match SMOVE7 You struggle&lt;br /&gt;
match SMOVE7 You flounder&lt;br /&gt;
match SMOVE7 make much headway&lt;br /&gt;
match SMOVE7 ...wait&lt;br /&gt;
match SMOVE7 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE8:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE9 You splash south&lt;br /&gt;
match SMOVE9 You swim south&lt;br /&gt;
match SMOVE8 You slap&lt;br /&gt;
match SMOVE8 You struggle&lt;br /&gt;
match SMOVE8 You flounder&lt;br /&gt;
match SMOVE8 make much headway&lt;br /&gt;
match SMOVE8 ...wait&lt;br /&gt;
match SMOVE8 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE9:&lt;br /&gt;
pause&lt;br /&gt;
put up&lt;br /&gt;
match SMOVE10 You splash up&lt;br /&gt;
match SMOVE10 You wade up&lt;br /&gt;
match SMOVE9 You slap&lt;br /&gt;
match SMOVE9 You struggle&lt;br /&gt;
match SMOVE9 You flounder&lt;br /&gt;
match SMOVE9 make much headway&lt;br /&gt;
match SMOVE9 ...wait&lt;br /&gt;
match SMOVE9 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE10:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gap&lt;br /&gt;
BOULDERSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now entering the Endrus Forest, home to Leth Deriel.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Forest of Night, created by mad mage Sithsia&lt;br /&gt;
ECHO * * * Home to nyads, dryads, and death spirits&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
WEBSOUTH1:&lt;br /&gt;
match NOWEBSOUTH Thick trees line the route here,&lt;br /&gt;
match WEBSOUTH2 Roundtime&lt;br /&gt;
match WEBSOUTH2 You can&#039;t do that while&lt;br /&gt;
match WEBSOUTH2 ...wait&lt;br /&gt;
put sw&lt;br /&gt;
MATCHWAIT&lt;br /&gt;
&lt;br /&gt;
WEBSOUTH2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are stuck in a spider&#039;s web.  Be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
match WEBSOUTH1 Using your escape&lt;br /&gt;
match WEBSOUTH1 The webs break apart and fall away, releasing you.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOWEBSOUTH:&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go bower gate&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Protected by the mad mage Sithsia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
LET-GON:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the manor of Lasarhhtha Oshu&#039;ehhrsk the Bone Dancer&lt;br /&gt;
ECHO * * * Home to bone wolves, zombies, germish&#039;din, and kartais&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go blockade&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragonspine Mountains via the Obsidian Pass&lt;br /&gt;
ECHO * * * Beware of snowbeasts, particularly down that track&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
put stow left&lt;br /&gt;
pause&lt;br /&gt;
put stow right&lt;br /&gt;
move climb platform&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
north-platform:&lt;br /&gt;
northgondolacheck:&lt;br /&gt;
ECHO *** Northern Gondola Platform&lt;br /&gt;
pause&lt;br /&gt;
match nsundergondola Athletics:&lt;br /&gt;
match 2north-platform EXP HELP&lt;br /&gt;
put exp survival 540&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2north-platform:&lt;br /&gt;
pause&lt;br /&gt;
match WAITONSOUTHGONDOLA [Gondola&lt;br /&gt;
match WAITFORSOUTHGONDOLA There is no&lt;br /&gt;
put go gondola&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORSOUTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE GONDOLA TO ARRIVE ***&lt;br /&gt;
ECHO * * * If you believe you can take the quick shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 540 base ranks of athletics) type SHORTCUT1&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put look gondola&lt;br /&gt;
match GETONSOUTHGONDOLA The gondola stops on the platform&lt;br /&gt;
match WAITFORSOUTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
match nsundergondola SHORTCUT1&lt;br /&gt;
match nsundergondola shortcut1&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETONSOUTHGONDOLA:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go gondola&lt;br /&gt;
goto WAITONSOUTHGONDOLA&lt;br /&gt;
&lt;br /&gt;
nsundergondola:&lt;br /&gt;
pause&lt;br /&gt;
move go ridge&lt;br /&gt;
move n&lt;br /&gt;
goto CLIMB-BRANCH&lt;br /&gt;
&lt;br /&gt;
CLIMB-BRANCH:&lt;br /&gt;
SAVE CLIMB-BRANCH&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH1 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH1 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH1 find it hard going.&lt;br /&gt;
match FAIL-BRANCH1 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH1 Struck by vertigo&lt;br /&gt;
match FAIL-BRANCH1 your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH1:&lt;br /&gt;
SAVE FAIL-BRANCH1&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH2 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH2 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH2 find it hard going.&lt;br /&gt;
match FAIL-BRANCH2 your footing is questionable&lt;br /&gt;
match FAIL-BRANCH2 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH2 Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH2:&lt;br /&gt;
SAVE FAIL-BRANCH2&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH3 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH3 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH3 find it hard going.&lt;br /&gt;
match FAIL-BRANCH3 your footing is questionable&lt;br /&gt;
match FAIL-BRANCH3 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH3 Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH3:&lt;br /&gt;
SAVE FAIL-BRANCH3&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match LEAVE-BRANCH steepness is intimidating&lt;br /&gt;
match LEAVE-BRANCH can&#039;t seem to find purchase&lt;br /&gt;
match LEAVE-BRANCH find it hard going.&lt;br /&gt;
match LEAVE-BRANCH your footing is questionable&lt;br /&gt;
match LEAVE-BRANCH A wave of dizziness hits you&lt;br /&gt;
match LEAVE-BRANCH Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVE-BRANCH:&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
move south&lt;br /&gt;
move climb platform&lt;br /&gt;
goto failed-branch&lt;br /&gt;
&lt;br /&gt;
FAILED-BRANCH:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You failed 4 attempts to climb under the gondola.&lt;br /&gt;
ECHO *** Maybe you should just stay put and wait like everyone else.&lt;br /&gt;
ECHO&lt;br /&gt;
goto 2north-platform&lt;br /&gt;
&lt;br /&gt;
CLIMB-NICHE:&lt;br /&gt;
SAVE CLIMB-NICHE&lt;br /&gt;
match CLIMB-LEDGE The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb craggy niche&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-LEDGE:&lt;br /&gt;
pause&lt;br /&gt;
SAVE CLIMB-LEDGE&lt;br /&gt;
match CLIMB-WALL Vegetation creeps in and out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb narrow ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-WALL:&lt;br /&gt;
SAVE CLIMB-WALL&lt;br /&gt;
match CLIMBED-WALL Widening and flattening out, the steep climb&lt;br /&gt;
match CLIMBED-WALL The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBED-WALL:&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
goto CLIMB-EMBANKMENT&lt;br /&gt;
&lt;br /&gt;
CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE CLIMB-EMBANKMENT&lt;br /&gt;
match CLIMB-LOG Willowy branches reach out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-LOG:&lt;br /&gt;
SAVE CLIMB-LOG&lt;br /&gt;
match CLIMBED-LOG Tamarisk bushes display their feathery&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBED-LOG:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go cleft&lt;br /&gt;
move go crack&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go frame&lt;br /&gt;
goto %1&lt;br /&gt;
ECHO ===============&lt;br /&gt;
&lt;br /&gt;
WAITONSOUTHGONDOLA:&lt;br /&gt;
put s&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Riding south over the great chasm of the Obsidian Pass towards Shard, the Crystal City&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The gondola takes three minutes to cross the chasm. It no longer slows down when a caravan is on board.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Dragon Priests make their home in western Ilithi and southern Forfedhdar&lt;br /&gt;
ECHO *** Many of the deadly creatures that roam Ilithi were brought by the Dragon Priests&lt;br /&gt;
ECHO *** They summoned the Vykathi of the hive and the Frostweavers in the Dragonspine Mountains&lt;br /&gt;
ECHO *** They created the Adan&#039;f from lizards&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Ferdahl Alec, son of Corik and father to Kukalakai, built the gondola in 20 A.V. to connect Ilithi to the Mountain Elves.&lt;br /&gt;
ECHO *** The Mountain Elves, led by Queen Morganae, were responsible for maintaining the gondola.&lt;br /&gt;
ECHO *** However, one day Morganae&#039;s only daughter, Princess Anlorahle, was slaughtered on the gondola by a snow beast sent by Necromancer Sidhlot.&lt;br /&gt;
ECHO *** Since that day the Mountain Elves have abandoned the gondola, yet it still slowly drifts between the platforms, as if pushed by some ghostly hand.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** A switchback trail outside the south platform leads beneath the gondola and to many creatures,&lt;br /&gt;
ECHO *** including snowbeasts, gargoyles, frostweavers, red leucros, blade spiders, and la&#039;tami&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match GETOFFSOUTHGONDOLA With a soft bump, the gondola&lt;br /&gt;
match WAITONSOUTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETOFFSOUTHGONDOLA:&lt;br /&gt;
put south&lt;br /&gt;
move out&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** SOUTHERN GONDOLA PLATFORM ***&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
on-gondola:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are aboard the gondola within the Obsidian Pass of the Dragonspine Mountains&lt;br /&gt;
ECHO *** If you want out and are able, you better do it now&lt;br /&gt;
ECHO *** Otherwise you will be taken off the gondola at the next landing and continue on to your destination.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor With a soft bump, the gondola&lt;br /&gt;
put n&lt;br /&gt;
put out&lt;br /&gt;
pause&lt;br /&gt;
put south&lt;br /&gt;
put out&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gon-fay:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the province of Ilithi&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go door frame&lt;br /&gt;
move go oak door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wooded path&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO * * * Inhabited by Wood Elves and Halflings&lt;br /&gt;
ECHO * * * Home to Marachek&#039;s Oak&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
fay-ste:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bridle path&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STEELCLAW CLAN&lt;br /&gt;
ECHO *** A clan of Elven warriors and barbarians&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ste-sha:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go dusky path&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields&lt;br /&gt;
ECHO * * * Over the stile are jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered then released by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gon-sha:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the province of Ilithi&lt;br /&gt;
ECHO * * * A province of Elotheans and Elves&lt;br /&gt;
ECHO * * * Home of the Dragon Spine Mountains, Lanival&#039;s last known location.&lt;br /&gt;
ECHO * * * Home of the Dragon Priests, enemy of the seven races, summoners&lt;br /&gt;
ECHO * * * of the Vykathi and Frostweavers, and creators of Adan&#039;f from lizards.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go door frame&lt;br /&gt;
move go oak door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wooded path&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields: jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered then released by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
shard-directions:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Go south to get to the North Gate.&lt;br /&gt;
ECHO *** Go trail towards the West Gate, or&lt;br /&gt;
ECHO *** Follow the long road eastward to the East Gate&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
sha-hor:&lt;br /&gt;
pause&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing Wyvern Mountain, home to a World Dragon shrine built by Sh&#039;kial&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb narrow path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb game trail&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Under D&#039;zree the Dragon Priests once conquered most of the 5 provinces&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HORSE CLAN AKA Zaldi Taipa (in Elven)&lt;br /&gt;
ECHO *** A nomadic clan of Wind Elves&lt;br /&gt;
ECHO *** Governed by the Indar Taipan, Elven for &amp;quot;Strength of the Clan&amp;quot;&lt;br /&gt;
ECHO *** The wife of the chieftain is called Carwu Taipen, Elven for &amp;quot;Heart of the Clan&amp;quot;&lt;br /&gt;
ECHO *** The eldest shaman is called the Jan Taipen, Elven for &amp;quot;Spirit of the Clan&amp;quot;&lt;br /&gt;
ECHO *** Home to the Sulde Taala, a special horse nearly worshipped by the clan, sometimes called Horse of the Huntress or the Sun-Horse.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
hor-sha:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Founded by a harmless priest named Sh&#039;kial, turned wicked by his scheming student D&#039;zree&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move climb bluff&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation and home to Elves, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-n:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-e:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-s:&lt;br /&gt;
pause&lt;br /&gt;
move go city gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go city gate&lt;br /&gt;
goto sha-n&lt;br /&gt;
&lt;br /&gt;
sha-w:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-ste:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through the Golden Grain Fields north of Shard.&lt;br /&gt;
ECHO * * * Over the stile are jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move go bridle path&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STEELCLAW CLAN&lt;br /&gt;
ECHO *** A clan of Elven warriors and barbarians&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ste-fay:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go dusky path&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragon&#039;s Breath Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO *** Inhabited by Wood Elves and Halflings&lt;br /&gt;
ECHO *** Home to Marachek&#039;s Oak&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
fay-gon:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go woodland path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go door frame&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-gon:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields: jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragon&#039;s Breath Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go woodland path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go door frame&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
south-platform:&lt;br /&gt;
southgondolacheck:&lt;br /&gt;
ECHO *** Southern Gondola Platform&lt;br /&gt;
pause&lt;br /&gt;
match snundergondola Athletics:&lt;br /&gt;
match 2south-platform EXP HELP&lt;br /&gt;
put exp survival 540&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2south-platform:&lt;br /&gt;
pause&lt;br /&gt;
match WAITONNORTHGONDOLA [Gondola&lt;br /&gt;
match WAITFORNORTHGONDOLA There is no&lt;br /&gt;
put go gondola&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORNORTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE GONDOLA TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you believe you can take the slower shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 150 base ranks of athletics) type SHORTCUT1.&lt;br /&gt;
ECHO * * * WARNING: Shortcut1 will cause you to end up with a head wound.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you believe you can take the quick shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 540 base ranks of athletics) type SHORTCUT2&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put look gondola&lt;br /&gt;
match GETONNORTHGONDOLA The gondola stops on the platform&lt;br /&gt;
match WAITFORNORTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
match snundergondola SHORTCUT2&lt;br /&gt;
match snundergondola shortcut2&lt;br /&gt;
match longundergondola SHORTCUT1&lt;br /&gt;
match longundergondola shortcut1&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETONNORTHGONDOLA:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go gondola&lt;br /&gt;
goto WAITONNORTHGONDOLA&lt;br /&gt;
&lt;br /&gt;
snundergondola:&lt;br /&gt;
pause&lt;br /&gt;
move go frame&lt;br /&gt;
move go door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crevice&lt;br /&gt;
move go woodlands&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
2CLIMB-LOG:&lt;br /&gt;
SAVE 2CLIMB-LOG&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 2FAIL-LOG steepness is intimidating&lt;br /&gt;
match 2FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 2FAIL-LOG find it hard going.&lt;br /&gt;
match 2FAIL-LOG your footing is questionable&lt;br /&gt;
match 2FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 2FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2FAIL-LOG:&lt;br /&gt;
SAVE 2FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 3FAIL-LOG steepness is intimidating&lt;br /&gt;
match 3FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3FAIL-LOG find it hard going.&lt;br /&gt;
match 3FAIL-LOG your footing is questionable&lt;br /&gt;
match 3FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 3FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3FAIL-LOG:&lt;br /&gt;
SAVE 3FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 4FAIL-LOG steepness is intimidating&lt;br /&gt;
match 4FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 4FAIL-LOG find it hard going.&lt;br /&gt;
match 4FAIL-LOG your footing is questionable&lt;br /&gt;
match 4FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 4FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
4FAIL-LOG:&lt;br /&gt;
SAVE 4FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 3CLIMBED-LOG steepness is intimidating&lt;br /&gt;
match 3CLIMBED-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3CLIMBED-LOG find it hard going.&lt;br /&gt;
match 3CLIMBED-LOG your footing is questionable&lt;br /&gt;
match 3CLIMBED-LOG A wave of dizziness hits you&lt;br /&gt;
match 3CLIMBED-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE 2CLIMB-EMBANKMENT&lt;br /&gt;
match 2CLIMBED-EMBANKMENT Utter stillness and the grandiose play of nature&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMBED-EMBANKMENT:&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move down&lt;br /&gt;
goto 2CLIMB-WALL&lt;br /&gt;
&lt;br /&gt;
2CLIMB-WALL:&lt;br /&gt;
SAVE 2CLIMB-WALL&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 2FAIL-WALL steepness is intimidating&lt;br /&gt;
match 2FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 2FAIL-WALL find it hard going.&lt;br /&gt;
match 2FAIL-WALL your footing is questionable&lt;br /&gt;
match 2FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 2FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2FAIL-WALL:&lt;br /&gt;
SAVE 2FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 3FAIL-WALL steepness is intimidating&lt;br /&gt;
match 3FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 3FAIL-WALL find it hard going.&lt;br /&gt;
match 3FAIL-WALL your footing is questionable&lt;br /&gt;
match 3FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 3FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3FAIL-WALL:&lt;br /&gt;
SAVE 3FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 4FAIL-WALL steepness is intimidating&lt;br /&gt;
match 4FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 4FAIL-WALL find it hard going.&lt;br /&gt;
match 4FAIL-WALL your footing is questionable&lt;br /&gt;
match 4FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 4FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
4FAIL-WALL:&lt;br /&gt;
SAVE 4FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match FAILED-WALL steepness is intimidating&lt;br /&gt;
match FAILED-WALL can&#039;t seem to find purchase&lt;br /&gt;
match FAILED-WALL find it hard going.&lt;br /&gt;
match FAILED-WALL your footing is questionable&lt;br /&gt;
match FAILED-WALL A wave of dizziness hits you&lt;br /&gt;
match FAILED-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAILED-WALL:&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
goto 3CLIMB-EMBANKMENT&lt;br /&gt;
&lt;br /&gt;
3CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE 3CLIMB-EMBANKMENT&lt;br /&gt;
match 3CLIMB-LOG Willowy branches reach out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3CLIMB-LOG:&lt;br /&gt;
SAVE 3CLIMB-LOG&lt;br /&gt;
match 3CLIMBED-LOG Tamarisk bushes display their feathery&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3CLIMBED-LOG:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go cleft&lt;br /&gt;
move go crack&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move go trail&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go frame&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You have failed 4 attempts to climb under the gondola.&lt;br /&gt;
ECHO *** Maybe you should just wait for the gondola like everyone else?&lt;br /&gt;
ECHO&lt;br /&gt;
goto 2south-platform&lt;br /&gt;
&lt;br /&gt;
2CLIMB-LEDGE:&lt;br /&gt;
SAVE 2CLIMB-LEDGE&lt;br /&gt;
match 2CLIMB-NICHE The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb narrow ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-NICHE:&lt;br /&gt;
SAVE 2CLIMB-NICHE&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-BRANCH A stand of tall trees comes into view&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb craggy niche&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-BRANCH:&lt;br /&gt;
SAVE 2CLIMB-BRANCH&lt;br /&gt;
match 2CLIMBED-BRANCH Cracks in the sides of the pass&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMBED-BRANCH:&lt;br /&gt;
move s&lt;br /&gt;
move climb platform&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LONGUNDERGONDOLA:&lt;br /&gt;
move go frame&lt;br /&gt;
move go door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crevice&lt;br /&gt;
move go woodlands&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
5CLIMB-LOG:&lt;br /&gt;
SAVE 5CLIMB-LOG&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 6FAIL-LOG steepness is intimidating&lt;br /&gt;
match 6FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 6FAIL-LOG find it hard going.&lt;br /&gt;
match 6FAIL-LOG your footing is questionable&lt;br /&gt;
match 6FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 6FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
6FAIL-LOG:&lt;br /&gt;
SAVE 6FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 7FAIL-LOG steepness is intimidating&lt;br /&gt;
match 7FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 7FAIL-LOG find it hard going.&lt;br /&gt;
match 7FAIL-LOG your footing is questionable&lt;br /&gt;
match 7FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 7FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
7FAIL-LOG:&lt;br /&gt;
SAVE 7FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 8FAIL-LOG steepness is intimidating&lt;br /&gt;
match 8FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 8FAIL-LOG find it hard going.&lt;br /&gt;
match 8FAIL-LOG your footing is questionable&lt;br /&gt;
match 8FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 8FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
8FAIL-LOG:&lt;br /&gt;
SAVE 8FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 3CLIMBED-LOG steepness is intimidating&lt;br /&gt;
match 3CLIMBED-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3CLIMBED-LOG find it hard going.&lt;br /&gt;
match 3CLIMBED-LOG your footing is questionable&lt;br /&gt;
match 3CLIMBED-LOG A wave of dizziness hits you&lt;br /&gt;
match 3CLIMBED-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-LOG:&lt;br /&gt;
move e&lt;br /&gt;
goto 5CLIMB-SHELF&lt;br /&gt;
&lt;br /&gt;
5CLIMB-SHELF:&lt;br /&gt;
SAVE 5CLIMB-SHELF&lt;br /&gt;
match 5CLIMBED-SHELF Clusters of silverwood and spruce trees&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rock shelf&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-SHELF:&lt;br /&gt;
move n&lt;br /&gt;
goto 5CLIMB-RAMP&lt;br /&gt;
&lt;br /&gt;
5CLIMB-RAMP:&lt;br /&gt;
save 5CLIMB-RAMP&lt;br /&gt;
match 5CLIMBED-RAMP Any traveler desiring to avoid&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb ramp&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-RAMP:&lt;br /&gt;
move e&lt;br /&gt;
goto 5CLIMB-STEP&lt;br /&gt;
&lt;br /&gt;
5CLIMB-STEP:&lt;br /&gt;
SAVE 5CLIMB-STEP&lt;br /&gt;
match 5CLIMBED-STEP Clusters of chicory crop up&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stepping-stones&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-STEP:&lt;br /&gt;
move n&lt;br /&gt;
put go gap&lt;br /&gt;
waitfor [Southern Trade Route, Alongside the Forest]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You now have a head wound. When you awake from your stun you should eat some nemoih root.&lt;br /&gt;
ECHO *** This is a very long stun. Please be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 40&lt;br /&gt;
goto CHECK-STUN&lt;br /&gt;
&lt;br /&gt;
CHECK-STUN:&lt;br /&gt;
pause 10&lt;br /&gt;
match CHECK-STUN You&#039;re stunned&lt;br /&gt;
match UNSTUNNED You glance&lt;br /&gt;
put health&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
UNSTUNNED:&lt;br /&gt;
ECHO *** YOU&#039;RE NO LONGER STUNNED&lt;br /&gt;
save UNDERGONDOLA-LETH&lt;br /&gt;
goto FALLEN&lt;br /&gt;
&lt;br /&gt;
WAITONNORTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Riding north over the great chasm of the Obsidian Pass towards the ancient Elven stronghold of Leth Deriel&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The gondola takes three minutes to cross the chasm. It no longer slows down when a caravan is on board.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Ferdahl Alec, son of Corik and father to Kukalakai, built the gondola to connect Ilithi to the Mountain Elves.&lt;br /&gt;
ECHO *** The Mountain Elves, led by Queen Morganae, were responsible for maintaining the gondola.&lt;br /&gt;
ECHO *** However, one day Morganae&#039;s only daughter, Princess Anlorahle, was slaughtered on the gondola by a snow beast sent by Necromancer Sidhlot.&lt;br /&gt;
ECHO *** Since that day the Mountain Elves have abandoned the gondola, yet it still slowly drifts between the platforms, as if pushed by some ghostly hand.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** North of the gondola is the Province of Zoluren, governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Zoluren is named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
match GETOFFNORTHGONDOLA With a soft bump, the gondola&lt;br /&gt;
match WAITONNORTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETOFFNORTHGONDOLA:&lt;br /&gt;
put north&lt;br /&gt;
move out&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTHERN GONDOLA PLATFORM ***&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
cro-tig:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go Oxenwaithe Bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go western gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northwesterly lies the Siergelde cliffs and ruins and the Lake of Dreams&lt;br /&gt;
ECHO * * * Inhabited by sprites, lipopods, trolls, goblins, cougars, jackals, and bobcats&lt;br /&gt;
ECHO&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering farmlands infested by goblins and hogs&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
tig-wol:&lt;br /&gt;
pause&lt;br /&gt;
move go village gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Widulf Woods, home to the Wolf and Knife Clans as well as ogres and other forest creatures.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go dense bushes&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** WOLF CLAN AKA TREFAN ULF&lt;br /&gt;
ECHO * * * A clan of Human Barbarians&lt;br /&gt;
ECHO * * * Nomadic for centuries, finally settled earlier this century in Widulf Woods&lt;br /&gt;
ECHO * * * Led by Chieftan Wolfjaw Ironbeard and his wife Suza Cormyn&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
tig-kni:&lt;br /&gt;
pause&lt;br /&gt;
move go village gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Widulf Woods, home to the Wolf and Knife Clans as well as ogres and other forest creatures.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move go brambles&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move climb felled tree&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move climb tree roots&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go wilted bush&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go large outcropping&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go half-open gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KNIFE CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Led by Trog, the stupid and aggressive Gor&#039;tog brother of Ortug (leader of Tiger Clan)&lt;br /&gt;
ECHO * * * Patron god is Botolf the goshawk, dark aspect of Chadatru, god of dishonesty and deceit and patron of thieves guilds and fallen paladins.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
wol-tig:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go dense bushes&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
kni-tig:&lt;br /&gt;
pause&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go half-open gate&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go large outcropping&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wilted bush&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move climb tree roots&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move up&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move climb felled tree&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move go bramble patch&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
tig-cro:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering meadows and farmlands infested with goblins and hogs&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northwesterly lies the Siergelde cliffs and ruins and the Lake of Dreams&lt;br /&gt;
ECHO * * * Inhabited by sprites, lipopods, trolls, goblins, cougars, jackals, and bobcats&lt;br /&gt;
ECHO&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * The geographic center of the former Seven-Pointed Star Empire&lt;br /&gt;
ECHO * * * A port city, home to all 9 guildhalls and the Asemath Academy&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THE-ELB:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go small path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** EL&#039;BAIN&#039;S ***&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
LAN-ELB:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River on a white stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move e&lt;br /&gt;
move go small path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** EL&#039;BAIN&#039;S ***&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
ELB-THE:&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru,&lt;br /&gt;
ECHO * * * god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
GETLETHDOKORA:&lt;br /&gt;
pause&lt;br /&gt;
match LET-ILA I don&#039;t know who you are referring to.&lt;br /&gt;
match LET-ILA But no one can see you.&lt;br /&gt;
match GETLETHDOK2 But you don&#039;t have that much!&lt;br /&gt;
match GETLETHDOK2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETLETHDOK2:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go deposit&lt;br /&gt;
move u&lt;br /&gt;
put withdraw 3 silver&lt;br /&gt;
pause&lt;br /&gt;
move up&lt;br /&gt;
put exchange 3 silver kronar to dokora&lt;br /&gt;
pause&lt;br /&gt;
move d&lt;br /&gt;
move d&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto let-ila&lt;br /&gt;
&lt;br /&gt;
let-ila:&lt;br /&gt;
groupcheck-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
match cont-let-ila You have no group&lt;br /&gt;
match cont-let-ila You must be visible&lt;br /&gt;
match group-let-ila You whisper&lt;br /&gt;
match groupcheck-let-ila ...wait&lt;br /&gt;
match groupcheck-let-ila type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
pause 4&lt;br /&gt;
01-let-ila:&lt;br /&gt;
put nw&lt;br /&gt;
match 02-let-ila Roundtime&lt;br /&gt;
match 03-let-ila [Old Crank&#039;s Road, Field]&lt;br /&gt;
matchwait&lt;br /&gt;
02-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match 02-let-ila cannot manage to stand.&lt;br /&gt;
match 02-let-ila The weight of all your possessions&lt;br /&gt;
match 02-let-ila type ahead&lt;br /&gt;
match 02-let-ila ...wait&lt;br /&gt;
match 01-let-ila You stand&lt;br /&gt;
match 01-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
03-let-ila:&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match 05-let-ila filtering through the branches&lt;br /&gt;
match Dig04-let-ila falling short of your goal.&lt;br /&gt;
match Dig04-let-ila You make no progress in the mud&lt;br /&gt;
match Dig04-let-ila The mud holds you&lt;br /&gt;
match Dig04-let-ila stuck in the mud,&lt;br /&gt;
match Dig04-let-ila You fall into&lt;br /&gt;
match Dig04-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 04-let-ila You manage to dig&lt;br /&gt;
match Dig04-let-ila You struggle to dig&lt;br /&gt;
match Dig04-let-ila Maybe you can reach better&lt;br /&gt;
match Dig04-let-ila cannot manage to stand.&lt;br /&gt;
match Dig04-let-ila The weight of all your possessions&lt;br /&gt;
match Dig04-let-ila ...wait&lt;br /&gt;
match Dig04-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 06-let-ila Thick planks of wood&lt;br /&gt;
match Dig05-let-ila falling short of your goal.&lt;br /&gt;
match Dig05-let-ila You make no progress in the mud&lt;br /&gt;
match Dig05-let-ila The mud holds you&lt;br /&gt;
match Dig05-let-ila stuck in the mud,&lt;br /&gt;
match Dig05-let-ila You fall into&lt;br /&gt;
match Dig05-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 05-let-ila You manage to dig&lt;br /&gt;
match Dig05-let-ila You struggle to dig&lt;br /&gt;
match Dig05-let-ila Maybe you can reach better&lt;br /&gt;
match Dig05-let-ila cannot manage to stand.&lt;br /&gt;
match Dig05-let-ila The weight of all your possessions&lt;br /&gt;
match Dig05-let-ila ...wait&lt;br /&gt;
match Dig05-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 07-let-ila Mud and water make sucking sounds&lt;br /&gt;
match Dig06-let-ila falling short of your goal.&lt;br /&gt;
match Dig06-let-ila You make no progress in the mud&lt;br /&gt;
match Dig06-let-ila The mud holds you&lt;br /&gt;
match Dig06-let-ila stuck in the mud,&lt;br /&gt;
match Dig06-let-ila You fall into&lt;br /&gt;
match Dig06-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 06-let-ila You manage to dig&lt;br /&gt;
match Dig06-let-ila You struggle to dig&lt;br /&gt;
match Dig06-let-ila Maybe you can reach better&lt;br /&gt;
match Dig06-let-ila cannot manage to stand.&lt;br /&gt;
match Dig06-let-ila The weight of all your possessions&lt;br /&gt;
match Dig06-let-ila ...wait&lt;br /&gt;
match Dig06-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 08-let-ila The dark soil is damper to the north&lt;br /&gt;
match Dig07-let-ila falling short of your goal.&lt;br /&gt;
match Dig07-let-ila You make no progress in the mud&lt;br /&gt;
match Dig07-let-ila The mud holds you&lt;br /&gt;
match Dig07-let-ila stuck in the mud,&lt;br /&gt;
match Dig07-let-ila You fall into&lt;br /&gt;
match Dig07-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 07-let-ila You manage to dig&lt;br /&gt;
match Dig07-let-ila You struggle to dig&lt;br /&gt;
match Dig07-let-ila Maybe you can reach better&lt;br /&gt;
match Dig07-let-ila cannot manage to stand.&lt;br /&gt;
match Dig07-let-ila The weight of all your possessions&lt;br /&gt;
match Dig07-let-ila ...wait&lt;br /&gt;
match Dig07-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
08-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match 10-let-ila large puddles of muck&lt;br /&gt;
match Dig09-let-ila falling short of your goal.&lt;br /&gt;
match Dig09-let-ila You make no progress in the mud&lt;br /&gt;
match Dig09-let-ila The mud holds you&lt;br /&gt;
match Dig09-let-ila stuck in the mud,&lt;br /&gt;
match Dig09-let-ila You fall into&lt;br /&gt;
match Dig09-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 09-let-ila You manage to dig&lt;br /&gt;
match Dig09-let-ila You struggle to dig&lt;br /&gt;
match Dig09-let-ila Maybe you can reach better&lt;br /&gt;
match Dig09-let-ila cannot manage to stand.&lt;br /&gt;
match Dig09-let-ila The weight of all your possessions&lt;br /&gt;
match Dig09-let-ila ...wait&lt;br /&gt;
match Dig09-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match 11-let-ila grasses lining the&lt;br /&gt;
match Dig10-let-ila falling short of your goal.&lt;br /&gt;
match Dig10-let-ila You make no progress in the mud&lt;br /&gt;
match Dig10-let-ila The mud holds you&lt;br /&gt;
match Dig10-let-ila stuck in the mud,&lt;br /&gt;
match Dig10-let-ila You fall into&lt;br /&gt;
match Dig10-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 10-let-ila You manage to dig&lt;br /&gt;
match Dig10-let-ila You struggle to dig&lt;br /&gt;
match Dig10-let-ila Maybe you can reach better&lt;br /&gt;
match Dig10-let-ila cannot manage to stand.&lt;br /&gt;
match Dig10-let-ila The weight of all your possessions&lt;br /&gt;
match Dig10-let-ila ...wait&lt;br /&gt;
match Dig10-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
11-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move go break&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO *** Features are the harbor, skiffs to Ain Ghazal, a fish shop, a pearl shop&lt;br /&gt;
ECHO *** Area creatures include storm bulls and forest bandits&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
group-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
pause 4&lt;br /&gt;
group-01-let-ila:&lt;br /&gt;
put nw&lt;br /&gt;
match group-02-let-ila Roundtime&lt;br /&gt;
match group-03-let-ila [Old Crank&#039;s Road, Field]&lt;br /&gt;
matchwait&lt;br /&gt;
group-02-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match group-02-let-ila cannot manage to stand.&lt;br /&gt;
match group-02-let-ila The weight of all your possessions&lt;br /&gt;
match group-02-let-ila type ahead&lt;br /&gt;
match group-02-let-ila ...wait&lt;br /&gt;
match group-01-let-ila You stand&lt;br /&gt;
match group-01-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
group-03-let-ila:&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through swamps.  From here SW, S, S, S and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
group-04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match group-05-let-ila wind filtering through the branches sings&lt;br /&gt;
match group-Dig04-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig04-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig04-let-ila The mud holds you&lt;br /&gt;
match group-Dig04-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig04-let-ila You fall into&lt;br /&gt;
match group-Dig04-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-04-let-ila You manage to dig&lt;br /&gt;
match group-Dig04-let-ila You struggle to dig&lt;br /&gt;
match group-Dig04-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig04-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig04-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig04-let-ila ...wait&lt;br /&gt;
match group-Dig04-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-06-let-ila Thick planks of wood&lt;br /&gt;
match group-Dig05-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig05-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig05-let-ila The mud holds you&lt;br /&gt;
match group-Dig05-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig05-let-ila You fall into&lt;br /&gt;
match group-Dig05-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-05-let-ila You manage to dig&lt;br /&gt;
match group-Dig05-let-ila You struggle to dig&lt;br /&gt;
match group-Dig05-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig05-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig05-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig05-let-ila ...wait&lt;br /&gt;
match group-Dig05-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-07-let-ila Mud and water make sucking sounds&lt;br /&gt;
match group-Dig06-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig06-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig06-let-ila The mud holds you&lt;br /&gt;
match group-Dig06-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig06-let-ila You fall into&lt;br /&gt;
match group-Dig06-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-06-let-ila You manage to dig&lt;br /&gt;
match group-Dig06-let-ila You struggle to dig&lt;br /&gt;
match group-Dig06-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig06-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig06-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig06-let-ila ...wait&lt;br /&gt;
match group-Dig06-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-08-let-ila The dark soil is damper to the north&lt;br /&gt;
match group-Dig07-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig07-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig07-let-ila The mud holds you&lt;br /&gt;
match group-Dig07-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig07-let-ila You fall into&lt;br /&gt;
match group-Dig07-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-07-let-ila You manage to dig&lt;br /&gt;
match group-Dig07-let-ila You struggle to dig&lt;br /&gt;
match group-Dig07-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig07-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig07-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig07-let-ila ...wait&lt;br /&gt;
match group-Dig07-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-08-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through more swamps.  From here go W, W and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
&lt;br /&gt;
group-09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match group-10-let-ila large puddles of muck&lt;br /&gt;
match group-Dig09-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig09-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig09-let-ila The mud holds you&lt;br /&gt;
match group-Dig09-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig09-let-ila You fall into&lt;br /&gt;
match group-Dig09-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-09-let-ila You manage to dig&lt;br /&gt;
match group-Dig09-let-ila You struggle to dig&lt;br /&gt;
match group-Dig09-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig09-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig09-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig09-let-ila ...wait&lt;br /&gt;
match group-Dig09-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match group-11-let-ila grasses lining the&lt;br /&gt;
match group-Dig10-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig10-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig10-let-ila The mud holds you&lt;br /&gt;
match group-Dig10-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig10-let-ila You fall into&lt;br /&gt;
match group-Dig10-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-10-let-ila You manage to dig&lt;br /&gt;
match group-Dig10-let-ila You struggle to dig&lt;br /&gt;
match group-Dig10-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig10-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig10-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig10-let-ila ...wait&lt;br /&gt;
match group-Dig10-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-11-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move nw&lt;br /&gt;
move go break&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO *** Features are the harbor, skiffs to Ain Ghazal, a fish shop, a pearl shop&lt;br /&gt;
ECHO *** Area creatures include storm bulls and forest bandits&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
CHECKMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Checking now for blood mites from the swamp&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put health&lt;br /&gt;
put glance&lt;br /&gt;
match GOTMITES blood mite&lt;br /&gt;
match NOMITES You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You have no blood mites on you right now, but they could show up in the next couple minutes.&lt;br /&gt;
ECHO *** If you get them on your eyes do not tend them off with less than 150 first aid.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
GOTMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************&lt;br /&gt;
ECHO *** You acquired blood mites in the marsh!&lt;br /&gt;
ECHO *** Tend them off, but don&#039;t tend the eyes unless you have 150 first aid&lt;br /&gt;
ECHO ****************************&lt;br /&gt;
pause 3&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ila-let:&lt;br /&gt;
groupcheck-ila-let:&lt;br /&gt;
pause&lt;br /&gt;
match groupcheck-ila-let ...wait&lt;br /&gt;
match groupcheck-ila-let type ahead&lt;br /&gt;
match cont-ila-let You have no group&lt;br /&gt;
match cont-ila-let You must be visible&lt;br /&gt;
match group-ila-let You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-ila-let:&lt;br /&gt;
pause&lt;br /&gt;
move go break&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
&lt;br /&gt;
20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 21-let-ila the trees and thorny bushes,&lt;br /&gt;
match Dig20-let-ila falling short of your goal.&lt;br /&gt;
match Dig20-let-ila You make no progress in the mud&lt;br /&gt;
match Dig20-let-ila The mud holds you&lt;br /&gt;
match Dig20-let-ila stuck in the mud,&lt;br /&gt;
match Dig20-let-ila You fall into&lt;br /&gt;
match Dig20-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 20-let-ila You manage to dig&lt;br /&gt;
match Dig20-let-ila You struggle to dig&lt;br /&gt;
match Dig20-let-ila Maybe you can reach better&lt;br /&gt;
match Dig20-let-ila cannot manage to stand.&lt;br /&gt;
match Dig20-let-ila The weight of all your possessions&lt;br /&gt;
match Dig20-let-ila ...wait&lt;br /&gt;
match Dig20-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 22-let-ila fragrant tang&lt;br /&gt;
match Dig21-let-ila falling short of your goal.&lt;br /&gt;
match Dig21-let-ila You make no progress in the mud&lt;br /&gt;
match Dig21-let-ila The mud holds you&lt;br /&gt;
match Dig21-let-ila stuck in the mud,&lt;br /&gt;
match Dig21-let-ila You fall into&lt;br /&gt;
match Dig21-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 21-let-ila You manage to dig&lt;br /&gt;
match Dig21-let-ila You struggle to dig&lt;br /&gt;
match Dig21-let-ila Maybe you can reach better&lt;br /&gt;
match Dig21-let-ila cannot manage to stand.&lt;br /&gt;
match Dig21-let-ila The weight of all your possessions&lt;br /&gt;
match Dig21-let-ila ...wait&lt;br /&gt;
match Dig21-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
22-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
goto 23-let-ila&lt;br /&gt;
&lt;br /&gt;
23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match 24-let-ila Thick planks of wood&lt;br /&gt;
match Dig23-let-ila falling short of your goal.&lt;br /&gt;
match Dig23-let-ila You make no progress in the mud&lt;br /&gt;
match Dig23-let-ila The mud holds you&lt;br /&gt;
match Dig23-let-ila stuck in the mud,&lt;br /&gt;
match Dig23-let-ila You fall into&lt;br /&gt;
match Dig23-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 23-let-ila You manage to dig&lt;br /&gt;
match Dig23-let-ila You struggle to dig&lt;br /&gt;
match Dig23-let-ila Maybe you can reach better&lt;br /&gt;
match Dig23-let-ila cannot manage to stand.&lt;br /&gt;
match Dig23-let-ila The weight of all your possessions&lt;br /&gt;
match Dig23-let-ila ...wait&lt;br /&gt;
match Dig23-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match 25-let-ila filtering through the branches&lt;br /&gt;
match Dig24-let-ila falling short of your goal.&lt;br /&gt;
match Dig24-let-ila You make no progress in the mud&lt;br /&gt;
match Dig24-let-ila The mud holds you&lt;br /&gt;
match Dig24-let-ila stuck in the mud,&lt;br /&gt;
match Dig24-let-ila You fall into&lt;br /&gt;
match Dig24-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 24-let-ila You manage to dig&lt;br /&gt;
match Dig24-let-ila You struggle to dig&lt;br /&gt;
match Dig24-let-ila Maybe you can reach better&lt;br /&gt;
match Dig24-let-ila cannot manage to stand.&lt;br /&gt;
match Dig24-let-ila The weight of all your possessions&lt;br /&gt;
match Dig24-let-ila ...wait&lt;br /&gt;
match Dig24-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 26-let-ila Sloping downward to the southwest,&lt;br /&gt;
match Dig25-let-ila falling short of your goal.&lt;br /&gt;
match Dig25-let-ila You make no progress in the mud&lt;br /&gt;
match Dig25-let-ila The mud holds you&lt;br /&gt;
match Dig25-let-ila stuck in the mud,&lt;br /&gt;
match Dig25-let-ila You fall into&lt;br /&gt;
match Dig25-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 25-let-ila You manage to dig&lt;br /&gt;
match Dig25-let-ila You struggle to dig&lt;br /&gt;
match Dig25-let-ila Maybe you can reach better&lt;br /&gt;
match Dig25-let-ila cannot manage to stand.&lt;br /&gt;
match Dig25-let-ila The weight of all your possessions&lt;br /&gt;
match Dig25-let-ila ...wait&lt;br /&gt;
match Dig25-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match 27-let-ila a sparse forest.&lt;br /&gt;
match Dig26-let-ila falling short of your goal.&lt;br /&gt;
match Dig26-let-ila You make no progress in the mud&lt;br /&gt;
match Dig26-let-ila The mud holds you&lt;br /&gt;
match Dig26-let-ila stuck in the mud,&lt;br /&gt;
match Dig26-let-ila You fall into&lt;br /&gt;
match Dig26-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 26-let-ila You manage to dig&lt;br /&gt;
match Dig26-let-ila You struggle to dig&lt;br /&gt;
match Dig26-let-ila Maybe you can reach better&lt;br /&gt;
match Dig26-let-ila cannot manage to stand.&lt;br /&gt;
match Dig26-let-ila The weight of all your possessions&lt;br /&gt;
match Dig26-let-ila ...wait&lt;br /&gt;
match Dig26-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
27-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause 4&lt;br /&gt;
28-let-ila:&lt;br /&gt;
put s&lt;br /&gt;
match 29-let-ila Roundtime&lt;br /&gt;
match 30-let-ila The carter&#039;s track winds northward,&lt;br /&gt;
matchwait&lt;br /&gt;
29-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match 29-let-ila cannot manage to stand.&lt;br /&gt;
match 29-let-ila The weight of all your possessions&lt;br /&gt;
match 29-let-ila type ahead&lt;br /&gt;
match 29-let-ila ...wait&lt;br /&gt;
match 28-let-ila You stand&lt;br /&gt;
match 28-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
30-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go bower gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
group-ila-let:&lt;br /&gt;
move go break&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through swamps.  From here go E, NE and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
group-20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match group-21-let-ila the trees and thorny bushes,&lt;br /&gt;
match group-Dig20-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig20-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig20-let-ila The mud holds you&lt;br /&gt;
match group-Dig20-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig20-let-ila You fall into&lt;br /&gt;
match group-Dig20-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-20-let-ila You manage to dig&lt;br /&gt;
match group-Dig20-let-ila You struggle to dig&lt;br /&gt;
match group-Dig20-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig20-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig20-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig20-let-ila ...wait&lt;br /&gt;
match group-Dig20-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match group-22-let-ila fragrant tang&lt;br /&gt;
match group-Dig21-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig21-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig21-let-ila The mud holds you&lt;br /&gt;
match group-Dig21-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig21-let-ila You fall into&lt;br /&gt;
match group-Dig21-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-21-let-ila You manage to dig&lt;br /&gt;
match group-Dig21-let-ila You struggle to dig&lt;br /&gt;
match group-Dig21-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig21-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig21-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig21-let-ila ...wait&lt;br /&gt;
match group-Dig21-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-22-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through more swamps.  From here go N, N, NE, NW and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
&lt;br /&gt;
group-23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match group-24-let-ila Thick planks of wood&lt;br /&gt;
match group-Dig23-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig23-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig23-let-ila The mud holds you&lt;br /&gt;
match group-Dig23-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig23-let-ila You fall into&lt;br /&gt;
match group-Dig23-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-23-let-ila You manage to dig&lt;br /&gt;
match group-Dig23-let-ila You struggle to dig&lt;br /&gt;
match group-Dig23-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig23-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig23-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig23-let-ila ...wait&lt;br /&gt;
match group-Dig23-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match group-25-let-ila filtering through the branches&lt;br /&gt;
match group-Dig24-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig24-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig24-let-ila The mud holds you&lt;br /&gt;
match group-Dig24-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig24-let-ila You fall into&lt;br /&gt;
match group-Dig24-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-24-let-ila You manage to dig&lt;br /&gt;
match group-Dig24-let-ila You struggle to dig&lt;br /&gt;
match group-Dig24-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig24-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig24-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig24-let-ila ...wait&lt;br /&gt;
match group-Dig24-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match group-26-let-ila Sloping downward to the southwest,&lt;br /&gt;
match group-Dig25-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig25-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig25-let-ila The mud holds you&lt;br /&gt;
match group-Dig25-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig25-let-ila You fall into&lt;br /&gt;
match group-Dig25-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-25-let-ila You manage to dig&lt;br /&gt;
match group-Dig25-let-ila You struggle to dig&lt;br /&gt;
match group-Dig25-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig25-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig25-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig25-let-ila ...wait&lt;br /&gt;
match group-Dig25-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match group-27-let-ila a sparse forest.&lt;br /&gt;
match group-Dig26-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig26-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig26-let-ila The mud holds you&lt;br /&gt;
match group-Dig26-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig26-let-ila You fall into&lt;br /&gt;
match group-Dig26-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-26-let-ila You manage to dig&lt;br /&gt;
match group-Dig26-let-ila You struggle to dig&lt;br /&gt;
match group-Dig26-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig26-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig26-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig26-let-ila ...wait&lt;br /&gt;
match group-Dig26-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-27-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause 4&lt;br /&gt;
group-28-let-ila:&lt;br /&gt;
put s&lt;br /&gt;
match group-29-let-ila Roundtime&lt;br /&gt;
match group-30-let-ila The carter&#039;s track winds northward,&lt;br /&gt;
matchwait&lt;br /&gt;
group-29-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match group-29-let-ila cannot manage to stand.&lt;br /&gt;
match group-29-let-ila The weight of all your possessions&lt;br /&gt;
match group-29-let-ila type ahead&lt;br /&gt;
match group-29-let-ila ...wait&lt;br /&gt;
match group-28-let-ila You stand&lt;br /&gt;
match group-28-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-30-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go bower gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
ila-ain:&lt;br /&gt;
pause&lt;br /&gt;
move go southwest gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go harbor tower&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move out&lt;br /&gt;
move ne&lt;br /&gt;
move go oak doors&lt;br /&gt;
SKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
put go skiff&lt;br /&gt;
match WAITFORSKIFF1 You will be able to board soon.&lt;br /&gt;
match WAITFORSKIFF1 What were you referring to?&lt;br /&gt;
match WAITFORSKIFF1 You will have to wait for the next skiff.&lt;br /&gt;
match WAITFORSKIFF1 I could not find what you were referring to.&lt;br /&gt;
match WAITONSKIFF1 Skiff]&lt;br /&gt;
match INV-SKIFF1 they can&#039;t see you?&lt;br /&gt;
match NOMONEYSKIFF1 You haven&#039;t got enough dokoras&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-SKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the skiff while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto SKIFF1&lt;br /&gt;
&lt;br /&gt;
WAITFORSKIFF1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** WAITING FOR THE SKIFF TO ARRIVE&lt;br /&gt;
ECHO *** The fare is 58 Dokoras and you cannot withdraw from the bank in Ilaya Taipa.&lt;br /&gt;
ECHO *** There is a gem buyer and tanner in the building with the bank and you can convert Kronars to Dokoras at the COUNTER in the bank.&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** GO GET 58 DOKORAS NOW!!!&lt;br /&gt;
ECHO *** (if you don&#039;t already have them)&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto SKIFF1&lt;br /&gt;
&lt;br /&gt;
NOMONEYSKIFF1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the skiff.&lt;br /&gt;
ECHO *** The fare is 58 Dokoras and you cannot withdraw from the bank in Ilaya Taipa.&lt;br /&gt;
ECHO *** There is a gem buyer and tanner in the building with the bank and you can convert Kronars to Dokoras at the COUNTER in the bank.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Good Luck!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONSKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding a River Elf skiff up the mighty Segoltha River to Ain Ghazal, built on a towering rock in the middle of the Segoltha River&lt;br /&gt;
ECHO *** The Journalai Mountains loom to the north while the Himineldar Shel Mountains shade the south&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ain Ghazal is ruled by the Sisterhood of the Rose&lt;br /&gt;
ECHO * * * The leader of the Sisters is called the Lyba Khalo&lt;br /&gt;
ECHO * * * The Ain Ghazal chateau holds the chamber where there are meetings of the provincial government, called the Forfedhdar Enclave&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO *** &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** AIN GHAZAL&lt;br /&gt;
ECHO *** Far into the sky is the castle chateau upon the towering Ain Ghazal rock in the middle of the Segoltha&lt;br /&gt;
ECHO *** The only creatures to hunt are cave trolls, a bit tougher than orcs&lt;br /&gt;
ECHO *** Features include a makeup shop, locksmith shop, Trader guild, and deposit-only and exchange bank&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ain-ila:&lt;br /&gt;
SKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
put go skiff&lt;br /&gt;
match WAITFORSKIFF2 You will be able to board soon.&lt;br /&gt;
match WAITFORSKIFF2 What were you referring to?&lt;br /&gt;
match WAITFORSKIFF2 You will have to wait for the next skiff.&lt;br /&gt;
match WAITFORSKIFF2 I could not find what you were referring to.&lt;br /&gt;
match WAITONSKIFF2 Skiff]&lt;br /&gt;
match INV-SKIFF2 they can&#039;t see you?&lt;br /&gt;
match NOMONEYSKIFF2 You haven&#039;t got enough dokoras&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-SKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the skiff while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto SKIFF2&lt;br /&gt;
&lt;br /&gt;
WAITFORSKIFF2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** WAITING FOR THE SKIFF TO ARRIVE&lt;br /&gt;
ECHO *** The fare is 58 Dokoras!&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto SKIFF2&lt;br /&gt;
&lt;br /&gt;
NOMONEYSKIFF2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the skiff.&lt;br /&gt;
ECHO *** Good Luck finding 58 Dokoras!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONSKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding a River Elf skiff east down the mighty Segoltha River to Ilaya Taipa AKA River Clan&lt;br /&gt;
ECHO *** The Journalai Mountains loom to the north while the Himineldar Shel Mountains shade the south&lt;br /&gt;
ECHO&lt;br /&gt;
pause 200&lt;br /&gt;
ECHO *** Entering the Province of Zoluren&lt;br /&gt;
ECHO *** Governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
SKIFF-ILA:&lt;br /&gt;
pause&lt;br /&gt;
move go oak doors&lt;br /&gt;
move sw&lt;br /&gt;
move go harbor tower&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move out&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go southwest gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ain-forf:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
AINFERRY1:&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORAINFERRY1 you&#039;ll have to wait&lt;br /&gt;
match WAITFORAINFERRY1 you can board as soon as&lt;br /&gt;
match WAITFORAINFERRY1 cannot take any more passengers&lt;br /&gt;
match WAITFORAINFERRY1 What were you referring to?&lt;br /&gt;
match WAITFORAINFERRY1 I could not find what you were referring to.&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Damaris&#039;s Kiss&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Evening Star&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY1 [The Evening Star]&lt;br /&gt;
match WAITONAINFERRY1 [The Damaris&#039;s Kiss]&lt;br /&gt;
match WAITONAINFERRY1 [The Damaris&#039; Kiss]&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Damaris&#039; Kiss&amp;quot;]&lt;br /&gt;
match NOMONEYAINFERRY1 You haven&#039;t got enough dokoras&lt;br /&gt;
match INV-AINFERRY1 they can&#039;t see you?&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-AINFERRY1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board this ferry while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Warning: Don&#039;t go invisible on the ferry either because you cannot leave these ferries while invisible.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
WAITFORAINFERRY1:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO *** The fare is 31 Dokoras&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor landing at the dock&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
NOMONEYAINFERRY1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the ferry&lt;br /&gt;
ECHO *** Good luck finding 31 Dokoras around here!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONAINFERRY1:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO *** Riding a ferry towards the Haalikshal Highway to Hibarnhvidar&lt;br /&gt;
ECHO *** Haalikshal translates to &amp;quot;sacred mountain&amp;quot;&lt;br /&gt;
ECHO *** The highway is lined with Dwarven totem pillars that each tell the life of a Dwarf.&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor ferry reaches the dock.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
AINFERRY1-FORF:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Entering the well-paved Haalikshal Highway&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-ain:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
AINFERRY2:&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORAINFERRY2 you&#039;ll have to wait&lt;br /&gt;
match WAITFORAINFERRY2 you can board as soon as&lt;br /&gt;
match WAITFORAINFERRY2 cannot take any more passengers&lt;br /&gt;
match WAITFORAINFERRY2 What were you referring to?&lt;br /&gt;
match WAITFORAINFERRY2 I could not find what you were referring to.&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Damaris&#039;s Kiss&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Evening Star&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY2 [The Evening Star]&lt;br /&gt;
match WAITONAINFERRY2 [The Damaris&#039;s Kiss]&lt;br /&gt;
match WAITONAINFERRY2 [The Damaris&#039; Kiss]&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Damaris&#039; Kiss&amp;quot;]&lt;br /&gt;
match NOMONEYAINFERRY2 You haven&#039;t got enough dokoras&lt;br /&gt;
match INV-AINFERRY2 they can&#039;t see you?&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-AINFERRY2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board this ferry while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Warning: Don&#039;t go invisible on the ferry either because you cannot leave these ferries while invisible.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
WAITFORAINFERRY2:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO *** The fare is 31 Dokoras&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor landing at the dock&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
NOMONEYAINFERRY2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the ferry to Ain Ghazal&lt;br /&gt;
ECHO *** Good luck finding 31 Dokoras around here!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONAINFERRY2:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO *** Riding a ferry towards Ain Ghazal, built on a towering rock in the middle of the Segoltha River&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ain Ghazal is ruled by the Sisterhood of the Rose&lt;br /&gt;
ECHO * * * The leader of the Sisters is called the Lyba Khalo&lt;br /&gt;
ECHO * * * The Ain Ghazal chateau holds the chamber where there are meetings of the provincial government, called the Forfedhdar Enclave&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor ferry reaches the dock.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
AINFERRY-AIN:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** AIN GHAZAL&lt;br /&gt;
ECHO *** Far into the sky is the castle chateau upon the towering Ain Ghazal rock in the middle of the Segoltha&lt;br /&gt;
ECHO *** The only creatures to hunt are cave trolls, a bit tougher than orcs&lt;br /&gt;
ECHO *** Features include a makeup shop, locksmith shop, Trader guild, and deposit-only and exchange bank&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-hib:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move go gates&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Traveling beneath the mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go gates&lt;br /&gt;
move go ford&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ascending the Sky Road, climbing high into the Himineldar Shel mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
pause 3&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move go west gate&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go raven gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the wintry city of Hibarnhvidar&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go double gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HIBARNHVIDAR&lt;br /&gt;
ECHO * * * Dwarven city in the soaring Himineldar Shel Mountains&lt;br /&gt;
ECHO * * * Home of the famous power-generating waterwheel system&lt;br /&gt;
ECHO * * * Captain Grutan of the Hibarnhvidar Guard leads the city&#039;s defense&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HIBFINISH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO * * * Outer Hibarnhvidar: GO STONE GATE&lt;br /&gt;
ECHO * * * Inner Hibarnhvidar: GO IRON GATE&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
GetHibDokora:&lt;br /&gt;
pause&lt;br /&gt;
match hib-forf I don&#039;t know who you are referring to.&lt;br /&gt;
match hib-forf But no one can see you.&lt;br /&gt;
match GetHibDok2 But you don&#039;t have that much!&lt;br /&gt;
match GetHibDok2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GetHibDok2:&lt;br /&gt;
pause&lt;br /&gt;
move go iron gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go arch&lt;br /&gt;
move nw&lt;br /&gt;
put withdraw 2 silver&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move go arch&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go arch&lt;br /&gt;
goto hib-forf&lt;br /&gt;
&lt;br /&gt;
hib-forf:&lt;br /&gt;
pause&lt;br /&gt;
move go stone gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go raven gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go gate&lt;br /&gt;
move go east gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending via the Sky Road from high atop the Himineldar Shel mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go ford&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the road beneath the mountain&lt;br /&gt;
ECHO&lt;br /&gt;
pause 3&lt;br /&gt;
pause&lt;br /&gt;
move go gates&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move go gates&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
hib-boa:&lt;br /&gt;
BURDENCHECK12:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK12A Encumbrance : None&lt;br /&gt;
match BURDENCHECK12A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK12B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK12C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK12D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK12E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK12F Overburdened&lt;br /&gt;
match BURDENCHECK12G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK12H even able to move?&lt;br /&gt;
match BURDENCHECK12I amazing you aren&#039;t squashed!&lt;br /&gt;
match BURDENCHECK12 ...wait&lt;br /&gt;
match BURDENCHECK12 type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12A:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match STRENGTHCHECK12 EXP HELP&lt;br /&gt;
put exp survival 20&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STRENGTHCHECK12:&lt;br /&gt;
pause&lt;br /&gt;
match cantswim12 (5)&lt;br /&gt;
match cantswim12 (6)&lt;br /&gt;
match cantswim12 (7)&lt;br /&gt;
match cantswim12 (8)&lt;br /&gt;
match cantswim12 (9)&lt;br /&gt;
match cantswim12 (10)&lt;br /&gt;
match cantswim12 (11)&lt;br /&gt;
match cantswim12 (12)&lt;br /&gt;
match cantswim12 (13)&lt;br /&gt;
match cantswim12 (14)&lt;br /&gt;
match cantswim12 (15)&lt;br /&gt;
match cont-hib-boa (16)&lt;br /&gt;
match cont-hib-boa (17)&lt;br /&gt;
match cont-hib-boa (18)&lt;br /&gt;
match cont-hib-boa (19)&lt;br /&gt;
match cont-hib-boa (2&lt;br /&gt;
match cont-hib-boa (3&lt;br /&gt;
match cont-hib-boa (4&lt;br /&gt;
put strength&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12B:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12C:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 90&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12D:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 130&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12E:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12F:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12G:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12H:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12I:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics with your current burden to pass through Archer&#039;s Ford to Boar Clan.  Lose some weight and try again!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells, then you can continue on to Boar Clan by typing GLANCE now.&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics (20) or Strength (16) to pass through Archer&#039;s Ford to Boar Clan.  Find someone to drag you or cast some athletics buffs.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells, then you can continue on to Boar Clan by typing GLANCE now.  If you can make it to Boar Clan and back to Hibarnhvidar let me know what your athletics and strength are (kraelyst@hotmail.com)!&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-hib-boa:&lt;br /&gt;
pause&lt;br /&gt;
move go stone gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go northwest gate&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now wading across Archer&#039;s Ford in the Biiskbowr River, which flows from the Journalai Mountains to Sawstwar Lake.&lt;br /&gt;
ECHO&lt;br /&gt;
hib-boa-groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match hib-boa-nogroup You have no group&lt;br /&gt;
match hib-boa-nogroup You must be visible&lt;br /&gt;
match hib-boa-group You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hib-boa-nogroup:&lt;br /&gt;
save swim-hib-boa2&lt;br /&gt;
goto swim-hib-boa1&lt;br /&gt;
&lt;br /&gt;
hib-boa-group:&lt;br /&gt;
save hib-boa-cont-group&lt;br /&gt;
pause&lt;br /&gt;
put say If we get separated in the ford go as far NW as you can, don&#039;t go north. I will meet you on the other side of the ford.&lt;br /&gt;
goto swim-hib-boa1&lt;br /&gt;
&lt;br /&gt;
swim-hib-boa1:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match %s The evergreens begin to close in again&lt;br /&gt;
match %s You can&#039;t go there&lt;br /&gt;
match swim-hib-boa1 Obvious paths:&lt;br /&gt;
match swim-hib-boa1 Obvious exits:&lt;br /&gt;
match swim-hib-boa1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-hib-boa1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-hib-boa1 ...wait&lt;br /&gt;
match swim-hib-boa1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hib-boa-cont-group:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** When your group arrives from the ford, rejoin and then type GLANCE to continue.  Make sure their roundtime is done.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
swim-hib-boa2:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
climb-hib-boa1:&lt;br /&gt;
save climb-hib-boa1&lt;br /&gt;
match climb-hib-boa3 The roadway cuts its way&lt;br /&gt;
match climb-hib-boa2 slip after a few feet&lt;br /&gt;
match climb-hib-boa2 You must be standing&lt;br /&gt;
match climb-hib-boa2 Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb log stair&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-hib-boa2:&lt;br /&gt;
pause&lt;br /&gt;
match climb-hib-boa1 You stand&lt;br /&gt;
match climb-hib-boa1 You are already standing&lt;br /&gt;
match climb-hib-boa2 cannot manage to stand.&lt;br /&gt;
match climb-hib-boa2 ...wait&lt;br /&gt;
match climb-hib-boa2 type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-hib-boa3:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go stone bridge&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** BOAR CLAN&lt;br /&gt;
ECHO *** A Gor&#039;Tog settlement on the banks of the Liirewsag River&lt;br /&gt;
ECHO *** Patron god is Everild, the boar&lt;br /&gt;
ECHO *** Features are the Ranger Guild, Togball Field, Everild favor alter, leather repair, and reflex training&lt;br /&gt;
ECHO *** Boar Clan is governed by Ranger Guildleader, currently Paglar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
BOA-HIB:&lt;br /&gt;
BURDENCHECK13:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK13A Encumbrance : None&lt;br /&gt;
match BURDENCHECK13A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK13B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK13C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK13D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK13E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK13F Overburdened&lt;br /&gt;
match BURDENCHECK13G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK13H even able to move?&lt;br /&gt;
match BURDENCHECK13I amazing you aren&#039;t squashed!&lt;br /&gt;
match BURDENCHECK13 ...wait&lt;br /&gt;
match BURDENCHECK13 type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STRENGTHCHECK13:&lt;br /&gt;
pause&lt;br /&gt;
match cantswim13 (5)&lt;br /&gt;
match cantswim13 (6)&lt;br /&gt;
match cantswim13 (7)&lt;br /&gt;
match cantswim13 (8)&lt;br /&gt;
match cantswim13 (9)&lt;br /&gt;
match cantswim13 (10)&lt;br /&gt;
match cantswim13 (11)&lt;br /&gt;
match cantswim13 (12)&lt;br /&gt;
match cantswim13 (13)&lt;br /&gt;
match cantswim13 (14)&lt;br /&gt;
match cantswim13 (15)&lt;br /&gt;
match cont-boa-hib (16)&lt;br /&gt;
match cont-boa-hib (17)&lt;br /&gt;
match cont-boa-hib (18)&lt;br /&gt;
match cont-boa-hib (19)&lt;br /&gt;
match cont-boa-hib (2&lt;br /&gt;
match cont-boa-hib (3&lt;br /&gt;
match cont-boa-hib (4&lt;br /&gt;
put strength&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13A:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match strengthcheck13 EXP HELP&lt;br /&gt;
put exp survival 20&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13B:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13C:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 90&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13D:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 130&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13E:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13F:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13G:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13H:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13I:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED13:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics with your current burden to pass through Archer&#039;s Ford to Boar Clan.  Lose some weight and try again!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells then you can try to make the swim by typing GLANCE now.&lt;br /&gt;
ECHO * * * If you can make it through Archer&#039;s Ford please let me know what your athletics and strength are (kraelyst@hotmail.com)!&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-boa-hib You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM13:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics (20) or Strength (16) to pass through Archer&#039;s Ford south of Boar Clan.  Find someone to drag you or cast some athletics buffs.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells then you can try to make the swim through Archer&#039;s Ford by typing GLANCE now.&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-boa-hib You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-boa-hib:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move go stone bridge&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib1:&lt;br /&gt;
save climb-boa-hib1&lt;br /&gt;
match climb-boa-hib3 Although there is packed dirt&lt;br /&gt;
match pause slip after a few feet&lt;br /&gt;
match climb-boa-hib2 You must be standing&lt;br /&gt;
match climb-boa-hib2 Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb log stair&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib2:&lt;br /&gt;
pause&lt;br /&gt;
match climb-boa-hib1 You stand&lt;br /&gt;
match climb-boa-hib1 You are already standing&lt;br /&gt;
match climb-boa-hib2 cannot manage to stand.&lt;br /&gt;
match climb-boa-hib2 ...wait&lt;br /&gt;
match climb-boa-hib2 type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib3:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now wading across Archer&#039;s Ford, so named for local Boar Clan Rangers using nearby trees for archery practice&lt;br /&gt;
ECHO&lt;br /&gt;
boa-hib-groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match boa-hib-nogroup You have no group&lt;br /&gt;
match boa-hib-nogroup You must be visible&lt;br /&gt;
match boa-hib-group You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa-hib-nogroup:&lt;br /&gt;
save swim-boa-hib2&lt;br /&gt;
goto swim-boa-hib1&lt;br /&gt;
&lt;br /&gt;
boa-hib-group:&lt;br /&gt;
save boa-hib-cont-group&lt;br /&gt;
pause&lt;br /&gt;
put say If we get separated in the ford go as far SE as you can, don&#039;t go south. I will meet you on the other side of the ford.&lt;br /&gt;
goto swim-boa-hib1&lt;br /&gt;
&lt;br /&gt;
swim-boa-hib1:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match %s Flowing gently at this point, the Biiskbowr River&lt;br /&gt;
match %s You can&#039;t go there&lt;br /&gt;
match swim-boa-hib1 Obvious paths:&lt;br /&gt;
match swim-boa-hib1 Obvious exits:&lt;br /&gt;
match swim-boa-hib1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-boa-hib1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-boa-hib1 ...wait&lt;br /&gt;
match swim-boa-hib1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa-hib-cont-group:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** When your group arrives from the ford, rejoin and then type GLANCE to continue.  Make sure their roundtime is done.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
swim-boa-hib2:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go hibarnhvidar gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the wintry city of Hibarnhvidar&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go double gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HIBARNHVIDAR&lt;br /&gt;
ECHO * * * Dwarven city in the soaring Himineldar Shel Mountains&lt;br /&gt;
ECHO * * * Home of the famous power-generating waterwheel system&lt;br /&gt;
ECHO * * * Patron god is Kertigen, creator of Elanthia and god of Dwarves, metal-working, and gems&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-rav:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow road&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Within the abandoned mine are tommyknockers and retch fiends&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Mountain Giants roam upon that trail&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Enter the cave to face angiswaerd&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Now moving VERY SLOWLY to avoid falling on this icy trail along the bitterly cold wind-swept cliffs of the Himineldar Shel&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * A tropical mist-covered jungle fills the gorge that must be leagues beneath this mammoth mountain&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves settled the Himineldar Shel because it contains the most precious gemstones and ores in all Elanthia&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Approaching the Crystalline Gorge where black stone cliffs are encased in solid ice&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Within the Crystalline Gorge is the Raven&#039;s Point outpost, a gathering of sturdy warriors that protect Forfedhdar from the Dragon Priests of the Black Spire and all who would invade&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * General Bazrid has spent many years commanding the warriors of Raven&#039;s Point, who are the front line of Forfedhdar&#039;s homeland defense&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Frostweyr Bears roam the mountainside nearby, even right up to the Raven&#039;s Point gates. Beware!&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move se&lt;br /&gt;
pause&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go iron gate&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RAVEN&#039;S POINT&lt;br /&gt;
ECHO * * * A Forfedhdar warrior outpost at the base of the Himineldar Shel mountains&lt;br /&gt;
ECHO * * * General Bazrid leads the Raven&#039;s Point warriors, who defend Forfedhdar from the Dragon Priests of the Black Spire&lt;br /&gt;
ECHO * * * Other nearby creatures are frostweyr bears, armored shalswar, forest gryphons, plague wraiths, and pivuh&lt;br /&gt;
ECHO * * * Features Smoky Bandit&#039;s tobacco shop and a bank, furrier, gem shop, general store, and homes&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
GetRavenDokora:&lt;br /&gt;
pause&lt;br /&gt;
match rav-forf I don&#039;t know who you are referring to.&lt;br /&gt;
match rav-forf But no one can see you.&lt;br /&gt;
match GetRavenDok2 But you don&#039;t have that much!&lt;br /&gt;
match GetRavenDok2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GetRavenDok2:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go stone bank&lt;br /&gt;
move w&lt;br /&gt;
put withdraw 2 silver&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go doorway&lt;br /&gt;
move e&lt;br /&gt;
goto rav-forf&lt;br /&gt;
&lt;br /&gt;
rav-forf:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move go iron gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Moving VERY SLOWLY to avoid falling on this icy trail along the bitterly cold wind-swept cliffs of the Himineldar Shel&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In this blizzard you probably wish you were back in Raven&#039;s Point with tobacco from Smoky Bandit&#039;s in one hand and a Dwarven ale in the other.&lt;br /&gt;
ECHO * * * Did you know each Dwarf clan brews its own special ale?&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves settled the Himineldar Shel because it contains the most precious gemstones and ores in all Elanthia&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The village of Nenav Dalar was lost in the year 157.  Perhaps you&#039;ll find it beneath one of these snowdrifts.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move nw&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Centuries ago the Dwarves ruled the entire western and southern parts of the continent and the Himineldar Shel was part of the Kwarlog kingdom&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
pause 15&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Just ahead is the Haalikshal Highway, which in Haakish means &amp;quot;sacred mountain&amp;quot;&lt;br /&gt;
ECHO * * * The highway is lined with the totem pillars of Dwarves whose families do not have their own totem groves&lt;br /&gt;
ECHO&lt;br /&gt;
pause 10&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In the cave are angiswaerd&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Mountain Giants roam upon that trail&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Enter this abandoned mine to face tommyknockers and retch fiends&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go narrow road&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Haalikshal Highway&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-rav:&lt;br /&gt;
pause&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing beside Wyvern Mountain which contains a shrine to the World Dragon, built by Sh&#039;kial&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb narrow path&lt;br /&gt;
PATH-RAV:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
match swim-path-rav1 You have no group&lt;br /&gt;
match swim-path-rav1 You must be visible&lt;br /&gt;
match swim-path-rav-group1 You whisper&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group1:&lt;br /&gt;
save swim-path-rav-group1&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match swim-path-rav-group2 The road joins the streambed&lt;br /&gt;
match swim-path-rav-group2 The mud of a lower bank&lt;br /&gt;
match swim-path-rav-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav-group1 ...wait&lt;br /&gt;
match swim-path-rav-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group2:&lt;br /&gt;
save swim-path-rav-group2&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match swim-path-rav-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-path-rav-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav-group2 ...wait&lt;br /&gt;
match swim-path-rav-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group3:&lt;br /&gt;
save swim-path-rav-group3&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match swim-path-rav-group4 [The Western Road, Atop the Ridge]&lt;br /&gt;
match swim-path-rav-group3 ...wait&lt;br /&gt;
match swim-path-rav-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO * * * &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crystalline Gorge: black stone rises on all sides covered with ice crystals&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto raven-arrived&lt;br /&gt;
&lt;br /&gt;
swim-path-rav1:&lt;br /&gt;
save swim-path-rav1&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match swim-path-rav2 The road joins the streambed&lt;br /&gt;
match swim-path-rav2 The mud of a lower bank&lt;br /&gt;
match swim-path-rav1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav1 ...wait&lt;br /&gt;
match swim-path-rav1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav2:&lt;br /&gt;
save swim-path-rav2&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match swim-path-rav3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-path-rav2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav2 ...wait&lt;br /&gt;
match swim-path-rav2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav3:&lt;br /&gt;
save swim-path-rav3&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match swim-path-rav4 [The Western Road, Atop the Ridge]&lt;br /&gt;
match swim-path-rav3 ...wait&lt;br /&gt;
match swim-path-rav3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO * * * &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crystalline Gorge: black stone rises on all sides covered with ice crystals&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
raven-arrived:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RAVEN&#039;S POINT&lt;br /&gt;
ECHO * * * A Forfedhdar warrior outpost at the base of the Himineldar Shel mountains&lt;br /&gt;
ECHO * * * General Bazrid leads the Raven&#039;s Point warriors, who defend Forfedhdar from the Dragon Priests of the Black Spire&lt;br /&gt;
ECHO * * * Other nearby creatures are frostweyr bears, armored shalswar, forest gryphons, plague wraiths, and pivuh&lt;br /&gt;
ECHO * * * Features Smoky Bandit&#039;s tobacco shop and a bank, furrier, gem shop, general store, and homes&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
rav-sha:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move down&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the province of Ilithi&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
match swim-rav-sha1 You have no group&lt;br /&gt;
match swim-rav-sha1 You must be visible&lt;br /&gt;
match swim-rav-sha-group1 You whisper&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group1:&lt;br /&gt;
save swim-rav-sha-group1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-sha-group2 The comfortable current and&lt;br /&gt;
match swim-rav-sha-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha-group1 ...wait&lt;br /&gt;
match swim-rav-sha-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group2:&lt;br /&gt;
save swim-rav-sha-group2&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-sha-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-sha-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha-group2 ...wait&lt;br /&gt;
match swim-rav-sha-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group3:&lt;br /&gt;
save swim-rav-sha-group3&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-sha-group4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-sha-group3 ...wait&lt;br /&gt;
match swim-rav-sha-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto rav-sha-cont&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha1:&lt;br /&gt;
save swim-rav-sha1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-sha2 The comfortable current and&lt;br /&gt;
match swim-rav-sha1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha1 ...wait&lt;br /&gt;
match swim-rav-sha1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha2:&lt;br /&gt;
save swim-rav-sha2&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-sha3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-sha2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha2 ...wait&lt;br /&gt;
match swim-rav-sha2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha3:&lt;br /&gt;
save swim-rav-sha3&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-sha4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-sha3 ...wait&lt;br /&gt;
match swim-rav-sha3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto rav-sha-cont&lt;br /&gt;
&lt;br /&gt;
rav-sha-cont:&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO *** Capital of Ilithi and the Elothean nation and home to Elves, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO *** Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO *** Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
hor-rav:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Founded by a harmless priest named Sh&#039;kial, turned wicked by his scheming student D&#039;zree&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move climb bluff&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
goto path-rav&lt;br /&gt;
&lt;br /&gt;
rav-hor:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move down&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the province of Ilithi&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
match swim-rav-hor1 You have no group&lt;br /&gt;
match swim-rav-hor1 You must be visible&lt;br /&gt;
match swim-rav-hor-group1 You whisper&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group1:&lt;br /&gt;
save swim-rav-hor-group1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-hor-group2 The comfortable current and&lt;br /&gt;
match swim-rav-hor-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor-group1 ...wait&lt;br /&gt;
match swim-rav-hor-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group2:&lt;br /&gt;
save swim-rav-hor-group2&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-hor-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-hor-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor-group2 ...wait&lt;br /&gt;
match swim-rav-hor-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group3:&lt;br /&gt;
save swim-rav-hor-group3&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-hor-group4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-hor-group3 ...wait&lt;br /&gt;
match swim-rav-hor-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto rav-hor-cont&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor1:&lt;br /&gt;
save swim-rav-hor1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-hor2 The comfortable current and&lt;br /&gt;
match swim-rav-hor1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor1 ...wait&lt;br /&gt;
match swim-rav-hor1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor2:&lt;br /&gt;
save swim-rav-hor2&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-hor3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-hor2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor2 ...wait&lt;br /&gt;
match swim-rav-hor2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor3:&lt;br /&gt;
save swim-rav-hor3&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-hor4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-hor3 ...wait&lt;br /&gt;
match swim-rav-hor3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto rav-hor-cont&lt;br /&gt;
&lt;br /&gt;
rav-hor-cont:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb game trail&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Under D&#039;zree the Dragon Priests once conquered most of the 5 provinces&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HORSE CLAN AKA Zaldi Taipa (in Elven)&lt;br /&gt;
ECHO *** A nomadic clan of Wind Elves&lt;br /&gt;
ECHO *** Governed by the Indar Taipan, Elven for &amp;quot;Strength of the Clan&amp;quot;&lt;br /&gt;
ECHO *** Home to the Sulde Taala, a special horse nearly worshipped by the clan, sometimes called Horse of the Huntress or the Sun-Horse.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
raven1-raven2:&lt;br /&gt;
raven1climbcheck:&lt;br /&gt;
pause&lt;br /&gt;
match raven1groupcheck Athletics:&lt;br /&gt;
match raven1NoClimb EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven1NoClimb:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match GearGateClosed1 sealed for the night!&lt;br /&gt;
match GearGateClosed1 The gear gate is sealed&lt;br /&gt;
match waitgate3 The gear gate is closed.&lt;br /&gt;
match waitgate3 Wait until the gear gate has opened&lt;br /&gt;
match waitgate3 Open the gear gate!&lt;br /&gt;
match waitgate3 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1NoClimb ...wait&lt;br /&gt;
match raven1NoClimb type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate3:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for entry to Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match raven1NoClimb slides to a fully open position&lt;br /&gt;
match raven1NoClimb sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GearGateClosed1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The Gear Gate is closed for the night and you do not have enough athletics skill (25) to bypass the gate.  You&#039;ll have to wait until day, learn more athletics, or get some help.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think you might be able to make it because of higher than normal strength, spells, or other tricks then type GLANCE now to try the gate bypass.&lt;br /&gt;
ECHO&lt;br /&gt;
match raven1groupcheck You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven1groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match checkgate1 You have no group&lt;br /&gt;
match checkgate1 You must be visible&lt;br /&gt;
match checkravengate3 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
checkravengate3:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match groupraven1-raven2 sealed for the night!&lt;br /&gt;
match groupraven1-raven2 The gear gate is closed.&lt;br /&gt;
match waitgate1 Wait until the gear gate has opened&lt;br /&gt;
match waitgate1 Open the gear gate!&lt;br /&gt;
match waitgate1 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match checkravengate3 ...wait&lt;br /&gt;
match checkravengate3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
groupraven1-raven2:&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
put whisper group GO HOLE right now and join me on the other side, then stand.  Hurry!&lt;br /&gt;
pause&lt;br /&gt;
move go hole&lt;br /&gt;
raven3stand:&lt;br /&gt;
pause&lt;br /&gt;
match waitraven3 You stand&lt;br /&gt;
match waitraven3 You are already standing&lt;br /&gt;
match raven3stand cannot manage to stand.&lt;br /&gt;
match raven3stand ...wait&lt;br /&gt;
match raven3stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitraven3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto turnbasin3&lt;br /&gt;
&lt;br /&gt;
turnbasin3:&lt;br /&gt;
pause&lt;br /&gt;
put turn basin&lt;br /&gt;
match gowall3 stone wall opens up.&lt;br /&gt;
match turnbasin3 stone wall closes.&lt;br /&gt;
match turnbasin3 ...wait&lt;br /&gt;
match turnbasin3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall3:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go opening&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go rock road&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go barrier&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1A:&lt;br /&gt;
save ravclimb1A&lt;br /&gt;
match ravclimb3A a rain-washed gully&lt;br /&gt;
match ravclimb2A slip after a few feet&lt;br /&gt;
match ravclimb2A You must be standing&lt;br /&gt;
match ravclimb2A Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb sharp gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2A:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1A You stand&lt;br /&gt;
match ravclimb1A You are already standing&lt;br /&gt;
match ravclimb2A cannot manage to stand.&lt;br /&gt;
match ravclimb2A ...wait&lt;br /&gt;
match ravclimb2A type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3A:&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1B:&lt;br /&gt;
save ravclimb1B&lt;br /&gt;
match ravclimb3B while a jagged rockslide blocks the&lt;br /&gt;
match ravclimb2B slip after a few feet&lt;br /&gt;
match ravclimb2B You must be standing&lt;br /&gt;
match ravclimb2B Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2B:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1B You stand&lt;br /&gt;
match ravclimb1B You are already standing&lt;br /&gt;
match ravclimb2B cannot manage to stand.&lt;br /&gt;
match ravclimb2B ...wait&lt;br /&gt;
match ravclimb2B type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3B:&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
put whisper group GO ROCK SHARD and join me on the other side!  Hurry!  Watch out for bears!&lt;br /&gt;
move go rock shard&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
checkgate1:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match goraven1-raven2 sealed for the night!&lt;br /&gt;
match goraven1-raven2 The gear gate is closed.&lt;br /&gt;
match goraven1-raven2 Wait until the gear gate has opened&lt;br /&gt;
match goraven1-raven2 Open the gear gate!&lt;br /&gt;
match goraven1-raven2 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match checkgate1 ...wait&lt;br /&gt;
match checkgate1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate1:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for entry to Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match checkgate1 slides to a fully open position&lt;br /&gt;
match waitgate1 sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
goraven1-raven2:&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go hole&lt;br /&gt;
raven1stand:&lt;br /&gt;
pause&lt;br /&gt;
match turnbasin1 You stand&lt;br /&gt;
match turnbasin1 You are already standing&lt;br /&gt;
match raven1stand cannot manage to stand.&lt;br /&gt;
match raven1stand ...wait&lt;br /&gt;
match raven1stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
turnbasin1:&lt;br /&gt;
pause&lt;br /&gt;
put turn basin&lt;br /&gt;
match gowall1 stone wall opens up.&lt;br /&gt;
match turnbasin1 stone wall closes.&lt;br /&gt;
match turnbasin1 ...wait&lt;br /&gt;
match turnbasin1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall1:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go opening&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go rock road&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go barrier&lt;br /&gt;
move sw&lt;br /&gt;
ravclimb1C:&lt;br /&gt;
save ravclimb1C&lt;br /&gt;
match ravclimb3C a rain-washed gully&lt;br /&gt;
match ravclimb2C slip after a few feet&lt;br /&gt;
match ravclimb2C You must be standing&lt;br /&gt;
match ravclimb2C Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb sharp gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2C:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1C You stand&lt;br /&gt;
match ravclimb1C You are already standing&lt;br /&gt;
match ravclimb2C cannot manage to stand.&lt;br /&gt;
match ravclimb2C ...wait&lt;br /&gt;
match ravclimb2C type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3C:&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1D:&lt;br /&gt;
save ravclimb1D&lt;br /&gt;
match ravclimb3D while a jagged rockslide blocks the&lt;br /&gt;
match ravclimb2D slip after a few feet&lt;br /&gt;
match ravclimb2D You must be standing&lt;br /&gt;
match ravclimb2D Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2D:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1D You stand&lt;br /&gt;
match ravclimb1D You are already standing&lt;br /&gt;
match ravclimb2D cannot manage to stand.&lt;br /&gt;
match ravclimb2D ...wait&lt;br /&gt;
match ravclimb2D type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3D:&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go rock shard&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
raven2-raven1:&lt;br /&gt;
raven2climbcheck:&lt;br /&gt;
pause&lt;br /&gt;
match raven2groupcheck Athletics:&lt;br /&gt;
match raven2NoClimb EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2NoClimb:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match GearGateClosed2 sealed for the night!&lt;br /&gt;
match GearGateClosed2 The gear gate is sealed&lt;br /&gt;
match waitgate4 The gear gate is closed.&lt;br /&gt;
match waitgate4 Wait until the gear gate has opened&lt;br /&gt;
match waitgate4 Open the gear gate!&lt;br /&gt;
match waitgate4 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match raven2NoClimb ...wait&lt;br /&gt;
match raven2NoClimb type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GearGateClosed2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The Gear Gate is closed for the night and you do not have enough athletics skill (25) to bypass the gate.  You&#039;ll have to wait until day, learn more athletics, or get some help.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think you might be able to make it because of higher than normal strength, spells, or other tricks then type GLANCE now to try the gate bypass.&lt;br /&gt;
ECHO&lt;br /&gt;
match raven2groupcheck You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate4:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for exit from Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match raven2NoClimb slides to a fully open position&lt;br /&gt;
match raven2NoClimb sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match gocheckgate2 You have no group&lt;br /&gt;
match gocheckgate2 You must be visible&lt;br /&gt;
match checkravengate4 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
checkravengate4:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match groupraven2-raven1 sealed for the night!&lt;br /&gt;
match groupraven2-raven1 The gear gate is closed.&lt;br /&gt;
match waitgate2 Wait until the gear gate has opened&lt;br /&gt;
match waitgate2 Open the gear gate!&lt;br /&gt;
match waitgate2 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match checkravengate4 ...wait&lt;br /&gt;
match checkravengate4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
groupraven2-raven1:&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
put whisper group GO ROCK WALL and join me on the other side!&lt;br /&gt;
move go rock wall&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1F:&lt;br /&gt;
save ravclimb1F&lt;br /&gt;
match ravclimb3F The forest rises to the north&lt;br /&gt;
match ravclimb2F slip after a few feet&lt;br /&gt;
match ravclimb2F You must be standing&lt;br /&gt;
match ravclimb2F Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2F:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1F You stand&lt;br /&gt;
match ravclimb1F You are already standing&lt;br /&gt;
match ravclimb2F cannot manage to stand.&lt;br /&gt;
match ravclimb2F ...wait&lt;br /&gt;
match ravclimb2F type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3F:&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1G:&lt;br /&gt;
save ravclimb1G&lt;br /&gt;
match ravclimb3G The forest crowds the road&lt;br /&gt;
match ravclimb2G slip after a few feet&lt;br /&gt;
match ravclimb2G You must be standing&lt;br /&gt;
match ravclimb2G Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rain gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2G:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1G You stand&lt;br /&gt;
match ravclimb1G You are already standing&lt;br /&gt;
match ravclimb2G cannot manage to stand.&lt;br /&gt;
match ravclimb2G ...wait&lt;br /&gt;
match ravclimb2G type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3G:&lt;br /&gt;
move ne&lt;br /&gt;
move go crushed fence&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go narrow canyon&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go tunnel mouth&lt;br /&gt;
turntorch4:&lt;br /&gt;
pause&lt;br /&gt;
put turn torch&lt;br /&gt;
match gowall4 stone wall opens up.&lt;br /&gt;
match turntorch4 stone wall closes.&lt;br /&gt;
match turntorch4 ...wait&lt;br /&gt;
match turntorch4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall4:&lt;br /&gt;
move go stone wall&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO HOLE right now, then STAND and go NORTH, NORTHWEST.  Hurry!&lt;br /&gt;
pause&lt;br /&gt;
move go hole&lt;br /&gt;
raven4stand:&lt;br /&gt;
pause&lt;br /&gt;
match raven4stood You stand&lt;br /&gt;
match raven4stood You are already standing&lt;br /&gt;
match raven4stand cannot manage to stand.&lt;br /&gt;
match raven4stand ...wait&lt;br /&gt;
match raven4stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven4stood:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gocheckgate2:&lt;br /&gt;
checkgate2:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match goraven2-raven1 sealed for the night!&lt;br /&gt;
match goraven2-raven1 The gear gate is closed.&lt;br /&gt;
match goraven2-raven1 Wait until the gear gate has opened&lt;br /&gt;
match goraven2-raven1 Open the gear gate!&lt;br /&gt;
match goraven2-raven1 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match checkgate2 ...wait&lt;br /&gt;
match checkgate2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for exit from Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match checkgate2 slides to a fully open position&lt;br /&gt;
match waitgate2 sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
goraven2-raven1:&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move go rock wall&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ravclimb1H:&lt;br /&gt;
save ravclimb1H&lt;br /&gt;
match ravclimb3H The forest rises to the north&lt;br /&gt;
match ravclimb2H slip after a few feet&lt;br /&gt;
match ravclimb2H You must be standing&lt;br /&gt;
match ravclimb2H Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2H:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1H You stand&lt;br /&gt;
match ravclimb1H You are already standing&lt;br /&gt;
match ravclimb2H cannot manage to stand.&lt;br /&gt;
match ravclimb2H ...wait&lt;br /&gt;
match ravclimb2H type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3H:&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1I:&lt;br /&gt;
save ravclimb1I&lt;br /&gt;
match ravclimb3I The forest crowds the road&lt;br /&gt;
match ravclimb2I slip after a few feet&lt;br /&gt;
match ravclimb2I You must be standing&lt;br /&gt;
match ravclimb2I Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rain gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2I:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1I You stand&lt;br /&gt;
match ravclimb1I You are already standing&lt;br /&gt;
match ravclimb2I cannot manage to stand.&lt;br /&gt;
match ravclimb2I ...wait&lt;br /&gt;
match ravclimb2I type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3I:&lt;br /&gt;
move ne&lt;br /&gt;
move go crushed fence&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go narrow canyon&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go tunnel mouth&lt;br /&gt;
turntorch2:&lt;br /&gt;
pause&lt;br /&gt;
put turn torch&lt;br /&gt;
match gowall2 stone wall opens up.&lt;br /&gt;
match turntorch2 stone wall closes.&lt;br /&gt;
match turntorch2 ...wait&lt;br /&gt;
match turntorch2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall2:&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go hole&lt;br /&gt;
raven2stand:&lt;br /&gt;
pause&lt;br /&gt;
match raven2stood You stand&lt;br /&gt;
match raven2stood You are already standing&lt;br /&gt;
match raven2stand cannot manage to stand.&lt;br /&gt;
match raven2stand ...wait&lt;br /&gt;
match raven2stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2stood:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
NOSTART:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==========================================&lt;br /&gt;
ECHO *** You are not at a valid starting location for the MAINLAND TRAVEL SCRIPT&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Start Outside any Town Gate&lt;br /&gt;
ECHO * * * Start on any public transport (ferry, barge, gondola, skiff)&lt;br /&gt;
ECHO * * * Start at any public transport dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Additional starting locations:&lt;br /&gt;
ECHO  * * Crossing - outside bank; outside Moon Mage guild&lt;br /&gt;
ECHO  * * Riverhaven - Town Square&lt;br /&gt;
ECHO  * * On the broken bridge south of the Faldesu&lt;br /&gt;
ECHO  * * Langenfirth - Outside Wharf area&lt;br /&gt;
ECHO  * * El&#039;Bain&#039;s - Picnic Area&lt;br /&gt;
ECHO  * * Leth Deriel - center of town&lt;br /&gt;
ECHO  * * Fayrin&#039;s Rest - Anloraten Crossing&lt;br /&gt;
ECHO  * * Wolf Clan - outside Trader outpost&lt;br /&gt;
ECHO  * * Knife Clan - North side of bridge&lt;br /&gt;
ECHO  * * Raven&#039;s Point - Inside gear gate&lt;br /&gt;
ECHO  * * Hibarnhvidar - Gateway between Inner and Outer Hibarnhvidar&lt;br /&gt;
ECHO ==========================================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
LABELERROR:&lt;br /&gt;
NODESTINATION:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO *** You did not enter a valid destination&lt;br /&gt;
ECHO *** To use this script type .{scriptname} {destination}&lt;br /&gt;
ECHO *** For example, to go to Crossing type  .travel crossing&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO *** List of possible destinations:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ILITHI:&lt;br /&gt;
ECHO * * * Horse Clan, Shard, Steelclaw Clan, Fayrin&#039;s Rest, Gondola&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** FORFEDHDAR&lt;br /&gt;
ECHO * * * Ain Ghazal, Hibarnhvidar, Boar Clan, Raven&#039;s Point, Nenav Dalar&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ZOLUREN:&lt;br /&gt;
ECHO * * * Ilaya Taipa, Leth, Acenamacra, Alfren&#039;s Ferry, Crossing, Arthe Dale&lt;br /&gt;
ECHO * * * Kaerna, Caravansary, Dirge, and Tiger, Wolf, Knife, and Stone Clans&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** THERENGIA:&lt;br /&gt;
ECHO * * * Faldesu River, North Road Ferry, Riverhaven, Throne City, Rossman&#039;s,&lt;br /&gt;
ECHO * * * Therenborough, El&#039;Bain&#039;s, Langenfirth, Fornsted, Hvaral, Muspar&#039;i&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** VALID STARTING LOCATIONS:&lt;br /&gt;
ECHO * * * Start Outside any Town Gate&lt;br /&gt;
ECHO * * * Start on any public transport (ferry, barge, gondola, skiff)&lt;br /&gt;
ECHO * * * Start at any public transport dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Additional starting locations:&lt;br /&gt;
ECHO  * * Crossing - outside bank; outside Moon Mage guild&lt;br /&gt;
ECHO  * * Riverhaven - Town Square&lt;br /&gt;
ECHO  * * On the broken bridge south of the Faldesu&lt;br /&gt;
ECHO  * * Langenfirth - Outside Wharf area&lt;br /&gt;
ECHO  * * El&#039;Bain&#039;s - Picnic Area&lt;br /&gt;
ECHO  * * Leth Deriel - center of town&lt;br /&gt;
ECHO  * * Fayrin&#039;s Rest - Anloraten Crossing&lt;br /&gt;
ECHO  * * Wolf Clan - outside Trader outpost&lt;br /&gt;
ECHO  * * Knife Clan - North side of bridge&lt;br /&gt;
ECHO  * * Raven&#039;s Point - Inside gear gate&lt;br /&gt;
ECHO  * * Hibarnhvidar - Gateway between Inner and Outer Hibarnhvidar&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
pause&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO *** You did not enter a destination&lt;br /&gt;
ECHO *** To use this script type .{scriptname} {destination}&lt;br /&gt;
ECHO *** For example, to go to Crossing type  .travel crossing&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
NOMONEY:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** YOU ARE BROKE!&lt;br /&gt;
ECHO *** GET SOME MONEY!&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
NOROSSMAN:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** You do not have the 50 ranks of athletics required to get to Rossman&#039;s.&lt;br /&gt;
ECHO *** You must take a boat from Lang or Haven or have someone take you.&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
LEAVEALLFERRIES:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO *** YOU ARE ABOARD A PUBLIC TRANSPORT!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** If you are at a dock and want off you must get off now and restart your script,&lt;br /&gt;
ECHO *** otherwise you will be let off at the next dock and taken to your final destination.&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO&lt;br /&gt;
match ALLFERRYDOCK the ferry reaches the dock.&lt;br /&gt;
match ALLFERRYDOCK reaches the dock and its crew ties the ferry off.&lt;br /&gt;
match ALLFERRYDOCK reaches the dock and its crew ties the ferry off.&lt;br /&gt;
match ALLFERRYWHARFPIER reaches its dock and its crew ties the barge off.&lt;br /&gt;
match ALLFERRYMuspari The sand barge pulls into dock and&lt;br /&gt;
match ALLFERRYDOCK The barge pulls into dock and its crew quickly ties the barge off.&lt;br /&gt;
match ALLFERRYDOCK The skiff lightly taps the dock and the skilled River Elf crew quickly secure the skiff to the pilings.&lt;br /&gt;
match ALLFERRYDOCK You come to a very soft stop as the ferry reaches the dock.&lt;br /&gt;
match ALLFERRYDOCK The ferrymaster mumbles a few quick words of thanks as he and his crew move to unload the supplies.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ALLFERRYDOCK:&lt;br /&gt;
pause&lt;br /&gt;
put go dock&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ALLFERRYWHARFPIER:&lt;br /&gt;
pause&lt;br /&gt;
put go wharf&lt;br /&gt;
put go pier&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ALLFERRYMUSPARI:&lt;br /&gt;
pause&lt;br /&gt;
put go platform&lt;br /&gt;
put go dock&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
leaveskiff:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO *** You are aboard a River Elf skiff that travels between Ilaya Taipa and Ain Ghazal.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** If you are at a dock and want off you must get off now and restart your script,&lt;br /&gt;
ECHO *** otherwise you will be let off at the next dock and taken to your final destination.&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RETREAT:&lt;br /&gt;
match retreat You retreat back to pole range.&lt;br /&gt;
match retreat still stunned&lt;br /&gt;
match %s You retreat from combat.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put retreat&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
pause:&lt;br /&gt;
pause&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
FALLEN:&lt;br /&gt;
pause&lt;br /&gt;
match STOOD You stand&lt;br /&gt;
match STOOD You are already standing&lt;br /&gt;
match FALLEN cannot manage to stand.&lt;br /&gt;
match FALLEN The weight of all your possessions&lt;br /&gt;
match FALLEN ...wait&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STOOD:&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
FINISH:&lt;br /&gt;
put set Description&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE ARRIVED ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
put #play ScriptEnd&lt;br /&gt;
put #echo &amp;gt;Log travel script arrival at $zonename (map $zoneid: room $roomid)&lt;br /&gt;
put #class arrive off&lt;br /&gt;
put #parse TRAVEL SCRIPT DONE&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=595379</id>
		<title>Travel (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=595379"/>
		<updated>2022-09-15T20:52:58Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: updated to account for the rossman&amp;#039;s bridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=travel&lt;br /&gt;
|fe=StormFront, Genie&lt;br /&gt;
|auth=[[User:Kraelyst|Kraelyst]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Required Genie Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must configure the following global variables to use the ice skate version of the script.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#var {pack} {your pack}&lt;br /&gt;
#var {shoes} {your normal footwear}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is an example of how to set those variables:&lt;br /&gt;
&amp;lt;pre&amp;gt;#var pack legionary&#039;s pack&lt;br /&gt;
#var shoes black boots&lt;br /&gt;
#var save&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
&#039;&#039;&#039;08/24/2020&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the mud/lava flow heading south due to group command messaging updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6/29/2017&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the lava flow (a room with different day/night descriptions).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4/5/2017&#039;&#039;&#039;&lt;br /&gt;
*Fixed hangup in script across the lava flow.&lt;br /&gt;
*Added support for skating across the ice road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10/13/2014&#039;&#039;&#039;&lt;br /&gt;
*Added log window alerts (Genie feature)&lt;br /&gt;
*Script will no longer hang at the Gear Gate when Raven&#039;s Point is under siege by the Dragon Priests.&lt;br /&gt;
*Removed withdrawal script (.wd) from the script.&lt;br /&gt;
&lt;br /&gt;
==Script (Standard)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;########################################################&lt;br /&gt;
#Edited by the player of Isharon to work with Skills 3.0&lt;br /&gt;
#replaced climbing and swimming skill checks with athletics&lt;br /&gt;
########################################################&lt;br /&gt;
&lt;br /&gt;
put #class racial on&lt;br /&gt;
put #class rp on&lt;br /&gt;
put #class arrive off&lt;br /&gt;
put #class combat off&lt;br /&gt;
put #class joust off&lt;br /&gt;
&lt;br /&gt;
put #echo &amp;gt;Log travel script departure from $zonename (map $zoneid: room $roomid)&lt;br /&gt;
&lt;br /&gt;
#TRAVEL SCRIPT 6/29/2017&lt;br /&gt;
# -- Updated for DragonRealms 3.0 by Isharon&lt;br /&gt;
# -- Spelling errors corrected by Isharon&lt;br /&gt;
# -- edited by Isharon to accommodate the new shorter transport times&lt;br /&gt;
# -- edited by Nikpack to accommodate the DR 3.0 changes&lt;br /&gt;
# -- The official version of this script available at&lt;br /&gt;
# -- http://www.kraelyst.com/travel&lt;br /&gt;
# -- A copy with bug fixes can be found at&lt;br /&gt;
# -- https://elanthipedia.play.net/mediawiki/index.php/Travel_%28script%29&lt;br /&gt;
&lt;br /&gt;
put set RoomNames&lt;br /&gt;
put set Description&lt;br /&gt;
&lt;br /&gt;
if_1 goto INSTRUCTIONS&lt;br /&gt;
GOTO NODESTINATION&lt;br /&gt;
&lt;br /&gt;
INSTRUCTIONS:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** VALID DESTINATIONS: Any settlement on the mainland&lt;br /&gt;
ECHO * * * Only the first 3 letters of the destination need to be inputted&lt;br /&gt;
ECHO * * * To see a full list of destinations begin the script without specifying a location&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
CHECKLOCATION1:&lt;br /&gt;
pause&lt;br /&gt;
match leaveallferries [&amp;quot;Hodierna&#039;s Grace&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Kertigen&#039;s Honor&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Her Opulence&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;His Daring Exploit&amp;quot;]&lt;br /&gt;
match leaveallferries Deck]&lt;br /&gt;
match leaveallferries a wooden flatboat mounted atop steel&lt;br /&gt;
match toleth1 [Southern Trade Route, Outside Leth Deriel]&lt;br /&gt;
match toleth2 [Deobar Bower Gate, Esouvar Deriel]&lt;br /&gt;
match tocrossing1 [The Crossing, Alfren&#039;s Ferry]&lt;br /&gt;
match tocrossing2 [Middens, Crossbow Bend]&lt;br /&gt;
match tocrossing3 [Eastern Tier, Outside Gate]&lt;br /&gt;
match tocrossing4 [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
match tocrossing5 [North Turnpike, Forest]&lt;br /&gt;
match tocrossing6 [Mycthengelde, Flatlands]&lt;br /&gt;
match tocrossing7 [The Crossing Docks, South End]&lt;br /&gt;
match totiger1 [Grassland Path, Village Gate]&lt;br /&gt;
match toarthe1 [Valley, Village Gate]&lt;br /&gt;
match tokaerna [Northern Trade Road, Kaerna&lt;br /&gt;
match toriverhaven1 [Riverhaven, Ferry Dock]&lt;br /&gt;
match toriverhaven2 [Riverhaven, Pier]&lt;br /&gt;
match toriverhaven3 [Riverhaven, Stone Bridge]&lt;br /&gt;
match toriverhaven4 [Riverhaven Exterior, Southwest Gate]&lt;br /&gt;
match toriverhaven5 [Riverhaven, Outside North Gate]&lt;br /&gt;
match toriverhaven6 [Salt Yard, Barge Dock]&lt;br /&gt;
match tolang1 [Langenfirth, Wharf]&lt;br /&gt;
match tolang2 [North Road, River&#039;s Edge]&lt;br /&gt;
match tohorseclan [Gilen Otso Steppes, Grasslands]&lt;br /&gt;
match MUS-BARGE [Outside Muspar&#039;i]&lt;br /&gt;
match GoDesertEast [Outside Muspar&#039;i, Barge Platform]&lt;br /&gt;
match mus-hva Dry Dock]&lt;br /&gt;
match fal-fer bridge that once spanned the expanse of the river&lt;br /&gt;
match CHECKLOCATION2 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CHECKLOCATION2:&lt;br /&gt;
pause&lt;br /&gt;
match totheren1 [Mistwood Forest, North of a Ravine]&lt;br /&gt;
match tofornsted1 [Arnshal Road, Keep Entrance]&lt;br /&gt;
match tostone2 [Lairocott Brach, Saverack]&lt;br /&gt;
match towolf1 [Wildulf Woods, Needlenose Creek]&lt;br /&gt;
match towolf2 [Wildulf Woods, Dirt Road]&lt;br /&gt;
match toknife1 [Wilderness, Gully]&lt;br /&gt;
match kni-tig [Knife Clan, Sentry]&lt;br /&gt;
match wol-tig towering trees of Wildulf Woods.&lt;br /&gt;
match ace-let [Acenamacra Pier]&lt;br /&gt;
match thr-riv Stone Docks, Covered Shore]&lt;br /&gt;
match sha-n [Shard, North Bridge]&lt;br /&gt;
match sha-e [Shard, East Bridge]&lt;br /&gt;
match sha-s [Shard, South Bridge]&lt;br /&gt;
match sha-w [Shard, West Bridge]&lt;br /&gt;
match skiff-ila [Ilaya Taipa, Baso Dock]&lt;br /&gt;
match startfaldesus The town of Riverhaven, the bridge&#039;s&lt;br /&gt;
match AINFERRY1-FORF [Haalikshal Highway, Ferry Dock]&lt;br /&gt;
match ainferry-ain [Ain Ghazal, Ferry Dock]&lt;br /&gt;
match toraven1 [Seord Kerwaith, North Gate]&lt;br /&gt;
match tohib1 [Haalikshal Highway, East Park]&lt;br /&gt;
match tohib2 [Gate to Hibarnhvidar]&lt;br /&gt;
match tohib3 [Outer Hibarnhvidar, Before the Great Gate]&lt;br /&gt;
match leaveallferries so that it slips through the water&lt;br /&gt;
match leaveallferries [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match leaveallferries [&amp;quot;Imperial Glory&amp;quot;]&lt;br /&gt;
match leaveskiff Skiff]&lt;br /&gt;
&lt;br /&gt;
#BEGIN CUT BELOW THIS LINE&lt;br /&gt;
match todirge1 [Kraelyst&#039;s Home]&lt;br /&gt;
match NOSTART You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
#END CUT ABOVE THIS LINE&lt;br /&gt;
&lt;br /&gt;
startfaldesus:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto croc-dir&lt;br /&gt;
&lt;br /&gt;
tohib1:&lt;br /&gt;
pause&lt;br /&gt;
move go raven gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohib2:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohib3:&lt;br /&gt;
pause&lt;br /&gt;
move go double gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toraven1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toleth1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toleth2:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing1:&lt;br /&gt;
pause&lt;br /&gt;
move go square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
tocrossinga7:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing7:&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
goto tocrossinga7&lt;br /&gt;
&lt;br /&gt;
tocrossing2:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
tocrossing3:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing4:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing5:&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tocrossing6:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
totiger1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
towolf1:&lt;br /&gt;
move s&lt;br /&gt;
towolf2:&lt;br /&gt;
put sw&lt;br /&gt;
move s&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toknife1:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put go bridge&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toarthe1:&lt;br /&gt;
pause&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tokaerna:&lt;br /&gt;
pause&lt;br /&gt;
match to1kaerna [Kaerna Village, By the Well]&lt;br /&gt;
match tostone1 The store is squat but neat,&lt;br /&gt;
put go town gate&lt;br /&gt;
matchwait&lt;br /&gt;
to1kaerna:&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
tostone1:&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tostone2:&lt;br /&gt;
pause&lt;br /&gt;
put out&lt;br /&gt;
move down&lt;br /&gt;
move climb trail&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
todirge1:&lt;br /&gt;
pause&lt;br /&gt;
put unlock door&lt;br /&gt;
pause&lt;br /&gt;
put open door&lt;br /&gt;
move go door&lt;br /&gt;
put close house&lt;br /&gt;
pause&lt;br /&gt;
put lock house&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go path&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven1:&lt;br /&gt;
pause&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven2:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven3:&lt;br /&gt;
pause&lt;br /&gt;
move go east gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven4:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven5:&lt;br /&gt;
pause&lt;br /&gt;
move go north gate&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
toriverhaven6:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tolang1:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tolang2:&lt;br /&gt;
pause&lt;br /&gt;
put go bridge&lt;br /&gt;
match tolang2north Obvious paths: south.&lt;br /&gt;
match tolang2south Obvious paths: north.&lt;br /&gt;
matchwait&lt;br /&gt;
tolang2north:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
tolang2south:&lt;br /&gt;
pause&lt;br /&gt;
move go shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tofornsted1:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move go ironwood door&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
tohorseclan:&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
BEGINSCRIPT:&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
fay:&lt;br /&gt;
fayr:&lt;br /&gt;
fayri:&lt;br /&gt;
fayrin:&lt;br /&gt;
fayrins:&lt;br /&gt;
fayrin&#039;s:&lt;br /&gt;
fayrin&#039;sr:&lt;br /&gt;
fayrin&#039;sre:&lt;br /&gt;
fayrin&#039;sres:&lt;br /&gt;
fayrin&#039;srest:&lt;br /&gt;
fayrinsr:&lt;br /&gt;
fayrinsre:&lt;br /&gt;
fayrinsres:&lt;br /&gt;
fayrinsrest:&lt;br /&gt;
fayre:&lt;br /&gt;
fayren:&lt;br /&gt;
fayren&#039;:&lt;br /&gt;
fayren&#039;s:&lt;br /&gt;
fayren&#039;sr:&lt;br /&gt;
fayren&#039;sre:&lt;br /&gt;
fayren&#039;sres:&lt;br /&gt;
fayren&#039;srest:&lt;br /&gt;
fayrens:&lt;br /&gt;
fayrensr:&lt;br /&gt;
fayrensre:&lt;br /&gt;
fayrensres:&lt;br /&gt;
fayrensrest:&lt;br /&gt;
mara:&lt;br /&gt;
maracheck:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-fay The greying wooden boards of the platform&lt;br /&gt;
match finish [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-ste Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ste:&lt;br /&gt;
stee:&lt;br /&gt;
steel:&lt;br /&gt;
steelc:&lt;br /&gt;
steelcl:&lt;br /&gt;
steelcla:&lt;br /&gt;
steelclaw:&lt;br /&gt;
steelclawclan:&lt;br /&gt;
stea:&lt;br /&gt;
steal:&lt;br /&gt;
stealc:&lt;br /&gt;
stealcl:&lt;br /&gt;
stealcla:&lt;br /&gt;
stealclaw:&lt;br /&gt;
stealclawclan:&lt;br /&gt;
SCC:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-fay The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match finish [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-ste Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
sha:&lt;br /&gt;
shar:&lt;br /&gt;
shard:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match shard-directions Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hor:&lt;br /&gt;
hors:&lt;br /&gt;
horse:&lt;br /&gt;
horsec:&lt;br /&gt;
horsecl:&lt;br /&gt;
horsecla:&lt;br /&gt;
horseclan:&lt;br /&gt;
zal:&lt;br /&gt;
zald:&lt;br /&gt;
zaldi:&lt;br /&gt;
zaldit:&lt;br /&gt;
zaldita:&lt;br /&gt;
zalditai:&lt;br /&gt;
zalditaip:&lt;br /&gt;
zalditaipi:&lt;br /&gt;
zalditaipa:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-hor Wyvern Mountain towers far into the sky&lt;br /&gt;
match finish [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-hor [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gon:&lt;br /&gt;
gond:&lt;br /&gt;
gondo:&lt;br /&gt;
gondol:&lt;br /&gt;
gondola:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish Like an aerie forgotten in the wilderness&lt;br /&gt;
match finish [Gondola, Cab&lt;br /&gt;
match finish The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
let:&lt;br /&gt;
leth:&lt;br /&gt;
lethd:&lt;br /&gt;
lethde:&lt;br /&gt;
lethder:&lt;br /&gt;
lethderi:&lt;br /&gt;
lethderie:&lt;br /&gt;
lethderiel:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ace:&lt;br /&gt;
acen:&lt;br /&gt;
acena:&lt;br /&gt;
acenam:&lt;br /&gt;
acenama:&lt;br /&gt;
acenamac:&lt;br /&gt;
acenamacr:&lt;br /&gt;
acenamacra:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-ace Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match finish [Acenamacra Pier]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
alf:&lt;br /&gt;
alfr:&lt;br /&gt;
alfre:&lt;br /&gt;
alfren:&lt;br /&gt;
alfrens:&lt;br /&gt;
alfren&#039;s:&lt;br /&gt;
alfren&#039;sf:&lt;br /&gt;
alfren&#039;sfe:&lt;br /&gt;
alfren&#039;sfer:&lt;br /&gt;
alfren&#039;sferr:&lt;br /&gt;
alfren&#039;sferry:&lt;br /&gt;
alfrensf:&lt;br /&gt;
alfrensfe:&lt;br /&gt;
alfrensfer:&lt;br /&gt;
alfrensferr:&lt;br /&gt;
alfrensferry:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match finish Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-alf Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cro:&lt;br /&gt;
cros:&lt;br /&gt;
cross:&lt;br /&gt;
crossi:&lt;br /&gt;
crossin:&lt;br /&gt;
crossing:&lt;br /&gt;
crossings:&lt;br /&gt;
thec:&lt;br /&gt;
thecr:&lt;br /&gt;
thecro:&lt;br /&gt;
thecros:&lt;br /&gt;
thecross:&lt;br /&gt;
thecrossi:&lt;br /&gt;
thecrossin:&lt;br /&gt;
thecrossing:&lt;br /&gt;
thecrossings:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish facade of the First Provincial Bank&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
art:&lt;br /&gt;
arth:&lt;br /&gt;
arthe:&lt;br /&gt;
arthed:&lt;br /&gt;
artheda:&lt;br /&gt;
arthedal:&lt;br /&gt;
arthedale:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-sto [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match cro-art facade of the First Provincial Bank&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish small, white-washed sign staked along&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
kae:&lt;br /&gt;
kaer:&lt;br /&gt;
kaern:&lt;br /&gt;
kaerna:&lt;br /&gt;
kaernav:&lt;br /&gt;
kaernavi:&lt;br /&gt;
kaernavil:&lt;br /&gt;
kaernavill:&lt;br /&gt;
kaernavilla:&lt;br /&gt;
kaernavillag:&lt;br /&gt;
kaernavillage:&lt;br /&gt;
kea:&lt;br /&gt;
kear:&lt;br /&gt;
kearn:&lt;br /&gt;
kearna:&lt;br /&gt;
kearnav:&lt;br /&gt;
kearnavi:&lt;br /&gt;
kearnavil:&lt;br /&gt;
kearnavill:&lt;br /&gt;
kearnavilla:&lt;br /&gt;
kearnavillag:&lt;br /&gt;
kearnavillage:&lt;br /&gt;
match sto-kae You travel through a small&lt;br /&gt;
match art-kae small, white-washed sign staked along&lt;br /&gt;
match stoneclan Obvious exits:&lt;br /&gt;
match stoneclan Obvious paths:&lt;br /&gt;
put look&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
sto:&lt;br /&gt;
ston:&lt;br /&gt;
stone:&lt;br /&gt;
stonec:&lt;br /&gt;
stonecl:&lt;br /&gt;
stonecla:&lt;br /&gt;
stoneclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-sto [North Roads Caravansary]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match cro-art facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish You travel through a small&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
car:&lt;br /&gt;
cara:&lt;br /&gt;
carav:&lt;br /&gt;
carava:&lt;br /&gt;
caravan:&lt;br /&gt;
caravans:&lt;br /&gt;
caravansa:&lt;br /&gt;
caravansar:&lt;br /&gt;
caravansary:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish [North Roads Caravansary]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
dir:&lt;br /&gt;
dirg:&lt;br /&gt;
dirge:&lt;br /&gt;
dark:&lt;br /&gt;
darks:&lt;br /&gt;
darkst:&lt;br /&gt;
darksto:&lt;br /&gt;
darkston:&lt;br /&gt;
darkstone:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match todirge2 [North Roads Caravansary]&lt;br /&gt;
match finish [Dirge&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
nor:&lt;br /&gt;
nort:&lt;br /&gt;
north:&lt;br /&gt;
northr:&lt;br /&gt;
northro:&lt;br /&gt;
northroa:&lt;br /&gt;
northroad:&lt;br /&gt;
northroadf:&lt;br /&gt;
northroadfe:&lt;br /&gt;
northroadfer:&lt;br /&gt;
northroadferr:&lt;br /&gt;
northroadferry:&lt;br /&gt;
northroadd:&lt;br /&gt;
northroaddo:&lt;br /&gt;
northroaddoc:&lt;br /&gt;
northroaddock:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match finish [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match car-northroad [North Roads Caravansary]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
riv:&lt;br /&gt;
rive:&lt;br /&gt;
river:&lt;br /&gt;
riverh:&lt;br /&gt;
riverha:&lt;br /&gt;
riverhav:&lt;br /&gt;
riverhave:&lt;br /&gt;
riverhaven:&lt;br /&gt;
hav:&lt;br /&gt;
have:&lt;br /&gt;
haven:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Riverhaven, Town Square]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
fal:&lt;br /&gt;
fald:&lt;br /&gt;
falde:&lt;br /&gt;
faldes:&lt;br /&gt;
faldesu:&lt;br /&gt;
faldesur:&lt;br /&gt;
faldesuri:&lt;br /&gt;
faldesuriv:&lt;br /&gt;
faldesurive:&lt;br /&gt;
faldesuriver:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match CRO-CAR facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-faldesu [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match fer-faldesu [North Road, Ferry]&lt;br /&gt;
match riv-faldesu [Riverhaven, Town Square]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
thr:&lt;br /&gt;
thro:&lt;br /&gt;
thron:&lt;br /&gt;
throne:&lt;br /&gt;
thronec:&lt;br /&gt;
throneci:&lt;br /&gt;
thronecit:&lt;br /&gt;
thronecity:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match riv-thr [Riverhaven, Town Square]&lt;br /&gt;
match finish Stone Docks, Covered Shore]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ros:&lt;br /&gt;
ross:&lt;br /&gt;
rossm:&lt;br /&gt;
rossma:&lt;br /&gt;
rossman:&lt;br /&gt;
rossmans:&lt;br /&gt;
rossman&#039;s:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match skillcheck7 [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
the:&lt;br /&gt;
ther:&lt;br /&gt;
there:&lt;br /&gt;
theren:&lt;br /&gt;
therenb:&lt;br /&gt;
therenbo:&lt;br /&gt;
therenbor:&lt;br /&gt;
therenboro:&lt;br /&gt;
therenborou:&lt;br /&gt;
therenboroug:&lt;br /&gt;
therenborough:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [North Road, Barony Pass]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
lan:&lt;br /&gt;
lang:&lt;br /&gt;
lange:&lt;br /&gt;
langen:&lt;br /&gt;
langenf:&lt;br /&gt;
langenfi:&lt;br /&gt;
langenfir:&lt;br /&gt;
langenfirt:&lt;br /&gt;
langenfirth:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match the-lan [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-lan [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
for:&lt;br /&gt;
forn:&lt;br /&gt;
forns:&lt;br /&gt;
fornst:&lt;br /&gt;
fornste:&lt;br /&gt;
fornsted:&lt;br /&gt;
fornstea:&lt;br /&gt;
fornstead:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match finish [Outside the Fornsted Walls]&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hva:&lt;br /&gt;
hvar:&lt;br /&gt;
hava:&lt;br /&gt;
havar:&lt;br /&gt;
hvara:&lt;br /&gt;
havarl:&lt;br /&gt;
hvaral:&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match for-hva [Outside the Fornsted Walls]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match finish [Arnshal Road, Mountain Approach]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
mus:&lt;br /&gt;
musp:&lt;br /&gt;
muspa:&lt;br /&gt;
muspar:&lt;br /&gt;
muspari:&lt;br /&gt;
muspar&#039;i:&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-the Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-the [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-for [North Road, Barony Pass]&lt;br /&gt;
match for-hva [Outside the Fornsted Walls]&lt;br /&gt;
match hva-mus [Arnshal Road, Mountain Approach]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
tig:&lt;br /&gt;
tige:&lt;br /&gt;
tiger:&lt;br /&gt;
tigerc:&lt;br /&gt;
tigercl:&lt;br /&gt;
tigercla:&lt;br /&gt;
tigerclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match finish The Pig&#039;s Pannage,&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
wol:&lt;br /&gt;
wolf:&lt;br /&gt;
wolfc:&lt;br /&gt;
wolfcl:&lt;br /&gt;
wolfcla:&lt;br /&gt;
wolfclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match tig-wol The Pig&#039;s Pannage,&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
kni:&lt;br /&gt;
knif:&lt;br /&gt;
knife:&lt;br /&gt;
knifec:&lt;br /&gt;
knifecl:&lt;br /&gt;
knifecla:&lt;br /&gt;
knifeclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-tig facade of the First Provincial Bank&lt;br /&gt;
match tig-kni The Pig&#039;s Pannage,&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
el:&lt;br /&gt;
elb:&lt;br /&gt;
elba:&lt;br /&gt;
elbai:&lt;br /&gt;
elbain:&lt;br /&gt;
elbains:&lt;br /&gt;
elbain&#039;s:&lt;br /&gt;
el&#039;:&lt;br /&gt;
el&#039;b:&lt;br /&gt;
el&#039;ba:&lt;br /&gt;
el&#039;bai:&lt;br /&gt;
el&#039;bain:&lt;br /&gt;
el&#039;bains:&lt;br /&gt;
el&#039;bain&#039;s:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match the-elb [North Road, Barony Pass]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match let-cro Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match ferry-cro Segoltha South Bank]&lt;br /&gt;
match GETCROSSINGMONEYNORTH facade of the First Provincial Bank&lt;br /&gt;
match art-sto small, white-washed sign staked along&lt;br /&gt;
match sto-dir You travel through a small&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match dir-riv [North Roads Caravansary]&lt;br /&gt;
match riv-ros [Riverhaven, Town Square]&lt;br /&gt;
match ros-the [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match lan-elb Wheels and hooves clatter on the wood&lt;br /&gt;
match finish [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match GROUPCHECK11 [North Road, Ferry]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match ila-let hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ila:&lt;br /&gt;
ilay:&lt;br /&gt;
ilaya:&lt;br /&gt;
ilayat:&lt;br /&gt;
ilayata:&lt;br /&gt;
ilayatai:&lt;br /&gt;
ilayataip:&lt;br /&gt;
ilayataipa:&lt;br /&gt;
tai:&lt;br /&gt;
taip:&lt;br /&gt;
taipa:&lt;br /&gt;
ill:&lt;br /&gt;
illa:&lt;br /&gt;
illay:&lt;br /&gt;
illaya:&lt;br /&gt;
illayat:&lt;br /&gt;
illayata:&lt;br /&gt;
illayatai:&lt;br /&gt;
illayataip:&lt;br /&gt;
illayataipa:&lt;br /&gt;
ile:&lt;br /&gt;
iley:&lt;br /&gt;
ileya:&lt;br /&gt;
ileyat:&lt;br /&gt;
ileyata:&lt;br /&gt;
ileyatai:&lt;br /&gt;
ileyatap:&lt;br /&gt;
ileyataipa:&lt;br /&gt;
riverc:&lt;br /&gt;
rivercl:&lt;br /&gt;
rivercla:&lt;br /&gt;
riverclan:&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match let-ila Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match south-platform The greying wooden boards of the platform&lt;br /&gt;
match fay-gon [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-fay [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-gon Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-sha [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match finish hard to see the road beyond the&lt;br /&gt;
match ain-ila Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match raven2-raven1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match rav-sha [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ain:&lt;br /&gt;
aing:&lt;br /&gt;
aingh:&lt;br /&gt;
aingha:&lt;br /&gt;
ainghaz:&lt;br /&gt;
ainghaza:&lt;br /&gt;
ainghazal:&lt;br /&gt;
ainga:&lt;br /&gt;
aingaz:&lt;br /&gt;
aingaza:&lt;br /&gt;
aingazal:&lt;br /&gt;
aingah:&lt;br /&gt;
aingahz:&lt;br /&gt;
aingahza:&lt;br /&gt;
aingahzal:&lt;br /&gt;
aingazh:&lt;br /&gt;
aingazha:&lt;br /&gt;
aingazhal:&lt;br /&gt;
aingazah:&lt;br /&gt;
aingazahl:&lt;br /&gt;
gha:&lt;br /&gt;
ghaz:&lt;br /&gt;
ghaza:&lt;br /&gt;
ghazal:&lt;br /&gt;
gaz:&lt;br /&gt;
gaza:&lt;br /&gt;
gazal:&lt;br /&gt;
gah:&lt;br /&gt;
gahz:&lt;br /&gt;
gahza:&lt;br /&gt;
gahzal:&lt;br /&gt;
gazh:&lt;br /&gt;
gazha:&lt;br /&gt;
gazhal:&lt;br /&gt;
gazah:&lt;br /&gt;
gazahl:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match GETLETHDOKORA Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match gon-let Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match finish Ghazal, East Pier]&lt;br /&gt;
match forf-ain The Dwarven road, smoothly cobbled,&lt;br /&gt;
match GetHibDokora [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match GetRavenDokora [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
out:&lt;br /&gt;
oute:&lt;br /&gt;
outer:&lt;br /&gt;
outerh:&lt;br /&gt;
outerhi:&lt;br /&gt;
outerhib:&lt;br /&gt;
outerhiba:&lt;br /&gt;
outerhibar:&lt;br /&gt;
outerhibarn:&lt;br /&gt;
outerhibarnh:&lt;br /&gt;
outerhibarnhv:&lt;br /&gt;
outerhibarnhvi:&lt;br /&gt;
outerhibarnhvid:&lt;br /&gt;
outerhibarnhvida:&lt;br /&gt;
outerhibarnhvidar:&lt;br /&gt;
hib:&lt;br /&gt;
hiba:&lt;br /&gt;
hibar:&lt;br /&gt;
hibarn:&lt;br /&gt;
hibarnh:&lt;br /&gt;
hibarnhv:&lt;br /&gt;
hibarnhvi:&lt;br /&gt;
hibarnhvid:&lt;br /&gt;
hibarnhvida:&lt;br /&gt;
hibarnhvidar:&lt;br /&gt;
hibarnv:&lt;br /&gt;
hibarnvh:&lt;br /&gt;
hibarnvhi:&lt;br /&gt;
hibarnvhid:&lt;br /&gt;
hibarnvhida:&lt;br /&gt;
hibarnvhidar:&lt;br /&gt;
hibarnvi:&lt;br /&gt;
hibarnvid:&lt;br /&gt;
hibarnvida:&lt;br /&gt;
hibarnvidar:&lt;br /&gt;
inn:&lt;br /&gt;
inne:&lt;br /&gt;
inner:&lt;br /&gt;
innerh:&lt;br /&gt;
innerhi:&lt;br /&gt;
innerhib:&lt;br /&gt;
innerhiba:&lt;br /&gt;
innerhibar:&lt;br /&gt;
innerhibarn:&lt;br /&gt;
innerhibarnh:&lt;br /&gt;
innerhibarnhv:&lt;br /&gt;
innerhibarnhvi:&lt;br /&gt;
innerhibarnhvid:&lt;br /&gt;
innerhibarnhvida:&lt;br /&gt;
innerhibarnhvidar:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-hib The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hibfinish [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match rav-forf [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa:&lt;br /&gt;
boar:&lt;br /&gt;
boarc:&lt;br /&gt;
boarcl:&lt;br /&gt;
boarcla:&lt;br /&gt;
boarclan:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match GETCROSSINGDOKORA facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-hib The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-boa [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match rav-forf [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1-raven2 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match finish [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
rav:&lt;br /&gt;
rave:&lt;br /&gt;
raven:&lt;br /&gt;
ravens:&lt;br /&gt;
ravensp:&lt;br /&gt;
ravenspo:&lt;br /&gt;
ravenspoi:&lt;br /&gt;
ravenspoin:&lt;br /&gt;
ravenspoint:&lt;br /&gt;
raven&#039;:&lt;br /&gt;
raven&#039;s:&lt;br /&gt;
raven&#039;sp:&lt;br /&gt;
raven&#039;spo:&lt;br /&gt;
raven&#039;spoi:&lt;br /&gt;
raven&#039;spoin:&lt;br /&gt;
raven&#039;spoint:&lt;br /&gt;
pause&lt;br /&gt;
match hva-for [Arnshal Road, Mountain Approach]&lt;br /&gt;
match for-the [Outside the Fornsted Walls]&lt;br /&gt;
match lan-riv Wheels and hooves clatter on the wood&lt;br /&gt;
match elb-riv [El&#039;Bain&#039;s Stop, Picnic Area]&lt;br /&gt;
match the-ros [North Road, Barony Pass]&lt;br /&gt;
match ros-riv [Rossman&#039;s Landing, Southeast Gate]&lt;br /&gt;
match fer-dir [North Road, Ferry]&lt;br /&gt;
match riv-dir [Riverhaven, Town Square]&lt;br /&gt;
match dir-car [Dirge, Outside Gate]&lt;br /&gt;
match car-cro [North Roads Caravansary]&lt;br /&gt;
match sto-art You travel through a small&lt;br /&gt;
match art-cro small, white-washed sign staked along&lt;br /&gt;
match cro-let facade of the First Provincial Bank&lt;br /&gt;
match fer-let Segoltha South Bank]&lt;br /&gt;
match let-gon Sana&#039;ati Dyaus Drui&#039;tas]&lt;br /&gt;
match north-platform Like an aerie forgotten in the wilderness&lt;br /&gt;
match on-gondola [Gondola, Cab&lt;br /&gt;
match gon-sha The greying wooden boards of the platform&lt;br /&gt;
match fay-ste [Fayrin&#039;s Rest, Anloraten Crossing]&lt;br /&gt;
match ste-sha [Steelclaw Clan, Entrance]&lt;br /&gt;
match sha-rav Wyvern Mountain towers far into the sky&lt;br /&gt;
match hor-rav [Zaldi Taipa, Cedar Path]&lt;br /&gt;
match tig-cro The Pig&#039;s Pannage,&lt;br /&gt;
match ila-ain hard to see the road beyond the&lt;br /&gt;
match ain-forf Ghazal, East Pier]&lt;br /&gt;
match forf-rav The Dwarven road, smoothly cobbled,&lt;br /&gt;
match hib-forf [Inner Hibarnhvidar, Entry]&lt;br /&gt;
match finish [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match finish [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match boa-hib [Boar Clan, Before the Gate]&lt;br /&gt;
match CHECKLOCATION1 You glance&lt;br /&gt;
put look&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
nen:&lt;br /&gt;
nena:&lt;br /&gt;
nenav:&lt;br /&gt;
nenavd:&lt;br /&gt;
nenavde:&lt;br /&gt;
nenavdel:&lt;br /&gt;
nenavdela:&lt;br /&gt;
nenavdelar:&lt;br /&gt;
nenavda:&lt;br /&gt;
nenavdal:&lt;br /&gt;
nenavdala:&lt;br /&gt;
nenavdalar:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Just Kidding!  Nobody knows where the lost village of Nenav Delar is located!&lt;br /&gt;
ECHO *** Let me know if you find it!&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Here&#039;s the story from the book &amp;quot;The Lost Village&amp;quot; by Trefinja Giln&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO It was a cool fall afternoon in the year 157; we were having our typical meeting of the clan council discussing matters for our coming weeks festivities.  The light-hearted discussions within the council&#039;s chamber was abruptly shattered by a young Dwarven messenger.  The trembling and bloodied messenger barely managed to make it through the entrance before collapsing to the ground.  His bloodshot and glassy eyes looked up at me as I stood over him, he clasped my hand and said in a dusky, broken voice, &amp;quot;Nenav... Dalar... village in the mountains... slaves... help them... help... them.&amp;quot;  He closed his eyes and breathed his last breath.  I immediately called for the village Empath but it was too late, he could not be saved.  In his right hand he was clutching a tattered and torn piece of parchment which I soon pried loose from his grip, and it read:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO -------------------&lt;br /&gt;
ECHO Khenea&#039;s Prophecy&lt;br /&gt;
ECHO -------------------&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO The watchers wait on a Hero&#039;s breath.&lt;br /&gt;
ECHO To bring forth an end to darkness reign.&lt;br /&gt;
ECHO Death shall sow, and time will burn, before the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO Now time won&#039;t slay the ancient wrong&lt;br /&gt;
ECHO Nor part the evil&#039;s deed&lt;br /&gt;
ECHO In blood they plead, in heart as one, one day the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO When the new day opens and travelers approach&lt;br /&gt;
ECHO The curse is nears its end&lt;br /&gt;
ECHO All could be the one we need, so watch... the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO And so it shall... come to pass&lt;br /&gt;
ECHO What evil made, be undone&lt;br /&gt;
ECHO By the Hero&#039;s hand we do await, for now the Hero comes.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO But fail it could this rite of good&lt;br /&gt;
ECHO And lead us down the starry road&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO If the Kvika Heart is not retrieved, then death is what will come.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO So we pray the answer will unfold&lt;br /&gt;
ECHO The prophecy we do speak&lt;br /&gt;
ECHO We wait on one to liberate, our souls... our lives...&lt;br /&gt;
ECHO we seek.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO Please my lord, heed Khenea&#039;s prophecy and send us&lt;br /&gt;
ECHO help.  I don&#039;t know how much longer we can wait, just&lt;br /&gt;
ECHO follow along the great mountains on the edge of the&lt;br /&gt;
ECHO horizon until you find the break in the...&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO --------------------------------------&lt;br /&gt;
ECHO The rest of the parchment was torn off&lt;br /&gt;
ECHO --------------------------------------&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO After receiving this letter we searched for more information about this hidden village, but unfortunately we found nothing.  I write this journal in hopes that someday someone will be able to resume the search and maybe decipher the cryptic message within the parchment.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GON-LET:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Dragonspine Mountains via the Obsidian Pass&lt;br /&gt;
ECHO * * * Beware of snowbeasts, particularly down that track&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go ridge&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now nearing the Endrus Forest, home to Leth Deriel.&lt;br /&gt;
ECHO&lt;br /&gt;
UNDERGONDOLA-LETH:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the manor of Lasarhhtha Oshu&#039;ehhrsk the Bone Dancer&lt;br /&gt;
ECHO * * * Home to bone wolves, zombies, germish&#039;din, and kartais&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Constructed around the sacred Sana&#039;ati Dyaus tree&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LET-ACE:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go e&#039;erdream gate&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go sequoia tunnel&lt;br /&gt;
move go eastern opening&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move go north face&lt;br /&gt;
move e&lt;br /&gt;
move go crevice&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go cavern opening&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go pier&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ACENAMACRA PIER - GATEWAY TO M&#039;RISS&lt;br /&gt;
ECHO *** On the Bay of Nemethyo&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ACE-LET:&lt;br /&gt;
pause&lt;br /&gt;
move go beach&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go cliff trail&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go cave&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go opening&lt;br /&gt;
move w&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move go south face&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move go sequoia tunnel&lt;br /&gt;
move go western opening&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go e&#039;erdream gate&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Created by the Forest and Celestial Elves&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LET-CRO:&lt;br /&gt;
SAVE PAS-CRO&lt;br /&gt;
CHECKGUILD2:&lt;br /&gt;
match GROUPCHECK5 Guild: Thief&lt;br /&gt;
match MONEYCHECK5 Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK5 You have no group&lt;br /&gt;
match BURDENCHECK5 You must be visible&lt;br /&gt;
match MONEYCHECK5 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK5A Encumbrance : None&lt;br /&gt;
match SWIMCHECK5A Encumbrance : Light&lt;br /&gt;
match SWIMCHECK5B Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK5C Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK5D Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK5E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK5F Overburdened&lt;br /&gt;
match SWIMCHECK5G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK5H even able to move?&lt;br /&gt;
match SWIMCHECK5I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5A:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match MONEYCHECK5 EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5B:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5C:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 75&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5D:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 110&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5E:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5F:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 175&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5G:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5H:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 240&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK5I:&lt;br /&gt;
pause&lt;br /&gt;
match LET-CRO-CONT Athletics:&lt;br /&gt;
match OVERBURDENED5 EXP HELP&lt;br /&gt;
put exp survival 275&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED5:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK5&lt;br /&gt;
&lt;br /&gt;
MONEYCHECK5:&lt;br /&gt;
pause&lt;br /&gt;
SAVE FER-CRO&lt;br /&gt;
match LET-CRO-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match LET-CRO-CONT But no one can see you.&lt;br /&gt;
match GETMONEYLETH But you don&#039;t have that much!&lt;br /&gt;
match GETMONEYLETH You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 35 kronar&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYLETH:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go ebony door&lt;br /&gt;
move u&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 copper&lt;br /&gt;
pause&lt;br /&gt;
move d&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto LET-CRO-CONT&lt;br /&gt;
&lt;br /&gt;
let-alf:&lt;br /&gt;
SAVE toalfren&lt;br /&gt;
goto LET-CRO-CONT&lt;br /&gt;
&lt;br /&gt;
LET-CRO-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
WEBNORTH1:&lt;br /&gt;
match NOWEBNORTH Along the north, the trees and shrubs&lt;br /&gt;
match WEBNORTH2 Roundtime&lt;br /&gt;
match WEBNORTH2 You can&#039;t do that while&lt;br /&gt;
match WEBNORTH2 ...wait&lt;br /&gt;
put ne&lt;br /&gt;
MATCHWAIT&lt;br /&gt;
&lt;br /&gt;
WEBNORTH2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are stuck in a spider&#039;s web.  Be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
match WEBNORTH1 Using your escape&lt;br /&gt;
match WEBNORTH1 The webs break apart and fall away, releasing you.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOWEBNORTH:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Forest of Night, created by mad mage Sithsia&lt;br /&gt;
ECHO * * * Home to nyads, dryads, and death spirits&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
GOTO %s&lt;br /&gt;
&lt;br /&gt;
toalfren:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Endrus Forest and entering the flood plains of the Segoltha&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ALFREN&#039;S FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-CRO:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Leaving the Endrus Forest and entering the flood plains of the Segoltha&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
CROSSINGFERRYNORTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH wait for the next one.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH until the next one arrives.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH What were you referring to?&lt;br /&gt;
match WAITFORCROSSINGFERRYNORTH There is no ferry here to go aboard.&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH You hand him your&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH The Captain gives you a little nod&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH You silently slip aboard,&lt;br /&gt;
match WAITONCROSSINGFERRYNORTH But I see you&#039;re pretty young&lt;br /&gt;
match GETMONEYCROSSINGFERRYNORTH You haven&#039;t got enough&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORCROSSINGFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE&lt;br /&gt;
ECHO *** It costs 35 Kronars to ride (unless you are a citizen of Zoluren)&lt;br /&gt;
ECHO *** If you don&#039;t have enough it&#039;s time to start begging&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth kronar&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYCROSSINGFERRYNORTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NOT ENOUGH KRONARS FOR THE FERRY! ***&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONCROSSINGFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the ferry north across the mighty Segoltha River toward The Crossing, heart of the Five Provinces&lt;br /&gt;
ECHO *** The ferry takes two minutes to cross the river.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing is also known as River Crossing because it is the site where the Oxenwaithe River crosses the mighty Segoltha River&lt;br /&gt;
ECHO * * * The Segoltha River runs from the Himineldar Shel Mountains near Ain Ghazal all the way to the Reshal Sea&lt;br /&gt;
ECHO * * * It is large enough for galleons to sail upon all the way upriver to Ain Ghazal&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing is the heart of the Five Provinces and has seen many wars&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg led the Ram Clan in gathering and conquering most of the continent under one banner.&lt;br /&gt;
ECHO * * * When Akroeg died his son Verek created the Seven Starred Empire from the Ram Clan.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * When the Empire collapsed Lanival The Redeemer fought Teiro&lt;br /&gt;
ECHO * * *  in the Resistance Wars and divided the continent into Five Provinces.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lanival was known as the Dragon and so the lands became known as the Dragon&#039;s Realms.&lt;br /&gt;
ECHO * * * At the end of the war, Lanival founded The Crossing at the center of the former Empire.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The 10 months of the calendar are named for great figures in history, particularly in the time of Lanival.&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;Human Histories: Lanival&#039;s Tale&amp;quot; at the Asemath Academy in The Crossing&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 3 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In more recent days The Crossing has seen war with the Gorbesh, Lord Sorrow, and the Outcasts&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Gorbesh hail from the continent of Albaria.  During their invasion&lt;br /&gt;
ECHO * * * they destroyed the gweth mines of Zoluren and the Crossing temple.&lt;br /&gt;
ECHO * * * Gorbesh fortresses can still be found throughout the provinces&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 4 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lord Sorrow lived in the Reach east of Kaerna and Stone Clan among the S&#039;lai who fought for him&lt;br /&gt;
ECHO * * * He was a Moon Mage of immense powers whose life was magically lengthened, he was once offered a seat on the Moon Mage council&lt;br /&gt;
ECHO * * * Lord Sorrow brought war in 359 AV with the help of Shartug, Darkensi, Prayk, and Parnore&lt;br /&gt;
ECHO * * * He died while trying to harness the power of the Zaulfung Stones near Riverhaven&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 5 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Outcasts are named because they were thrown out of Shard many years ago&lt;br /&gt;
ECHO * * * Around 375 AV the Outcasts, led by King Raenilar, marched from the deserts north of Therengia down to Shard&lt;br /&gt;
ECHO * * * They brought war to all the provinces with help from Goblin Prince Tnok, Grishnok, the Shark Clan, Jomay, Naarg, and others&lt;br /&gt;
ECHO * * * The Outcasts murdered Ferdahl Kukalakai and occupied Ilithi until one day with little warning they left Ilithi in peace&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move go square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO *** Capital of the province of Zoluren&lt;br /&gt;
ECHO *** Located where the Oxenwaithe River crosses the mighty Segoltha River.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FERRY-CRO:&lt;br /&gt;
CHECKGUILD10:&lt;br /&gt;
match GROUPCHECK10 Guild: Thief&lt;br /&gt;
match CROSSINGFERRYNORTH Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK10:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK10 You have no group&lt;br /&gt;
match BURDENCHECK10 You must be visible&lt;br /&gt;
match CROSSINGFERRYNORTH You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK10:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK10A Encumbrance : None&lt;br /&gt;
match SWIMCHECK10B Encumbrance : Light&lt;br /&gt;
match SWIMCHECK10C Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK10D Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK10E Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK10E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK10F Overburdened&lt;br /&gt;
match SWIMCHECK10G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK10H even able to move?&lt;br /&gt;
match SWIMCHECK10I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10A:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match CROSSINGFERRYNORTH EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10B:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10C:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 70&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10D:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10E:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 150&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10F:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 200&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10G:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10H:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 300&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK10I:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-CRO1 Athletics:&lt;br /&gt;
match OVERBURDENED10 EXP HELP&lt;br /&gt;
put exp survival 350&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED10:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY  NORTH&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO CROSSINGFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
PAS-CRO1:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto PAS-CRO&lt;br /&gt;
&lt;br /&gt;
PAS-CRO:&lt;br /&gt;
match FER-CRO I could not find&lt;br /&gt;
match FER-CRO What were you referring to?&lt;br /&gt;
match PASNORTH You duck quietly&lt;br /&gt;
put go boulder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASNORTH:&lt;br /&gt;
move go root&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move down&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You have entered the fabled 5th Passage of which many Thieves spent years trying to find&lt;br /&gt;
ECHO&lt;br /&gt;
MPN:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match MPN1 You splash north&lt;br /&gt;
match MPN1 You wade north&lt;br /&gt;
match MPN You slap&lt;br /&gt;
match MPN You struggle&lt;br /&gt;
match MPN You flounder&lt;br /&gt;
match MPN make much headway&lt;br /&gt;
match MPN ...wait&lt;br /&gt;
match MPN type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN1:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN2 You splash northeast&lt;br /&gt;
match MPN2 You swim northeast&lt;br /&gt;
match MPN1 You slap&lt;br /&gt;
match MPN1 You struggle&lt;br /&gt;
match MPN1 You flounder&lt;br /&gt;
match MPN1 make much headway&lt;br /&gt;
match MPN1 ...wait&lt;br /&gt;
match MPN1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN2:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN3 You splash northeast&lt;br /&gt;
match MPN3 You swim northeast&lt;br /&gt;
match MPN2 You slap&lt;br /&gt;
match MPN2 You struggle&lt;br /&gt;
match MPN2 You flounder&lt;br /&gt;
match MPN2 make much headway&lt;br /&gt;
match MPN2 ...wait&lt;br /&gt;
match MPN2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN3:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match MPN4 You splash north&lt;br /&gt;
match MPN4 You swim north&lt;br /&gt;
match MPN3 You slap&lt;br /&gt;
match MPN3 You struggle&lt;br /&gt;
match MPN3 You flounder&lt;br /&gt;
match MPN3 make much headway&lt;br /&gt;
match MPN3 ...wait&lt;br /&gt;
match MPN3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN4:&lt;br /&gt;
pause&lt;br /&gt;
put up&lt;br /&gt;
match MPN5 You splash up&lt;br /&gt;
match MPN5 You swim up&lt;br /&gt;
match MPN4 You slap&lt;br /&gt;
match MPN4 You struggle&lt;br /&gt;
match MPN4 You flounder&lt;br /&gt;
match MPN4 make much headway&lt;br /&gt;
match MPN4 ...wait&lt;br /&gt;
match MPN4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN5:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN6 You splash northeast&lt;br /&gt;
match MPN6 You swim northeast&lt;br /&gt;
match MPN5 You slap&lt;br /&gt;
match MPN5 You struggle&lt;br /&gt;
match MPN5 You flounder&lt;br /&gt;
match MPN5 make much headway&lt;br /&gt;
match MPN5 ...wait&lt;br /&gt;
match MPN5 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN6:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match MPN7 You splash northeast&lt;br /&gt;
match MPN7 You wade northeast&lt;br /&gt;
match MPN6 You slap&lt;br /&gt;
match MPN6 You struggle&lt;br /&gt;
match MPN6 You flounder&lt;br /&gt;
match MPN6 make much headway&lt;br /&gt;
match MPN6 ...wait&lt;br /&gt;
match MPN6 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN7:&lt;br /&gt;
pause&lt;br /&gt;
put north&lt;br /&gt;
match MPN8 You splash north&lt;br /&gt;
match MPN7 You slap&lt;br /&gt;
match MPN7 You struggle&lt;br /&gt;
match MPN7 You flounder&lt;br /&gt;
match MPN7 make much headway&lt;br /&gt;
match MPN7 ...wait&lt;br /&gt;
match MPN7 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN8:&lt;br /&gt;
pause&lt;br /&gt;
put north&lt;br /&gt;
match MPN9 You splash north&lt;br /&gt;
match MPN8 You slap&lt;br /&gt;
match MPN8 You struggle&lt;br /&gt;
match MPN8 You flounder&lt;br /&gt;
match MPN8 make much headway&lt;br /&gt;
match MPN8 ...wait&lt;br /&gt;
match MPN8 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
MPN9:&lt;br /&gt;
pause&lt;br /&gt;
move climb step&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go ware&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO *** Capital of the province of Zoluren&lt;br /&gt;
ECHO *** Located where the Oxenwaithe River crosses the mighty Segoltha River.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
GETCROSSINGDOKORA:&lt;br /&gt;
pause&lt;br /&gt;
match CRO-LET I don&#039;t know who you are referring to.&lt;br /&gt;
match CRO-LET But no one can see you.&lt;br /&gt;
match GETCROSSING2 But you don&#039;t have that much!&lt;br /&gt;
match GETCROSSING2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETCROSSING2:&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move go window&lt;br /&gt;
put withdraw 3 silver&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move go booth&lt;br /&gt;
put exchange 3 silver kronar to dokora&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-LET&lt;br /&gt;
&lt;br /&gt;
GETCROSSINGMONEYNORTH:&lt;br /&gt;
pause&lt;br /&gt;
match CRO-CAR I don&#039;t know who you are referring to.&lt;br /&gt;
match CRO-CAR But no one can see you.&lt;br /&gt;
match GETMONEY2 But you don&#039;t have that much!&lt;br /&gt;
match GETMONEY2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 30 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEY2:&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move go window&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move go booth&lt;br /&gt;
put exchange 1 silver kronar to lirum&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-CAR&lt;br /&gt;
&lt;br /&gt;
CRO-ART:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union since 366!&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go birch copse&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO *** A Halfling village, founded by Daffleberry Tanglefoot&lt;br /&gt;
ECHO *** Patron god is Glythtide the ram, god of joy, wine, song, and fellowship, and patron to Bards, gourmands, and drunks&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ART-KAE:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO *** Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO *** Westward is the Journalai Route towards the Journalai mountains, inhabited by rock trolls&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
ART-STO:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO *** Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO *** Westward is the Journalai Route towards the Journalai mountains, inhabited by rock trolls&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN AKA STAAN STOK (in Dwarven Haakish)&lt;br /&gt;
ECHO *** Home to the Stone Clan Militia, led by Paragon Redarch&lt;br /&gt;
ECHO *** Site of the book of power which was sought by Lord Sorrow and which could remove the wards on the Zaulfung Stones.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
STO-DIR:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a wilderness path where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This copse holds a Dark Temple with skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Silverwater Mines and Silverwater Lake, inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CRO-CAR:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union since 366!&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go birch copse&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go town gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Wilderness path: where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dark Temple: skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Silverwater Mines: inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-CAR:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go faint roadway&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
TODIRGE2:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow track&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** DIRGE, formerly known as DARKSTONE&lt;br /&gt;
ECHO *** Nestled beneath the shadow of the Greater Fist of Heaven,&lt;br /&gt;
ECHO *** a volcano which has smothered Dirge in lava and ash.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-RIV:&lt;br /&gt;
GROUPCHECK3:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK3 You have no group&lt;br /&gt;
match BURDENCHECK3 You must be visible&lt;br /&gt;
match GROUP3 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY INSTEAD OF SWIMMING THE FALDESU&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3:&lt;br /&gt;
match BURDENCHECK3A Encumbrance : None&lt;br /&gt;
match BURDENCHECK3A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK3B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK3C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK3D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK3E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK3F Overburdened&lt;br /&gt;
match BURDENCHECK3G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK3H even able to move?&lt;br /&gt;
match BURDENCHECK3I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (140 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3A:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match CANTSWIM3 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3B:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3C:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3D:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3E:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3F:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3G:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3H:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 410&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK3I:&lt;br /&gt;
pause&lt;br /&gt;
match DIR-RIV3 Athletics:&lt;br /&gt;
match OVERBURDENED3 EXP HELP&lt;br /&gt;
put exp survival 450&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO MONEYCHECK3&lt;br /&gt;
&lt;br /&gt;
MONEYCHECK3:&lt;br /&gt;
save DIR-FER&lt;br /&gt;
match DIR-RIV-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match DIR-RIV-CONT But no one can see you.&lt;br /&gt;
match GETMONEYDIRGE But you don&#039;t have that much!&lt;br /&gt;
match DIR-RIV-CONT You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 30 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYDIRGE:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow track&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go ruined gate&lt;br /&gt;
move n&lt;br /&gt;
move go traveller bank&lt;br /&gt;
match GOTDIRGEMONEY The clerk counts out&lt;br /&gt;
match NODIRGEMONEY You don&#039;t have that much money&lt;br /&gt;
match NODIRGEMONEY you do not seem to have an account&lt;br /&gt;
put withdraw 5 bronze&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NODIRGEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move go ruined gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =========================================&lt;br /&gt;
ECHO *** You need 30 Lirums for the Riverhaven ferry&lt;br /&gt;
ECHO *** Get coins from The Crossing - I can&#039;t do everything for you!&lt;br /&gt;
ECHO =========================================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GOTDIRGEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 bronze&lt;br /&gt;
put exchange 5 bronze kronar to lirum&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move go ruined gate&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go faint roadway&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-FALDESU:&lt;br /&gt;
save CROC-FALDESU&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-RIV3:&lt;br /&gt;
save CROC-RIV&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
CAR-NORTHROAD:&lt;br /&gt;
SAVE DIR-NORTHROAD&lt;br /&gt;
goto DIR-RIV-CONT&lt;br /&gt;
&lt;br /&gt;
DIR-RIV-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the Royal Province of Therengia&lt;br /&gt;
ECHO *** Governed by Lord Baron Gyfford of the Theren family&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
LAVA01:&lt;br /&gt;
match LAVA02 Heat rises in palpable waves&lt;br /&gt;
match LAVAP01 You must be standing to do that.&lt;br /&gt;
match LAVAP01 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP01:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA01&lt;br /&gt;
&lt;br /&gt;
LAVA02:&lt;br /&gt;
match LAVA03 The land about you is still and lifeless.&lt;br /&gt;
match LAVAP02 You must be standing to do that.&lt;br /&gt;
match LAVAP02 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP02:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA02&lt;br /&gt;
&lt;br /&gt;
LAVA03:&lt;br /&gt;
match LAVA04 [North Road, Canyon Rim]&lt;br /&gt;
match LAVAP03 You must be standing to do that.&lt;br /&gt;
match LAVAP03 You can&#039;t do that while lying down.&lt;br /&gt;
put nw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP03:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA03&lt;br /&gt;
&lt;br /&gt;
LAVA04:&lt;br /&gt;
match LAVA05 [North Rim, Canyon]&lt;br /&gt;
match LAVAP04 You must be standing to do that.&lt;br /&gt;
match LAVAP04 You can&#039;t do that while lying down.&lt;br /&gt;
put go trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP04:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA04&lt;br /&gt;
&lt;br /&gt;
LAVA05:&lt;br /&gt;
match LAVA06 [North Road, Canyon]&lt;br /&gt;
match LAVAP05 You must be standing to do that.&lt;br /&gt;
match LAVAP05 You can&#039;t do that while lying down.&lt;br /&gt;
put w&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP05:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA05&lt;br /&gt;
&lt;br /&gt;
LAVA06:&lt;br /&gt;
match LAVA07 To the north, the road wends&lt;br /&gt;
match LAVAP06 You must be standing to do that.&lt;br /&gt;
match LAVAP06 You can&#039;t do that while lying down.&lt;br /&gt;
put go switchback trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP06:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA06&lt;br /&gt;
&lt;br /&gt;
LAVA07:&lt;br /&gt;
match LAVA08 As the road crosses a low point&lt;br /&gt;
match LAVAP07 You must be standing to do that.&lt;br /&gt;
match LAVAP07 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP07:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA07&lt;br /&gt;
&lt;br /&gt;
LAVA08:&lt;br /&gt;
pause&lt;br /&gt;
match LAVANORTH1 You have no group&lt;br /&gt;
MATCH LAVANORTH1 You must be visible&lt;br /&gt;
match LAVANORTH2 You whisper&lt;br /&gt;
match LAVA08 ...wait&lt;br /&gt;
match LAVA08 type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVANORTH1:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put ne&lt;br /&gt;
match DIGNORTH1 feeble attempt&lt;br /&gt;
match DIGNORTH1 falling short of your goal.&lt;br /&gt;
match DIGNORTH1 holds you tightly, preventing&lt;br /&gt;
match WALKNORTH1 You easily navigate&lt;br /&gt;
match WALKNORTH1 is difficult, but manageable...&lt;br /&gt;
match WALKNORTH1 succeeding only with effort&lt;br /&gt;
match LAVANORTH1 fails to keep up with you through the&lt;br /&gt;
match LAVANORTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGNORTH1:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVANORTH1 You manage to dig enough&lt;br /&gt;
match DIGNORTH1 You struggle to dig&lt;br /&gt;
match WALKNORTH1 You will have to kneel&lt;br /&gt;
match DIGNORTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVANORTH2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put ne&lt;br /&gt;
match DIGNORTH2 feeble attempt&lt;br /&gt;
match DIGNORTH2 falling short of your goal.&lt;br /&gt;
match DIGNORTH2 holds you tightly, preventing&lt;br /&gt;
match WALKNORTH2 You easily navigate&lt;br /&gt;
match WALKNORTH2 is difficult, but manageable...&lt;br /&gt;
match WALKNORTH2 succeeding only with effort&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGNORTH2:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVANORTH2 You manage to dig enough&lt;br /&gt;
match WALKNORTH2 You struggle to dig&lt;br /&gt;
match LAVANORTH2 You will have to kneel&lt;br /&gt;
match DIGNORTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WALKNORTH2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto WALKNORTH1&lt;br /&gt;
&lt;br /&gt;
WALKNORTH1:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
LAVA09:&lt;br /&gt;
match LAVA10 A tongue of molten lava&lt;br /&gt;
match LAVAP09 You must be standing to do that.&lt;br /&gt;
match LAVAP09 You can&#039;t do that while lying down.&lt;br /&gt;
put ne&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP09:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA09&lt;br /&gt;
&lt;br /&gt;
LAVA10:&lt;br /&gt;
match LAVA11 Occasional flashes of red light&lt;br /&gt;
match LAVAP10 You must be standing to do that.&lt;br /&gt;
match LAVAP10 You can&#039;t do that while lying down.&lt;br /&gt;
put go lava flow&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP10:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA10&lt;br /&gt;
&lt;br /&gt;
LAVA11:&lt;br /&gt;
match LAVA12 The route descends into the dust&lt;br /&gt;
match LAVAP11 You must be standing to do that.&lt;br /&gt;
match LAVAP11 You can&#039;t do that while lying down.&lt;br /&gt;
put ne&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP11:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA11&lt;br /&gt;
&lt;br /&gt;
LAVA12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the ruined town of Skeleton&#039;s Crook and the Gate of Souls&lt;br /&gt;
ECHO * * * Inhabited by fire sprites, firecats, atik&#039;et, and westanuryns&lt;br /&gt;
ECHO&lt;br /&gt;
match LAVA13 Your view north is partially blocked&lt;br /&gt;
match LAVAP12 You must be standing to do that.&lt;br /&gt;
match LAVAP12 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP12:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA12&lt;br /&gt;
&lt;br /&gt;
LAVA13:&lt;br /&gt;
match LAVA14 Your footsteps echo off the glassy&lt;br /&gt;
match LAVAP13 You must be standing to do that.&lt;br /&gt;
match LAVAP13 You can&#039;t do that while lying down.&lt;br /&gt;
put go tunnel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP13:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA13&lt;br /&gt;
&lt;br /&gt;
LAVA14:&lt;br /&gt;
match LAVA15 Turning your back to the massive obsidian&lt;br /&gt;
match LAVAP14 You must be standing to do that.&lt;br /&gt;
match LAVAP14 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP14:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA14&lt;br /&gt;
&lt;br /&gt;
LAVA15:&lt;br /&gt;
match LAVA16 Two monstrous volcanoes&lt;br /&gt;
match LAVA16 two monstrous volcanoes&lt;br /&gt;
match LAVAP15 You must be standing to do that.&lt;br /&gt;
match LAVAP15 You can&#039;t do that while lying down.&lt;br /&gt;
put n&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP15:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA15&lt;br /&gt;
&lt;br /&gt;
LAVA16:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The ruins of Sicle Grove, destroyed by the eruption of the Greater Fist caused by the fire mage Mibgluc&lt;br /&gt;
ECHO * * * Previously a medical community and home to Timothy, now inhabited by fire maidens&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move go bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
CROC-FALDESU:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
DIR-northroad:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTH ROAD FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
DIR-FER:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTH ROAD FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK11:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK11 You have no group&lt;br /&gt;
match BURDENCHECK11 You must be visible&lt;br /&gt;
match GROUP11 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY INSTEAD OF SWIMMING THE FALDESU&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11:&lt;br /&gt;
match BURDENCHECK11A Encumbrance : None&lt;br /&gt;
match BURDENCHECK11A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK11B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK11C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK11D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK11E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK11F Overburdened&lt;br /&gt;
match BURDENCHECK11G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK11H even able to move?&lt;br /&gt;
match BURDENCHECK11I amazing you aren&#039;t squashed!&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11A:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match CANTSWIM11 EXP HELP&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11B:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11C:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 220&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11D:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11E:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 320&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11F:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11G:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 420&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11H:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 470&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK11I:&lt;br /&gt;
pause&lt;br /&gt;
match FER-RIV11 Athletics:&lt;br /&gt;
match OVERBURDENED11 EXP HELP&lt;br /&gt;
put exp survival 520&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY TO RIVERHAVEN&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
CANTSWIM11:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (120 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY TO RIVERHAVEN&lt;br /&gt;
ECHO&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
HAVENFERRYNORTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORHAVENFERRYNORTH wait for the next one.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH until the next one arrives.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORHAVENFERRYNORTH What were you referring to?&lt;br /&gt;
match WAITONHAVENFERRYNORTH You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONHAVENFERRYNORTH The Captain gives you a little nod&lt;br /&gt;
match NOMONEY You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORHAVENFERRYNORTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls up to the dock&lt;br /&gt;
goto HAVENFERRYNORTH&lt;br /&gt;
&lt;br /&gt;
WAITONHAVENFERRYNORTH:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** RIDING THE FERRY&lt;br /&gt;
ECHO *** Crossing the Faldesu River to the port city of Riverhaven, governed by Mayor Bressail&lt;br /&gt;
ECHO *** The ferry takes three minutes to cross the river.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This ferry is operated by House Shillat, one of the 16 Therengian great houses (or Morzindaen)&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Outside Riverhaven&#039;s east gate are the Warding Stones,&lt;br /&gt;
ECHO * * * raised by Farn&#039;s Company during the days of the Empire&lt;br /&gt;
ECHO * * * to protect Riverhaven from the &amp;quot;nameless evils&amp;quot; of the Zaulfung Swamp.&lt;br /&gt;
ECHO * * * Perhaps that evil is the recently discovered lair of the demon or demi-god Maelshyve&lt;br /&gt;
ECHO * * * and her cinder beasts, basilisks, and hierophants.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More information may be found in the book &amp;quot;A Study of the&lt;br /&gt;
ECHO * * * Zaulfung Stones&amp;quot; at the Gealeranendae College Library in Therenborough&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-FALDESU:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
FER-RIV11:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto CROC-RIV&lt;br /&gt;
&lt;br /&gt;
CROC-RIV:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swampland where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move dive river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now swimming across the Faldesu River to the port city of Riverhaven, governed by Mayor Bressail&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
NSN:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
pause&lt;br /&gt;
match NSN A high, rocky bank supports&lt;br /&gt;
match NSN You peer south but see nothing of interest.&lt;br /&gt;
match NSNEAST1 The swift waters of the river&lt;br /&gt;
match NSN ...wait&lt;br /&gt;
put peer south&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSNEAST1:&lt;br /&gt;
put ne&lt;br /&gt;
pause&lt;br /&gt;
put peer north&lt;br /&gt;
match NSNEAST1 The swift waters of the river&lt;br /&gt;
match NSN2 An enormous slab of rock&lt;br /&gt;
match NSNEAST1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSN2:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match NSNWEST You can&#039;t swim&lt;br /&gt;
match NSN2 [&lt;br /&gt;
match NSN2 You swim&lt;br /&gt;
match NSN2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSNWEST:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match NSNWEST You struggle&lt;br /&gt;
match NSNWEST You work&lt;br /&gt;
match NSNWEST You blunder&lt;br /&gt;
match NSNWEST You slap&lt;br /&gt;
match NSNWEST You flounder&lt;br /&gt;
MATCH NSWIMEAST You swim&lt;br /&gt;
match NSNWEST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NSWIMEAST:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match NSWIMEAST You swim&lt;br /&gt;
match NCLIMBBRIDGE You can&#039;t swim&lt;br /&gt;
match NSWIMEAST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NCLIMBBRIDGE:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
move climb stone bridge&lt;br /&gt;
put smile in relief and kneels reverently before the altar, intoning a prayer of gratitude to Drogor for safe passage through the treacherous waters of His domain.&lt;br /&gt;
waitfor You smile in relief&lt;br /&gt;
&lt;br /&gt;
move go east gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO *** Port city on the Faldesu River, governed by Mayor Bressail&lt;br /&gt;
ECHO *** Home to the Standing Stones, which protect the town from the evils of the Zaulfung Swamp&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THR-RIV:&lt;br /&gt;
GLORYWEST:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEWEST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST Imperial Glory&lt;br /&gt;
match RIVERHAWKWEST You can&#039;t do that right now.&lt;br /&gt;
match RIVERHAWKWEST I could not find what you&lt;br /&gt;
match RIVERHAWKWEST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEWEST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match GLORYWEST ...wait&lt;br /&gt;
put go glory&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RIVERHAWKWEST:&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEWEST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEWEST [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match WAITTHRONEBARGEWEST You can&#039;t do that right now.&lt;br /&gt;
match WAITTHRONEBARGEWEST I could not find what you&lt;br /&gt;
match WAITTHRONEBARGEWEST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEWEST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match RIVERHAWKWEST ...wait&lt;br /&gt;
put go riverhawk&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYTHRONEWEST:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move climb slope&lt;br /&gt;
move go gate&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go bank&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
match GOTTHRONEMONEY The clerk counts out&lt;br /&gt;
match NOTHRONEMONEY You don&#039;t have that much money&lt;br /&gt;
match NOTHRONEMONEY you do not seem to have an account&lt;br /&gt;
put withdraw 120 copper&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOTHRONEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU NEED 120 LIRUMS TO RIDE THE BARGE TO RIVERHAVEN&lt;br /&gt;
ECHO *** BUT YOU HAVE NO MONEY IN THRONE CITY&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** START BEGGING&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
GOTTHRONEMONEY:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move out&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move down&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go gate&lt;br /&gt;
move climb slope&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
goto thr-riv&lt;br /&gt;
&lt;br /&gt;
WAITTHRONEBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
waitfor A barge pulls into the&lt;br /&gt;
goto GLORYWEST&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge up the Faldesu River towards Riverhaven.&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew quickly ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO *** Port city on the Faldesu River, governed by Mayor Bressail&lt;br /&gt;
ECHO *** Home to the Standing Stones, which protect the town from the evils of the Zaulfung Swamp&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-THR:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
GLORYEAST:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEEAST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST Imperial Glory&lt;br /&gt;
match RIVERHAWKEAST You can&#039;t do that right now.&lt;br /&gt;
match RIVERHAWKEAST I could not find what you&lt;br /&gt;
match RIVERHAWKEAST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEEAST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match GLORYEAST ...wait&lt;br /&gt;
put go glory&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RIVERHAWKEAST:&lt;br /&gt;
pause&lt;br /&gt;
match THRONEBARGEEAST You hand him your Lirums&lt;br /&gt;
match THRONEBARGEEAST [&amp;quot;The Riverhawk&amp;quot;]&lt;br /&gt;
match WAITTHRONEBARGEEAST You can&#039;t do that right now.&lt;br /&gt;
match WAITTHRONEBARGEEAST I could not find what you&lt;br /&gt;
match WAITTHRONEBARGEEAST What were you referring to?&lt;br /&gt;
match GETMONEYTHRONEEAST You haven&#039;t got enough Lirums to pay&lt;br /&gt;
match RIVERHAWKEAST ...wait&lt;br /&gt;
put go riverhawk&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYTHRONEEAST:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU NEED 120 LIRUMS TO RIDE THIS BARGE&lt;br /&gt;
ECHO *** CHECKING THE BANK NOW&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 2 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
goto RIV-THR&lt;br /&gt;
&lt;br /&gt;
WAITTHRONEBARGEEAST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
match THRONEBARGEEASTDISCOVERED discovers your hiding place!&lt;br /&gt;
match GLORYEAST A barge pulls into the&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEEASTDISCOVERED:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Crabs and Rats in this area - PAY ATTENTION ! !&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===========================&lt;br /&gt;
ECHO&lt;br /&gt;
put retreat&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
put hide&lt;br /&gt;
goto WAITTHRONEBARGEEAST&lt;br /&gt;
&lt;br /&gt;
THRONEBARGEEAST:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge down the Faldesu River towards Throne City, capital of the former Seven-Starred Empire&lt;br /&gt;
ECHO&lt;br /&gt;
put hide&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew quickly ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** THRONE CITY&lt;br /&gt;
ECHO *** The ancient capital of the Seven-Pointed Star Empire, on the banks of the Faldesu Delta&lt;br /&gt;
ECHO *** Protected by the powerful magics of the Y&#039;Shai Guardians&lt;br /&gt;
ECHO *** Constructed by the Dwarven Axe Clan, among others&lt;br /&gt;
ECHO *** First Emperor was Verek, son of Akroeg the Ram who united all clans&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-ROS:&lt;br /&gt;
GROUPCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCHECK01 You have no group&lt;br /&gt;
match HEALTHCHECK01 You must be visible&lt;br /&gt;
match RIV-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK01B head&lt;br /&gt;
match PERCEPTIONCHECK01A Encumbrance :&lt;br /&gt;
match HEALTHCHECK01 ...wait&lt;br /&gt;
match HEALTHCHECK01 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK01A:&lt;br /&gt;
save PERCEPTIONCHECK01A&lt;br /&gt;
match CLIMBCHECK01 Perception:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK01B:&lt;br /&gt;
save PERCEPTIONCHECK01B&lt;br /&gt;
match CLIMBCHECK01 Perception:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK01:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK01 Athletics:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
match CLIMBCHECK01 ...wait&lt;br /&gt;
match CLIMBCHECK01 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01:&lt;br /&gt;
save BURDENCHECK01&lt;br /&gt;
match BURDENCHECK01A Encumbrance : None&lt;br /&gt;
match BURDENCHECK01A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK01B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK01C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK01D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK01E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK01F Overburdened&lt;br /&gt;
match BURDENCHECK01G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK01H even able to move?&lt;br /&gt;
match BURDENCHECK01I amazing you aren&#039;t squashed!&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01A:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match RIV-BAR EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01B:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 190&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01C:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 230&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01D:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01E:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 310&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01F:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 350&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01G:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 390&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01H:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 430&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK01I:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-ROS-NORTH Athletics:&lt;br /&gt;
match OVERBURDENED01 EXP HELP&lt;br /&gt;
put exp survival 470&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED01:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================================&lt;br /&gt;
ECHO *** You are too burdened to swim the Rossman&#039;s route with your current swimming skill.&lt;br /&gt;
ECHO *** With no burden you need 140 athletics ranks for the Rossman&#039;s route.&lt;br /&gt;
ECHO ==============================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
GOTO RIV-BAR&lt;br /&gt;
&lt;br /&gt;
RIV-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group, are too burdened, OR&lt;br /&gt;
ECHO *** You need more perception (140+) or athletics (140+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO    ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
NORTHBARGE:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORNORTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORNORTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORNORTHBARGE There is no ferry&lt;br /&gt;
match WAITONNORTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONNORTHBARGE The Captain gives you a little nod&lt;br /&gt;
match GETMONEYNORTHBARGE You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORNORTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto NORTHBARGE&lt;br /&gt;
&lt;br /&gt;
GETMONEYNORTHBARGE:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORNORTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORNORTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORNORTHBARGE There is no ferry&lt;br /&gt;
match WAITONNORTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONNORTHBARGE The Captain gives you a little nod&lt;br /&gt;
match NONORTHBARGE You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NONORTHBARGE:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Lirums in Riverhaven to ride the barge to Langenfirth.  Find some money and try again.&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONNORTHBARGE:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge west across Lake Gwenalion to the Ranger town of Langenfirth&lt;br /&gt;
ECHO *** This barge and casino is owned by Ditsworth, sailing since 305 AV.&lt;br /&gt;
ECHO *** The trip takes seven minutes.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Langenfirth is named for a monk named Langen who lived in the firth.&lt;br /&gt;
ECHO * * * Langen came to the fishing village on Lake Gwenalion in 240 AV, almost 150 years ago.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Though at first shunned by the villagers, Langen won them over by brewing&lt;br /&gt;
ECHO * * * one of the finest ales ever made, crafted from the waters of Lake Gwenalion.&lt;br /&gt;
ECHO * * * Langen Ale is now known throughout the world.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Langen&#039;s Feast is celebrated in all the villages around&lt;br /&gt;
ECHO * * * Lake Gwenalion on the 3rd day of Ka&#039;len the Sea Drake each year.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go wharf&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RIV-ROS-NORTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go narrow gate&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The western Riverhaven meadows, creeks, and woods&lt;br /&gt;
ECHO * * * Inhabited by goblin shamans, crayfish, eels, rams, bears, arbelogs, ogres, and wolf spiders&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a pasture grazed in by barghests&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Mistwood Forest, home to the poisonous nightreaver unyns&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
SEARCHOUTCROP1A:&lt;br /&gt;
save SEARCHOUTCROP1A&lt;br /&gt;
match SEARCHOUTCROP1B irregular handholds!&lt;br /&gt;
match SEARCHOUTCROP1A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search outcrop&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP1B:&lt;br /&gt;
move climb handhold&lt;br /&gt;
move climb rock wall&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP2A:&lt;br /&gt;
save SEARCHOUTCROP2A&lt;br /&gt;
match SEARCHOUTCROP2B shrubs clinging to the rock face!&lt;br /&gt;
match SEARCHOUTCROP2A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search rocky ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP2B:&lt;br /&gt;
move climb shrub&lt;br /&gt;
pause&lt;br /&gt;
match 1SW head southwest.&lt;br /&gt;
match 1W head west.&lt;br /&gt;
match 1NW head northwest.&lt;br /&gt;
match 1N head north.&lt;br /&gt;
match 1NE head northeast.&lt;br /&gt;
match 1E head east.&lt;br /&gt;
match 1SE head southeast.&lt;br /&gt;
put peer path&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SW:&lt;br /&gt;
move d&lt;br /&gt;
move sw&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1W:&lt;br /&gt;
move d&lt;br /&gt;
move w&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1NW:&lt;br /&gt;
move d&lt;br /&gt;
move nw&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1N:&lt;br /&gt;
move d&lt;br /&gt;
move n&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1NE:&lt;br /&gt;
move d&lt;br /&gt;
move ne&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1E:&lt;br /&gt;
move d&lt;br /&gt;
move e&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
1SE:&lt;br /&gt;
move d&lt;br /&gt;
move se&lt;br /&gt;
goto 1CONTINUE&lt;br /&gt;
&lt;br /&gt;
1CONTINUE:&lt;br /&gt;
put nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Swimming up the swift-flowing Jantspyre River towards Rossman&#039;s Landing&lt;br /&gt;
ECHO&lt;br /&gt;
&lt;br /&gt;
1SWIM1:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 1SWIM2 You wade&lt;br /&gt;
match 1SWIM1 You struggle&lt;br /&gt;
match 1SWIM1 You work&lt;br /&gt;
match 1SWIM1 You slap&lt;br /&gt;
match 1SWIM1 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM2:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 1SWIM3 You wade&lt;br /&gt;
match 1SWIM2 You struggle&lt;br /&gt;
match 1SWIM2 You work&lt;br /&gt;
match 1SWIM2 You slap&lt;br /&gt;
match 1SWIM2 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM3:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 1SWIM4 You wade&lt;br /&gt;
match 1SWIM3 You struggle&lt;br /&gt;
match 1SWIM3 You work&lt;br /&gt;
match 1SWIM3 You slap&lt;br /&gt;
match 1SWIM3 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM4:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 1SWIM5 You wade&lt;br /&gt;
match 1SWIM4 You struggle&lt;br /&gt;
match 1SWIM4 You work&lt;br /&gt;
match 1SWIM4 You slap&lt;br /&gt;
match 1SWIM4 You flounder&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
1SWIM5:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
move go bank&lt;br /&gt;
move go path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ROSSMAN&#039;S LANDING&lt;br /&gt;
ECHO *** A wilderness village in the Mistwood Forest on the northeastern shores of Lake Gwenalion&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ROS-THE:&lt;br /&gt;
put stow left&lt;br /&gt;
pause&lt;br /&gt;
put stow right&lt;br /&gt;
move east&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go rose thicket&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move go gap&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move go embankment&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move go north road&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO *** Protected by Theren Keep&lt;br /&gt;
ECHO *** Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO *** Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THE-LAN:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
ELB-2LAN:&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Danduwen Forest&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
ELB-LAN:&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
goto ELB-2LAN&lt;br /&gt;
&lt;br /&gt;
THE-FOR:&lt;br /&gt;
pause&lt;br /&gt;
match GROUPPASSPORTCHECK1 You see&lt;br /&gt;
match GROUPPASSPORTCHECK1 The folded piece of paper bears&lt;br /&gt;
match GETPASSPORT I could not find&lt;br /&gt;
match GETPASSPORT What were you referring to?&lt;br /&gt;
match GETPASSPORT passport has expired&lt;br /&gt;
put look my passport&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORTCHECK1:&lt;br /&gt;
pause&lt;br /&gt;
match GOTPASSPORT You have no group&lt;br /&gt;
match GOTPASSPORT You must be visible&lt;br /&gt;
match GETPASSPORT You whisper&lt;br /&gt;
match GROUPPASSPORTCHECK1 ...wait&lt;br /&gt;
match GROUPPASSPORTCHECK1 type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETPASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go alabaster arch&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go lancet arch&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go gold arch&lt;br /&gt;
move ne&lt;br /&gt;
GET-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
match GROUPPASSPORT1 licenser takes some of the papers&lt;br /&gt;
match INV-GET-PASSPORT how do you expect to do that?&lt;br /&gt;
match DESK-PASSPORT doesn&#039;t look like you have a free&lt;br /&gt;
match GET-PASSPORT passport will allow you&lt;br /&gt;
match GET-PASSPORT ...wait&lt;br /&gt;
match GET-PASSPORT type ahead&lt;br /&gt;
put ask licenser for passport&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GET-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot get a passport while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GET-PASSPORT&lt;br /&gt;
&lt;br /&gt;
DESK-PASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You don&#039;t have a free hand so your passport is on the desk.  Get your passport and type GLANCE to continue&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto GROUPPASSPORT1&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEPASSPORT1 You have no group&lt;br /&gt;
match LEAVEPASSPORT1 You must be visible&lt;br /&gt;
match GETGROUPPASSPORT1 You whisper&lt;br /&gt;
match GROUPPASSPORT1 ...wait&lt;br /&gt;
match GROUPPASSPORT1 type ahead&lt;br /&gt;
put whisper group Get a passport! ASK LICENSER FOR PASSPORT two times.  We will all need them. Let me know when you have one.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETGROUPPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WHEN EVERYONE HAS A PASSPORT TYPE &amp;quot;GLANCE&amp;quot; TO CONTINUE&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
put whisper group Now stow your passport away!&lt;br /&gt;
goto LEAVEPASSPORT1&lt;br /&gt;
&lt;br /&gt;
LEAVEPASSPORT1:&lt;br /&gt;
pause&lt;br /&gt;
put stow my passport&lt;br /&gt;
move sw&lt;br /&gt;
move go gold arch&lt;br /&gt;
move go black arch&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go oak doors&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go alabaster arch&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
goto GOTPASSPORT&lt;br /&gt;
&lt;br /&gt;
GOTPASSPORT:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
goto THERENROADWEST1&lt;br /&gt;
&lt;br /&gt;
THERENROADWEST1:&lt;br /&gt;
pause&lt;br /&gt;
match THERENROADWESTNOGROUP You have no group&lt;br /&gt;
match THERENROADWESTNOGROUP You must be visible&lt;br /&gt;
match THERENROADWESTGROUP You whisper&lt;br /&gt;
match THERENROADWEST1 ...wait&lt;br /&gt;
match THERENROADWEST1 type ahead&lt;br /&gt;
put whisper group GO WEST RIGHT NOW and Join me fast on the other side!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THERENROADWESTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
waitfor [Ker&#039;Leor, Deep Forest Path]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GRAB YOUR GROUP AND TYPE &amp;quot;GLANCE&amp;quot; WHEN YOU ARE READY TO MOVE&lt;br /&gt;
ECHO *** CAUTION: Creatures roam this area!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO THERENROADWESTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADWESTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
waitfor [Ker&#039;Leor, Deep Forest Path]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Ker&#039;Leor Forest at the base of the Ker&#039;Leor mountain range, home to roving gypsies led by King Talorc&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
THERENROADWESTDONE:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go road&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Laakmir, site of the Suur Pillar, which houses Firulf&#039;s staff&lt;br /&gt;
ECHO * * * and which created the electrical creatures called seordmaors&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move climb rocky path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now ascending the Ker&#039;Leor mountains - Beware of scaly seordmaors!&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move climb stone ramp&lt;br /&gt;
move go steel bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FORNSTED&lt;br /&gt;
ECHO *** Located in the Ker&#039;Leor Forest atop the Ker&#039;Leor mountains&lt;br /&gt;
ECHO *** Governed by Lord Paragon Larohald of the House Trigomas (one of the great Human houses of Therengia)&lt;br /&gt;
ECHO *** Protected by Arnshal Keep, named for the Arncharn Shel Mountains that divide Therengia and Forfedhdar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
FOR-HVA:&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move go wooden doors&lt;br /&gt;
move w&lt;br /&gt;
put get my passport&lt;br /&gt;
&lt;br /&gt;
GROUPPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEPASSPORT2 You have no group&lt;br /&gt;
match LEAVEPASSPORT2 You must be visible&lt;br /&gt;
match WAITPASSPORT2 You whisper&lt;br /&gt;
match GROUPPASSPORT2 ...wait&lt;br /&gt;
match GROUPPASSPORT2 type ahead&lt;br /&gt;
put whisper group Get your passport out and put it in your right hand, we are about to go through a checkpoint.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR EVERYONE TO GET THEIR PASSPORTS OUT AND PUT THEM IN THEIR RIGHT HANDS, THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO LEAVEPASSPORT2&lt;br /&gt;
&lt;br /&gt;
LEAVEPASSPORT2:&lt;br /&gt;
pause&lt;br /&gt;
move go gateway&lt;br /&gt;
put stow my passport&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending the Ker&#039;Leor mountains towards Hvaral by way of Arnshal Road, named for the Arncharn Shel Mountains&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move up&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HVARAL&lt;br /&gt;
ECHO * * * A small town in the Gemfire Mountains on the edge of the Velaka Desert&lt;br /&gt;
ECHO * * * Governed by Lord Elbaeryn of House Dacawla from within the Neristan Keep&lt;br /&gt;
ECHO * * * Formerly a Dwarven town of the Kwarlog Kingdom, since occupied by the Human Therengians&lt;br /&gt;
ECHO * * * An important trade route between Therengia, Muspar&#039;i, and Kwarlog (a Dwarven city and kingdom)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HVA-MUS:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow gateway&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move go ramp&lt;br /&gt;
move w&lt;br /&gt;
&lt;br /&gt;
GoDesertWest:&lt;br /&gt;
put whisper group GO BARGE! We can not get on the barge together as a group. You have to get on yourself.&lt;br /&gt;
pause&lt;br /&gt;
match WAITFORBARGEWEST I could not find what&lt;br /&gt;
match WAITFORBARGEWEST What were you referring to?&lt;br /&gt;
match WAITFORBARGEWEST You can&#039;t do that right now.&lt;br /&gt;
match INV-GoDesertWest they can&#039;t see you?&lt;br /&gt;
match WAITONBARGEWEST [&amp;quot;The Desert Wind&amp;quot;]&lt;br /&gt;
match WAITONBARGEWEST [&amp;quot;The Suncatcher&amp;quot;]&lt;br /&gt;
put go barge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GoDesertWest:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the barge while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GoDesertWest&lt;br /&gt;
&lt;br /&gt;
WAITFORBARGEWEST:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR SAND BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
match GoDesertWest barge pulls into the&lt;br /&gt;
match WAITFORBARGEWEST YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITONBARGEWEST:&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO PLATFORM when we dock! We can not leave the barge together. You will have to get off the barge yourself.&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding west across the Velaka Desert to Muspar&#039;i, the Desert Jewel&lt;br /&gt;
ECHO * * * Riding aboard a sand barge pulled by packbeasts called yeehars.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The currency of the Therengian province is the Lirum.&lt;br /&gt;
ECHO * * * The Lirum is named after the wife of Akroeg the Ram.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg had united all the races under the banner of the Ram Clan.&lt;br /&gt;
ECHO * * * After Akroeg&#039;s death his wife and sons along with the scholar Moliko&lt;br /&gt;
ECHO * * * ended the Ram Clan and formed the Seven Pointed Star Empire.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The lake in the Velaka Desert was originally inhabited by Sand Elves.&lt;br /&gt;
ECHO * * * After the fall of the Seven Starred Empire the S&#039;Kra Mur, led by Shorka the Cobra,&lt;br /&gt;
ECHO * * * settled at the lake and built Muspar&#039;i over protests of the Sand Elves.&lt;br /&gt;
ECHO * * * Shorka was a friend of Lanival and fought with Lanival against Teiro in the Resistance Wars&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 3 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Sand Elves and S&#039;Kra settled their differences and now live together in Muspar&#039;i&lt;br /&gt;
ECHO * * * Muspar&#039;i has become a major trade city between Kwarlog and Therengia&lt;br /&gt;
ECHO * * * It is known for its fine crafts: healing poultices, perfumes, dyes, spices, poisons, jewelry, weapons, silks, pottery...&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 4 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Muspar&#039;i was first ruled by Shorka the Cobra, who was made queen&lt;br /&gt;
ECHO * * * Modern rulers and nobility of Muspar&#039;i are known as &amp;quot;The Blood of Shorka&amp;quot;,&lt;br /&gt;
ECHO * * * though they are not necessarily true descendents of Shorka&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More can be read in &amp;quot;The History of Muspar&#039;i&amp;quot; at the Royal Library of Muspar&#039;i&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 60&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 5 of 5&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The S&#039;Kra of Muspar&#039;i believe they were led to Velaka by the S&#039;Kra Mur god Hav&#039;roth, the Cobra&lt;br /&gt;
ECHO * * * Hav&#039;roth is god of the spirits of rock, stone, earth, and deserts and is creator of precious metals and gems&lt;br /&gt;
ECHO * * * Hav&#039;roth&#039;s light aspect is Peri&#039;el the King Snake and dark aspect Ushnish the Viper&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More about the gods can be read in &amp;quot;The Immortals&amp;quot; at the Riverhaven Academy or Crossing temple&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEBARGEWEST The sand barge pulls into dock and&lt;br /&gt;
match WAITONBARGEWEST YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEWEST:&lt;br /&gt;
put whisper group GO PLATFORM! Then go ramp and go gate. We can not leave the barge together. You will have to get off the barge yourself.&lt;br /&gt;
move go platform&lt;br /&gt;
move go ramp&lt;br /&gt;
move go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** MUSPAR&#039;I ***&lt;br /&gt;
ECHO * * * A S&#039;Kra Mur city, built on a lake in the Velaka Desert&lt;br /&gt;
ECHO * * * Also called the Desert Jewel or the Sun&#039;s Egg by the S&#039;Kra&lt;br /&gt;
ECHO * * * Built by Shorka the Cobra, a S&#039;Kra who fought with Lanival against Teiro in the Resistance Wars&lt;br /&gt;
ECHO * * * Governed by monarchy whose ruling class and nobility are known as the &amp;quot;Blood of Shorka&amp;quot; (though not necessarily true descendents of Shorka)&lt;br /&gt;
ECHO * * * Patron god is Hav&#039;roth the cobra, god of the S&#039;Kra Mur and deserts&lt;br /&gt;
ECHO * * * Known for its artistry in weapon forging, silks, dyes, ceramics, and jewelry&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
goto FINISH&lt;br /&gt;
&lt;br /&gt;
MUS-BARGE:&lt;br /&gt;
move go ramp&lt;br /&gt;
GoDesertEast:&lt;br /&gt;
put whisper group GO BARGE! We can not get on the barge together as a group. You have to get on yourself.&lt;br /&gt;
pause&lt;br /&gt;
match WAITFORBARGEEast I could not find what&lt;br /&gt;
match WAITFORBARGEEast What were you referring to?&lt;br /&gt;
match WAITFORBARGEEast You can&#039;t do that right now.&lt;br /&gt;
match INV-GoDesertEast they can&#039;t see you?&lt;br /&gt;
match WAITONBARGEEast [&amp;quot;The Desert Wind&amp;quot;]&lt;br /&gt;
match WAITONBARGEEast [&amp;quot;The Suncatcher&amp;quot;]&lt;br /&gt;
put go barge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-GoDesertEast:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the barge while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto GoDesertEast&lt;br /&gt;
&lt;br /&gt;
WAITFORBARGEEast:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR SAND BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor barge pulls into the&lt;br /&gt;
goto GoDesertEast&lt;br /&gt;
&lt;br /&gt;
WAITONBARGEEast:&lt;br /&gt;
pause&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO DOCK when we arrive! We can not get off the barge together as a group. You have to get off the barge yourself.&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Riding aboard a sand barge pulled by yeehar.&lt;br /&gt;
ECHO *** Traveling east across the Velaka Desert towards Hvaral,&lt;br /&gt;
ECHO *** built into the Gemfire Mountains north of the Arncharn Shel Mountains.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Hvaral was built by the Dwarves of the Kwarlog Empire&lt;br /&gt;
ECHO * * * after the Humans and Dwarves won the Elven-Human War.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Humans and Dwarves later used Hvaral as a base of&lt;br /&gt;
ECHO * * * operations against the Dragon Priests and D&#039;zree.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * After the Dragon Priests were defeated the Dwarves and&lt;br /&gt;
ECHO * * * Humans fell into conflict, sparking the Therengia-Kwarlog War.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves withdrew from the destroyed outpost of Hvaral&lt;br /&gt;
ECHO * * * and the Therengians rebuilt the town in a Therengian style,&lt;br /&gt;
ECHO * * * including a keep that houses Hvaral&#039;s rulers, the Neristan Keep.&lt;br /&gt;
ECHO * * * Hvaral is a unique clash of Dwarven and Human architecture.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Hvaral is currently governed by Lord Elbaeryn&lt;br /&gt;
ECHO * * * Despite its name the Gemfire Mountains have few gems, or ores or salt.&lt;br /&gt;
ECHO * * * Muspar&#039;i was built and settled by the S&#039;Kra Mur in recent times, after the Therengia-Kwarlog War&lt;br /&gt;
ECHO * * * Hvaral survives upon interprovincial trade, being the gateway to the Velaka Desert&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * More can be learned about Hvaral by reading &amp;quot;A History of Hvaral&amp;quot; located in the Neristan Keep of Hvaral.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
waitfor The sand barge pulls into dock and&lt;br /&gt;
pause&lt;br /&gt;
match LEAVEBARGEEASTNOGROUP You have no group&lt;br /&gt;
match LEAVEBARGEEASTNOGROUP You must be visible&lt;br /&gt;
match LEAVEBARGEEASTGROUP You whisper&lt;br /&gt;
put whisper group GO DOCK! We can not get off the barge together as a group. You have to get off the barge yourself.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEEASTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LEAVEBARGEEASTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
MUS-HVA:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go ramp&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move go narrow gateway&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HVARAL&lt;br /&gt;
ECHO * * * A small town in the Gemfire Mountains on the edge of the Velaka Desert&lt;br /&gt;
ECHO * * * Governed by Lord Elbaeryn of House Dacawla from within the Neristan Keep&lt;br /&gt;
ECHO * * * Formerly a Dwarven town of the Kwarlog Kingdom, since occupied by the Human Therengians&lt;br /&gt;
ECHO * * * An important trade route between Therengia, Muspar&#039;i, and Kwarlog (a Dwarven city and kingdom)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HVA-FOR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the territory of House Macwe, one of the great Therengian houses&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go stone causeway&lt;br /&gt;
move go small gateway&lt;br /&gt;
move e&lt;br /&gt;
move go ironwood doors&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FORNSTED&lt;br /&gt;
ECHO * * * Located in the Ker&#039;Leor Forest atop the Ker&#039;Leor mountains&lt;br /&gt;
ECHO * * * Governed by Lord Paragon Larohald of the House Trigomas (one of the great Human houses of Therengia)&lt;br /&gt;
ECHO * * * Protected by Arnshal Keep, named for the Arncharn Shel Mountains that divide Therengia and Forfedhdar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
FOR-THE:&lt;br /&gt;
pause&lt;br /&gt;
move go steel bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move down&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending to the base of the Ker&#039;Leor mountains, homeland of the gypsies led by King Talorc&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
move climb rocky path&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by Laakmir, site of the Suur Pillar, which houses Firulf&#039;s staff and which created the electrical creatures called seordmaors&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
goto THERENROADEAST1&lt;br /&gt;
&lt;br /&gt;
THERENROADEAST1:&lt;br /&gt;
pause&lt;br /&gt;
match THERENROADEASTNOGROUP You have no group&lt;br /&gt;
match THERENROADEASTNOGROUP You must be visible&lt;br /&gt;
match THERENROADEASTGROUP You whisper&lt;br /&gt;
match THERENROADEAST1 ...wait&lt;br /&gt;
match THERENROADEAST1 type ahead&lt;br /&gt;
put whisper group Go EAST right now and join me on the other side!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTGROUP:&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
waitfor [Theren Road]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GRAB YOUR GROUP AND TYPE &amp;quot;GLANCE&amp;quot; WHEN YOU ARE READY TO MOVE&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
GOTO THERENROADEASTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTNOGROUP:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
waitfor [Theren Road]&lt;br /&gt;
GOTO THERENROADEASTDONE&lt;br /&gt;
&lt;br /&gt;
THERENROADEASTDONE:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
LAN-THE:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River by bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the apple orchards and fertile farmlands of upper Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru, god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
SKILLCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match THE-ROS-CONT Athletics:&lt;br /&gt;
match NOROSSMAN EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
THE-ROS:&lt;br /&gt;
GROUPCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCHECK7 You have no group&lt;br /&gt;
match HEALTHCHECK7 You must be visible&lt;br /&gt;
match THE-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK7B head&lt;br /&gt;
match PERCEPTIONCHECK7A Encumbrance :&lt;br /&gt;
match HEALTHCHECK7 ...wait&lt;br /&gt;
match HEALTHCHECK7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK7A:&lt;br /&gt;
save PERCEPTIONCHECK7A&lt;br /&gt;
match CLIMBCHECK7 Perception:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK7B:&lt;br /&gt;
save PERCEPTIONCHECK7B&lt;br /&gt;
match CLIMBCHECK7 Perception:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK7 Athletics:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
match CLIMBCHECK7 ...wait&lt;br /&gt;
match CLIMBCHECK7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVAL7 Athletics:&lt;br /&gt;
match THE-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVAL7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto THE-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
THE-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match THE-BAR-CONT I don&#039;t know who you are referring to.&lt;br /&gt;
match THE-BAR-CONT But no one can see you.&lt;br /&gt;
match GETMONEYSOUTHBARGE But you don&#039;t have that much!&lt;br /&gt;
match GETMONEYSOUTHBARGE You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 65 lirum&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETMONEYSOUTHBARGE:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM THEREN BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go town gate&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go marble entrance&lt;br /&gt;
move n&lt;br /&gt;
put withdraw 1 silver&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move out&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
goto THE-BAR-CONT&lt;br /&gt;
&lt;br /&gt;
THE-BAR-CONT:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO * * * A Ranger haven on the western shores of Lake Gwenalion, in the midst of Danduwen Forest&lt;br /&gt;
ECHO * * * Located within the territories of House Abriyit, one of the 16 great houses of Therengia&lt;br /&gt;
ECHO * * * Named for Langen, a monk from the firth, who created Langen&#039;s Ale.&lt;br /&gt;
ECHO * * (Langen&#039;s Feast is celebrated on the 3rd day of Ka&#039;len each year)&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
elb-riv:&lt;br /&gt;
GROUPCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCheckElbain7 You have no group&lt;br /&gt;
match HEALTHCheckElbain7 You must be visible&lt;br /&gt;
match ELB-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCheckElbain7B head&lt;br /&gt;
match PERCEPTIONCheckElbain7A Encumbrance :&lt;br /&gt;
match HEALTHCheckElbain7 ...wait&lt;br /&gt;
match HEALTHCheckElbain7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckElbain7A:&lt;br /&gt;
save PERCEPTIONCheckElbain7A&lt;br /&gt;
match CLIMBCheckElbain7 Perception:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckElbain7B:&lt;br /&gt;
save PERCEPTIONCheckElbain7B&lt;br /&gt;
match CLIMBCheckElbain7 Perception:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCheckElbain7 Athletics:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
match CLIMBCheckElbain7 ...wait&lt;br /&gt;
match CLIMBCheckElbain7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCheckElbain7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVALElbain7 Athletics:&lt;br /&gt;
match ELB-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVALElbain7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto ELB-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
ELB-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
goto ELB-ROS-2CONT&lt;br /&gt;
&lt;br /&gt;
ELB-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Danduwen Forest&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go southern shore&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LANGENFIRTH&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
lan-riv:&lt;br /&gt;
GROUPCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match HEALTHCheckLang7 You have no group&lt;br /&gt;
match HEALTHCheckLang7 You must be visible&lt;br /&gt;
match LAN-BAR You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
HEALTHCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCheckLang7B head&lt;br /&gt;
match PERCEPTIONCheckLang7A Encumbrance :&lt;br /&gt;
match HEALTHCheckLang7 ...wait&lt;br /&gt;
match HEALTHCheckLang7 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckLang7A:&lt;br /&gt;
save PERCEPTIONCheckLang7A&lt;br /&gt;
match CLIMBCheckLang7 Perception:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCheckLang7B:&lt;br /&gt;
save PERCEPTIONCheckLang7B&lt;br /&gt;
match CLIMBCheckLang7 Perception:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCheckLang7 Athletics:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
match CLIMBCheckLang7 ...wait&lt;br /&gt;
match CLIMBCheckLang7 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCheckLang7:&lt;br /&gt;
pause&lt;br /&gt;
match GREATSURVIVALLang7 Athletics:&lt;br /&gt;
match LAN-BAR EXP HELP&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GREATSURVIVALLang7:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** Great Survival Skills!&lt;br /&gt;
ECHO *** Taking the Rossman&#039;s Landing shortcut!&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
goto LAN-ROS-CONT&lt;br /&gt;
&lt;br /&gt;
LAN-BAR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO *** You cannot take the Rossman&#039;s Landing shortcut because you either&lt;br /&gt;
ECHO *** Have a group OR need more perception (140+) or athletics (100+)&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***  TAKING THE BARGE INSTEAD   ***&lt;br /&gt;
ECHO ========================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go Waldroth&#039;s Landing&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
goto SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
SOUTHBARGE:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go barge&lt;br /&gt;
match WAITFORSOUTHBARGE wait for the next one.&lt;br /&gt;
match WAITFORSOUTHBARGE until the next one arrives.&lt;br /&gt;
match WAITFORSOUTHBARGE There is no ferry&lt;br /&gt;
match WAITONSOUTHBARGE You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONSOUTHBARGE The Captain gives you a little nod&lt;br /&gt;
match NOMONEY You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORSOUTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE BARGE TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
GOTO SOUTHBARGE&lt;br /&gt;
&lt;br /&gt;
WAITONSOUTHBARGE:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the barge across Lake Gwenalion to Riverhaven&lt;br /&gt;
ECHO *** This barge and casino is owned by Ditsworth, sailing since 305 AV.&lt;br /&gt;
ECHO *** The trip takes seven minutes.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================&lt;br /&gt;
echo *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO * * * The currency of the Therengian province is the Lirum.&lt;br /&gt;
ECHO * * * The Lirum is named after the wife of Akroeg the Ram.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Akroeg united all the races under the banner of the Ram Clan.&lt;br /&gt;
ECHO * * * After Akroeg&#039;s death his work was continued by his wife, his son Verek, Barbalas, and the scholar Moliko.&lt;br /&gt;
ECHO * * * This group ended the Ram Clan and formed the Seven Pointed Star Empire.&lt;br /&gt;
ECHO =================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================&lt;br /&gt;
echo *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO * * * Akroeg&#039;s son Verek was anointed the first emperor&lt;br /&gt;
ECHO * * * Vereklaath or Founding Day is celebrated on the 1st day of the month of Akroeg the Ram&lt;br /&gt;
ECHO * * * Vereklaath is celebrated by parades of soldiers in full armor and exchange of gifts among Therengians&lt;br /&gt;
ECHO =================================&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor crew ties the barge off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go pier&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO * * * Site of the Dunshade manor, where Byron Dunshade murdered his wife Tatia and daughter Laurel then killed himself.&lt;br /&gt;
ECHO * * * Home to the Olvi from the badlands to the northwest, who built the Halfling Quarter in town.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LAN-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River by bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
ELB-ROS-2CONT:&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the apple orchards and fertile farmlands of upper Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Mistwood Forest&lt;br /&gt;
ECHO&lt;br /&gt;
goto LAN-ROS-2CONT&lt;br /&gt;
&lt;br /&gt;
THE-ROS-CONT:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
LAN-ROS-2CONT:&lt;br /&gt;
move go forest road&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move go embankment&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move go thicket&lt;br /&gt;
move south&lt;br /&gt;
move west&lt;br /&gt;
move west&lt;br /&gt;
move north&lt;br /&gt;
move go forest&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ROSSMAN&#039;S LANDING&lt;br /&gt;
ECHO *** A wilderness village in the Mistwood Forest on the northeastern shores of Lake Gwenalion&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ROS-RIV:&lt;br /&gt;
HEALTHCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match PERCEPTIONCHECK8B head&lt;br /&gt;
match PERCEPTIONCHECK8A Encumbrance :&lt;br /&gt;
match HEALTHCHECK8 ...wait&lt;br /&gt;
match HEALTHCHECK8 type ahead&lt;br /&gt;
put health&lt;br /&gt;
put enc&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK8A:&lt;br /&gt;
save PERCEPTIONCHECK8A&lt;br /&gt;
match CLIMBCHECK8 Perception:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 120&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PERCEPTIONCHECK8B:&lt;br /&gt;
save PERCEPTIONCHECK8B&lt;br /&gt;
match CLIMBCHECK8 Perception:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match SWIMCHECK8 Athletics:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match CLIMBCHECK8 ...wait&lt;br /&gt;
match CLIMBCHECK8 type ahead&lt;br /&gt;
put exp survival 100&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match ROS-TO-RIV Athletics:&lt;br /&gt;
match SKILLCHECK8 EXP HELP&lt;br /&gt;
match SWIMCHECK8 ...wait&lt;br /&gt;
match SWIMCHECK8 type ahead&lt;br /&gt;
put exp survival 30&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SKILLCHECK8:&lt;br /&gt;
pause&lt;br /&gt;
match ROS-LONGWAY Athletics:&lt;br /&gt;
match NOROSSMAN2 EXP HELP&lt;br /&gt;
match SKILLCHECK8 ...wait&lt;br /&gt;
match SKILLCHECK8 type ahead&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOROSSMAN2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** You do not have enough perception (140) or athletics (100), which are required to take the shortcut from Rossman&#039;s to Riverhaven, nor do you have the 50 ranks of athletics required to get from Rossman&#039;s to Therenborough.  You must rent a boat to sail on Lake Gwenalion, moongate out, or find someone to help you.&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
ROS-LONGWAY:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** You don&#039;t have enough perception (140) or athletics (100) to take the shortcut from Rossman&#039;s to Riverhaven.&lt;br /&gt;
ECHO *** You will be taken the long way using the barge from Langenfirth to Riverhaven.&lt;br /&gt;
ECHO =============================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO ROS-THE&lt;br /&gt;
&lt;br /&gt;
ROS-TO-RIV:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Swimming down the swift-flowing Jantspyre River towards Riverhaven&lt;br /&gt;
ECHO * * * Named the &amp;quot;Giant&#039;s Pyre&amp;quot; for a boulder formation in the river which resembles a massive corpse on a funeral pyre&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering territory inhabited by poisonous nightreaver unyns&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go bank&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
put s&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP3A:&lt;br /&gt;
save SEARCHOUTCROP3A&lt;br /&gt;
match SEARCHOUTCROP3B irregular handholds!&lt;br /&gt;
match SEARCHOUTCROP3A don&#039;t find anything of interest.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put search outcrop&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SEARCHOUTCROP3B:&lt;br /&gt;
move climb handhold&lt;br /&gt;
move climb handhold&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a meadow where barghests graze&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The western wilds of Riverhaven, inhabited by&lt;br /&gt;
ECHO * * * Goblin shamans, crayfish, eels, rams, bears, arbelogs, ogres, and wolf spiders&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RIVERHAVEN&lt;br /&gt;
ECHO * * * Site of the Dunshade manor, where Byron Dunshade murdered his wife Tatia and daughter Laurel then killed himself.&lt;br /&gt;
ECHO * * * Home to the Olvi from the badlands to the northwest, who built the Halfling Quarter in town.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
RIV-DIR:&lt;br /&gt;
GROUPCHECK2:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK2 You have no group&lt;br /&gt;
match BURDENCHECK2 You must be visible&lt;br /&gt;
match GROUP2 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUP2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE A GROUP&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO RIV-FER&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2:&lt;br /&gt;
save BURDENCHECK2&lt;br /&gt;
match BURDENCHECK2A Encumbrance : None&lt;br /&gt;
match BURDENCHECK2A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK2B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK2C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK2D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK2E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK2F Overburdened&lt;br /&gt;
match BURDENCHECK2G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK2H even able to move?&lt;br /&gt;
match BURDENCHECK2I amazing you aren&#039;t squashed!&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
match PAUSE type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2A:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match CANTSWIM2 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2B:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2C:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2D:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2E:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2F:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2G:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 370&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2H:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 410&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK2I:&lt;br /&gt;
pause&lt;br /&gt;
match RIV-DIR-SOUTH Athletics:&lt;br /&gt;
match OVERBURDENED2 EXP HELP&lt;br /&gt;
put exp survival 450&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU DO NOT HAVE ENOUGH ATHLETICS FOR THE FALDESU (140 ranks)&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
goto RIV-FER&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE FALDESU&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO RIV-FER&lt;br /&gt;
&lt;br /&gt;
RIV-FER:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move go ramp&lt;br /&gt;
HAVENFERRYSOUTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH wait for the next one.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH until the next one arrives.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORHAVENFERRYSOUTH What were you referring to?&lt;br /&gt;
match WAITONHAVENFERRYSOUTH You hand him your lirums and climb aboard.&lt;br /&gt;
match WAITONHAVENFERRYSOUTH The Captain gives you a little nod&lt;br /&gt;
match GETMONEYHAVENFERRYSOUTH You haven&#039;t got enough lirums&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORHAVENFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls up to the dock&lt;br /&gt;
goto HAVENFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYHAVENFERRYSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING LIRUMS FROM BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
move go ramp&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go bank&lt;br /&gt;
move go arch&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
move go arch&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go municipal pier&lt;br /&gt;
move go wooden archway&lt;br /&gt;
move go ramp&lt;br /&gt;
GOTO HAVENFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
WAITONHAVENFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding the ferry south across the Faldesu River, which takes three minutes.&lt;br /&gt;
ECHO *** This ferry is operated by House Shillat, one of the 16 Therengian great houses (or Morzindaen)&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-DIR:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Faldesu River lies northward, surrounded by swamps where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
GOTO CROC-DIR&lt;br /&gt;
&lt;br /&gt;
RIV-FALDESU:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** DIVE RIVER to swim in the Faldesu&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
FAL-FER:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swamplands where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go covered bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RIV-DIR-SOUTH:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
put frown anxiously and kneels reverently before the altar, beseeching Drogor for safe passage through the treacherous waters of His domain.&lt;br /&gt;
waitfor You frown anxiously&lt;br /&gt;
put dive river&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now swimming south across the Faldesu River towards the farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
SSWIMROCK:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
pause&lt;br /&gt;
match SSWIMSOUTHWEST but see nothing of interest&lt;br /&gt;
match SSWIMROCK You glance&lt;br /&gt;
match SSWIMROCK ...wait&lt;br /&gt;
put peer south&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SSWIMSOUTHWEST:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SSWIMSOUTHWEST You struggle&lt;br /&gt;
match SSWIMSOUTHWEST You blunder&lt;br /&gt;
match SSWIMSOUTHWEST You slap&lt;br /&gt;
match SSWIMSOUTHWEST You work&lt;br /&gt;
match SSWIMSOUTHWEST You flounder&lt;br /&gt;
match SSWIMSHORE [&lt;br /&gt;
match SSWIMSHORE You swim&lt;br /&gt;
match SSWIMSOUTHWEST ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SSWIMSHORE:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match SSWIMSHORE [&lt;br /&gt;
match SSWIMSHORE You swim&lt;br /&gt;
match SCLIMBBRIDGE You can&#039;t swim&lt;br /&gt;
match SSWIMSHORE ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SCLIMBBRIDGE:&lt;br /&gt;
pause&lt;br /&gt;
move climb bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through swamplands where crocodiles and leeches reside&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the plains and farmlands of southern Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
CROC-DIR:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The ruins of Sicle Grove, destroyed by the eruption&lt;br /&gt;
ECHO * * * of the Greater Fist caused by the fire mage Mibgluc&lt;br /&gt;
ECHO * * * Previously a medical community and home to Timothy, now inhabited by fire maidens&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
&lt;br /&gt;
LAVA19:&lt;br /&gt;
match LAVA20 [North Road, Tunnel]&lt;br /&gt;
match LAVAP19 You must be standing to do that.&lt;br /&gt;
match LAVAP19 You can&#039;t do that while lying down.&lt;br /&gt;
put go tunnel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP19:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA19&lt;br /&gt;
&lt;br /&gt;
LAVA20:&lt;br /&gt;
match LAVA21 Your view north is partially blocked&lt;br /&gt;
match LAVAP20 You must be standing to do that.&lt;br /&gt;
match LAVAP20 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP20:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA20&lt;br /&gt;
&lt;br /&gt;
LAVA21:&lt;br /&gt;
match LAVA22 The route descends into the dust&lt;br /&gt;
match LAVAP21 You must be standing to do that.&lt;br /&gt;
match LAVAP21 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP21:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA21&lt;br /&gt;
&lt;br /&gt;
LAVA22:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the ruined town of Skeleton&#039;s Crook and the Gate of Souls&lt;br /&gt;
ECHO * * * Inhabited by fire sprites, firecats, atik&#039;et, and westanuryns&lt;br /&gt;
ECHO&lt;br /&gt;
match LAVA23 Occasional flashes of red light&lt;br /&gt;
match LAVAP22 You must be standing to do that.&lt;br /&gt;
match LAVAP22 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP22:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA22&lt;br /&gt;
&lt;br /&gt;
LAVA23:&lt;br /&gt;
match LAVA24 A tongue of molten lava&lt;br /&gt;
match LAVAP23 You must be standing to do that.&lt;br /&gt;
match LAVAP23 You can&#039;t do that while lying down.&lt;br /&gt;
put go old flow&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP23:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA23&lt;br /&gt;
&lt;br /&gt;
LAVA24:&lt;br /&gt;
match LAVA25 The wind rips a stream&lt;br /&gt;
match LAVAP24 You must be standing to do that.&lt;br /&gt;
match LAVAP24 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP24:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA24&lt;br /&gt;
&lt;br /&gt;
LAVA25:&lt;br /&gt;
match LAVA26 As the road crosses a low point&lt;br /&gt;
match LAVAP25 You must be standing to do that.&lt;br /&gt;
match LAVAP25 You can&#039;t do that while lying down.&lt;br /&gt;
put sw&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP25:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA25&lt;br /&gt;
&lt;br /&gt;
LAVA26:&lt;br /&gt;
pause&lt;br /&gt;
match LAVASOUTH1 No one!&lt;br /&gt;
match LAVASOUTH1 There is 1 member &lt;br /&gt;
match LAVASOUTH2 You have:&lt;br /&gt;
match LAVASOUTH2 members in your group&lt;br /&gt;
put assess group&lt;br /&gt;
put wealth&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVASOUTH1:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put s&lt;br /&gt;
match DIGSOUTH1 feeble attempt&lt;br /&gt;
match DIGSOUTH1 falling short of your goal.&lt;br /&gt;
match DIGSOUTH1 holds you tightly, preventing&lt;br /&gt;
match LAVASOUTH1 fails to keep up with you through the&lt;br /&gt;
match WALKSOUTH1 You easily navigate&lt;br /&gt;
match WALKSOUTH1 is difficult, but manageable...&lt;br /&gt;
match WALKSOUTH1 succeeding only with effort&lt;br /&gt;
match LAVASOUTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGSOUTH1:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVASOUTH1 You manage to dig enough&lt;br /&gt;
match DIGSOUTH1 You struggle to dig&lt;br /&gt;
match WALKSOUTH1 You will have to kneel&lt;br /&gt;
match DIGSOUTH1 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVASOUTH2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put stand&lt;br /&gt;
put s&lt;br /&gt;
match DIGSOUTH2 feeble attempt&lt;br /&gt;
match DIGSOUTH2 falling short of your goal.&lt;br /&gt;
match DIGSOUTH2 holds you tightly, preventing&lt;br /&gt;
match WALKSOUTH2 You easily navigate&lt;br /&gt;
match WALKSOUTH2 is difficult, but manageable...&lt;br /&gt;
match WALKSOUTH2 succeeding only with effort&lt;br /&gt;
match LAVASOUTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
DIGSOUTH2:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match LAVASOUTH2 You manage to dig enough&lt;br /&gt;
match DIGSOUTH2 You struggle to dig&lt;br /&gt;
match WALKSOUTH2 You will have to kneel&lt;br /&gt;
match DIGSOUTH2 ...wait&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WALKSOUTH2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto WALKSOUTH1&lt;br /&gt;
&lt;br /&gt;
WALKSOUTH1:&lt;br /&gt;
pause&lt;br /&gt;
LAVA27:&lt;br /&gt;
match LAVA28 The reek of the gasses&lt;br /&gt;
match LAVAP27 You must be standing to do that.&lt;br /&gt;
match LAVAP27 You can&#039;t do that while lying down.&lt;br /&gt;
put go narrow trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP27:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA27&lt;br /&gt;
&lt;br /&gt;
LAVA28:&lt;br /&gt;
match LAVA29 [North Rim, Canyon]&lt;br /&gt;
match LAVAP28 You must be standing to do that.&lt;br /&gt;
match LAVAP28 You can&#039;t do that while lying down.&lt;br /&gt;
put e&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP28:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA28&lt;br /&gt;
&lt;br /&gt;
LAVA29:&lt;br /&gt;
match LAVA30 The road north is blocked&lt;br /&gt;
match LAVAP29 You must be standing to do that.&lt;br /&gt;
match LAVAP29 You can&#039;t do that while lying down.&lt;br /&gt;
put go trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP29:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA29&lt;br /&gt;
&lt;br /&gt;
LAVA30:&lt;br /&gt;
match LAVA31 The land about you is still and lifeless.&lt;br /&gt;
match LAVAP30 You must be standing to do that.&lt;br /&gt;
match LAVAP30 You can&#039;t do that while lying down.&lt;br /&gt;
put se&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP30:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA30&lt;br /&gt;
&lt;br /&gt;
LAVA31:&lt;br /&gt;
match LAVA32 Heat rises in palpable waves&lt;br /&gt;
match LAVAP31 You must be standing to do that.&lt;br /&gt;
match LAVAP31 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP31:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA31&lt;br /&gt;
&lt;br /&gt;
LAVA32:&lt;br /&gt;
match LAVA33 [North Road]&lt;br /&gt;
match LAVAP32 You must be standing to do that.&lt;br /&gt;
match LAVAP32 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP32:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA32&lt;br /&gt;
&lt;br /&gt;
LAVA33:&lt;br /&gt;
match LAVA34 [North Roads Caravansary]&lt;br /&gt;
match LAVAP33 You must be standing to do that.&lt;br /&gt;
match LAVAP33 You can&#039;t do that while lying down.&lt;br /&gt;
put s&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LAVAP33:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
goto LAVA33&lt;br /&gt;
&lt;br /&gt;
LAVA34:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the Province of Zoluren&lt;br /&gt;
ECHO *** Governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NTR CARAVANSARY&lt;br /&gt;
ECHO *** A large traveler&#039;s outpost at the border between Zoluren and Therengia&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
DIR-STO:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Silverwater Mines and Silverwater Lake, inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * This copse holds a Dark Temple with skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing a wilderness path where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN AKA STAAN STOK (in Dwarven Haakish)&lt;br /&gt;
ECHO * * * Led by the clan elder, Cloudcrest&lt;br /&gt;
ECHO * * * Dwarves are said to be loathed by Elves because it was Dwarves who killed Keloryon, Father of all Elves, and because of the enslavement of many Wind Elves in the Dragonspine Mountains.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
STO-KAE:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Home to the Gilded Unicorn Inn and Tavern, owned by Savrin Kaerna&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
STO-ART:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE&lt;br /&gt;
ECHO * * * A Halfling village, founded by Daffleberry Tanglefoot&lt;br /&gt;
ECHO * * * Patron god is Glythtide the ram, god of joy, wine, song,&lt;br /&gt;
ECHO * * * and fellowship, and patron to Bards, gourmands, and drunks.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
ART-CRO:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go birch copse&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northward is a monastery surrounded by gargoyles and death spirits and a bramble full of badgers and trollkins&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * Protected by Ulf&#039;Hara Keep, home to Prince Vorclaf, leader of the province of Zoluren&lt;br /&gt;
ECHO * * * Heart of the Five Provinces, called The Dragon&#039;s Realms because they were formed by Lanival &amp;quot;the Dragon&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CAR-CRO:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Silverwater Mines: inhabited by faenrae reavers and wind hounds.&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dark Temple: skeletons, zombies, and other undead.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go wood bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Wilderness path: where leucros, vipers, geni, and rock guardians dwell&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STONE CLAN&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go town gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KAERNA VILLAGE&lt;br /&gt;
ECHO * * * Adjacent to Sorrow&#039;s Reach, home of Lord Sorrow and the S&#039;lai&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go town gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ARTHE DALE, a Halfling village!&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go birch copse&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go crumbling archway&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * Protected by Ulf&#039;Hara Keep, home to Prince Vorclaf, leader of the province of Zoluren&lt;br /&gt;
ECHO * * * Heart of the Five Provinces, called The Dragon&#039;s Realms because they were formed by Lanival &amp;quot;the Dragon&amp;quot;&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
CRO-LET:&lt;br /&gt;
CHECKGUILD:&lt;br /&gt;
match GROUPCHECK4 Guild: Thief&lt;br /&gt;
match CRO-FER Gender:&lt;br /&gt;
put info&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GROUPCHECK4:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK4 You have no group&lt;br /&gt;
match BURDENCHECK4 You must be visible&lt;br /&gt;
match CRO-FER You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK4:&lt;br /&gt;
save BURDENCHECK4&lt;br /&gt;
match SWIMCHECK4A Encumbrance : None&lt;br /&gt;
match SWIMCHECK4A Encumbrance : Light&lt;br /&gt;
match SWIMCHECK4B Encumbrance : Somewhat&lt;br /&gt;
match SWIMCHECK4C Encumbrance : Burdened&lt;br /&gt;
match SWIMCHECK4D Encumbrance : Heavy&lt;br /&gt;
match SWIMCHECK4E Encumbrance : Very Heavy&lt;br /&gt;
match SWIMCHECK4F Overburdened&lt;br /&gt;
match SWIMCHECK4G Encumbrance : Tottering&lt;br /&gt;
match SWIMCHECK4H even able to move?&lt;br /&gt;
match SWIMCHECK4I amazing you aren&#039;t squashed!&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4A:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match CRO-FER EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4B:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 40&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4C:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 75&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4D:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 110&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4E:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 140&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4F:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 175&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4G:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4H:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 240&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SWIMCHECK4I:&lt;br /&gt;
pause&lt;br /&gt;
match PAS-LET Athletics:&lt;br /&gt;
match OVERBURDENED4 EXP HELP&lt;br /&gt;
put exp survival 270&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU ARE TOO BURDENED TO SWIM THE RIVER&lt;br /&gt;
ECHO *** TAKING THE FERRY&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO CRO-FER&lt;br /&gt;
&lt;br /&gt;
CRO-FER:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move go Longbow Bridge&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move go wooden pier&lt;br /&gt;
&lt;br /&gt;
CROSSINGFERRYSOUTH:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH wait for the next one.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH until the next one arrives.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH I could not find what you were referring to.&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH What were you referring to?&lt;br /&gt;
match WAITFORCROSSINGFERRYSOUTH There is no ferry here to go aboard.&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH You hand him your&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH The Captain gives you a little nod&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH You silently slip aboard,&lt;br /&gt;
match WAITONCROSSINGFERRYSOUTH But I see you&#039;re pretty young&lt;br /&gt;
match GETMONEYCROSSINGFERRYSOUTH You haven&#039;t got enough&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORCROSSINGFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto CROSSINGFERRYSOUTH&lt;br /&gt;
&lt;br /&gt;
GETMONEYCROSSINGFERRYSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** GETTING KRONARS FROM THE BANK ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go Lemicus Square&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go Longbow Bridge&lt;br /&gt;
move ne&lt;br /&gt;
move go Provincial Bank&lt;br /&gt;
move go teller window&lt;br /&gt;
put withdraw 3 bronze&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 5 copper&lt;br /&gt;
pause&lt;br /&gt;
move out&lt;br /&gt;
move out&lt;br /&gt;
goto CRO-FER&lt;br /&gt;
&lt;br /&gt;
WAITONCROSSINGFERRYSOUTH:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding south across the mighty Segoltha River towards Leth Deriel, the ancient Elven stronghold.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Between Crossing and Leth is the Forest of Night, created by the mad mage Sithsia.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Lord Ellinton, Sithsia&#039;s employer, built her a keep in the Endrus Forest&lt;br /&gt;
ECHO * * * During a conflict with Ellinton&#039;s enemies his son was slain.&lt;br /&gt;
ECHO * * * Sithsia wept tears of blood and fell into madness.&lt;br /&gt;
ECHO * * * She called to the dead to rise and kill all, friend and foe.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Today magic and life are twisted and dark in the Forest of&lt;br /&gt;
ECHO * * * Night and Sithsia, if she lives, hides in her ever-moving keep&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;The Forest of Night&amp;quot; at the Izma University in Leth Deriel.&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 2 of 2&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Sithsia, mage of the Forest, is credited with ending the Dragon Priest reign&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Dzree sent 10,000 troops to conquer Leth Deriel, but only 1 returned.&lt;br /&gt;
ECHO * * * He spoke of a twisted forest of mist and darkness and misshappen fae&lt;br /&gt;
ECHO * * * Dzree sent more armies, but each time all perished but one survivor.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Then one day Sithsia appeared to Dzree before the Throne of Blood and&lt;br /&gt;
ECHO * * * told Dzree she would never have Leth Deriel, then prophesied that Dzree&lt;br /&gt;
ECHO * * * and her empire would fall in one year, and so it did.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You can read more in &amp;quot;The Legend of the World Dragon&amp;quot; at The Crossing Temple&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor crew ties the ferry off.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
FER-LET:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
GOTO BOULDERSOUTH&lt;br /&gt;
&lt;br /&gt;
PAS-LET:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move go bridge&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go ware&lt;br /&gt;
move s&lt;br /&gt;
put open trap&lt;br /&gt;
move go trap&lt;br /&gt;
move go river&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
match PAS-LET-CONT2 You duck quietly&lt;br /&gt;
match RETURN2CRO I could not find&lt;br /&gt;
match RETURN2CRO What were you referring to?&lt;br /&gt;
put go panel&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
RETURN2CRO:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go ware&lt;br /&gt;
move u&lt;br /&gt;
move n&lt;br /&gt;
move out&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go bridge&lt;br /&gt;
move ne&lt;br /&gt;
goto CRO-FER&lt;br /&gt;
&lt;br /&gt;
PAS-LET-CONT2:&lt;br /&gt;
move climb step&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * You have entered the fabled 5th Passage of which many Thieves spent years trying to find&lt;br /&gt;
ECHO&lt;br /&gt;
SMOVE:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE1 You splash south, moving sideways to the current.&lt;br /&gt;
match SMOVE You slap&lt;br /&gt;
match SMOVE You struggle&lt;br /&gt;
match SMOVE You flounder&lt;br /&gt;
match SMOVE make much headway&lt;br /&gt;
match SMOVE ...wait&lt;br /&gt;
match SMOVE type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE1:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE2 You splash south, moving sideways to the current.&lt;br /&gt;
match SMOVE1 You slap&lt;br /&gt;
match SMOVE1 You struggle&lt;br /&gt;
match SMOVE1 You flounder&lt;br /&gt;
match SMOVE1 make much headway&lt;br /&gt;
match SMOVE1 ...wait&lt;br /&gt;
match SMOVE1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE2:&lt;br /&gt;
PAUSE&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE3 You splash southwest&lt;br /&gt;
match SMOVE2 You slap&lt;br /&gt;
match SMOVE2 You struggle&lt;br /&gt;
match SMOVE2 You flounder&lt;br /&gt;
match SMOVE2 make much headway&lt;br /&gt;
match SMOVE2 ...wait&lt;br /&gt;
match SMOVE2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE3:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE4 You splash southwest&lt;br /&gt;
match SMOVE4 You wade southwest&lt;br /&gt;
match SMOVE3 You slap&lt;br /&gt;
match SMOVE3 You struggle&lt;br /&gt;
match SMOVE3 You flounder&lt;br /&gt;
match SMOVE3 make much headway&lt;br /&gt;
match SMOVE3 ...wait&lt;br /&gt;
match SMOVE3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE4:&lt;br /&gt;
pause&lt;br /&gt;
put down&lt;br /&gt;
match SMOVE5 You swim down&lt;br /&gt;
match SMOVE4 You slap&lt;br /&gt;
match SMOVE4 You struggle&lt;br /&gt;
match SMOVE4 You flounder&lt;br /&gt;
match SMOVE4 make much headway&lt;br /&gt;
match SMOVE4 ...wait&lt;br /&gt;
match SMOVE4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE5:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE6 You splash south&lt;br /&gt;
match SMOVE6 You swim south&lt;br /&gt;
match SMOVE5 You slap&lt;br /&gt;
match SMOVE5 You struggle&lt;br /&gt;
match SMOVE5 You flounder&lt;br /&gt;
match SMOVE5 make much headway&lt;br /&gt;
match SMOVE5 ...wait&lt;br /&gt;
match SMOVE5 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE6:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE7 You splash southwest&lt;br /&gt;
match SMOVE7 You swim southwest&lt;br /&gt;
match SMOVE6 You slap&lt;br /&gt;
match SMOVE6 You struggle&lt;br /&gt;
match SMOVE6 You flounder&lt;br /&gt;
match SMOVE6 make much headway&lt;br /&gt;
match SMOVE6 ...wait&lt;br /&gt;
match SMOVE6 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE7:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match SMOVE8 You splash southwest&lt;br /&gt;
match SMOVE8 You swim southwest&lt;br /&gt;
match SMOVE7 You slap&lt;br /&gt;
match SMOVE7 You struggle&lt;br /&gt;
match SMOVE7 You flounder&lt;br /&gt;
match SMOVE7 make much headway&lt;br /&gt;
match SMOVE7 ...wait&lt;br /&gt;
match SMOVE7 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE8:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match SMOVE9 You splash south&lt;br /&gt;
match SMOVE9 You swim south&lt;br /&gt;
match SMOVE8 You slap&lt;br /&gt;
match SMOVE8 You struggle&lt;br /&gt;
match SMOVE8 You flounder&lt;br /&gt;
match SMOVE8 make much headway&lt;br /&gt;
match SMOVE8 ...wait&lt;br /&gt;
match SMOVE8 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE9:&lt;br /&gt;
pause&lt;br /&gt;
put up&lt;br /&gt;
match SMOVE10 You splash up&lt;br /&gt;
match SMOVE10 You wade up&lt;br /&gt;
match SMOVE9 You slap&lt;br /&gt;
match SMOVE9 You struggle&lt;br /&gt;
match SMOVE9 You flounder&lt;br /&gt;
match SMOVE9 make much headway&lt;br /&gt;
match SMOVE9 ...wait&lt;br /&gt;
match SMOVE9 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SMOVE10:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gap&lt;br /&gt;
BOULDERSOUTH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now entering the Endrus Forest, home to Leth Deriel.&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the Forest of Night, created by mad mage Sithsia&lt;br /&gt;
ECHO * * * Home to nyads, dryads, and death spirits&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
WEBSOUTH1:&lt;br /&gt;
match NOWEBSOUTH Thick trees line the route here,&lt;br /&gt;
match WEBSOUTH2 Roundtime&lt;br /&gt;
match WEBSOUTH2 You can&#039;t do that while&lt;br /&gt;
match WEBSOUTH2 ...wait&lt;br /&gt;
put sw&lt;br /&gt;
MATCHWAIT&lt;br /&gt;
&lt;br /&gt;
WEBSOUTH2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are stuck in a spider&#039;s web.  Be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
match WEBSOUTH1 Using your escape&lt;br /&gt;
match WEBSOUTH1 The webs break apart and fall away, releasing you.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOWEBSOUTH:&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go bower gate&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** LETH DERIEL&lt;br /&gt;
ECHO *** Ancient stronghold of the Forest Elves&lt;br /&gt;
ECHO *** Protected by the mad mage Sithsia&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
LET-GON:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing the manor of Lasarhhtha Oshu&#039;ehhrsk the Bone Dancer&lt;br /&gt;
ECHO * * * Home to bone wolves, zombies, germish&#039;din, and kartais&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go blockade&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragonspine Mountains via the Obsidian Pass&lt;br /&gt;
ECHO * * * Beware of snowbeasts, particularly down that track&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
put stow left&lt;br /&gt;
pause&lt;br /&gt;
put stow right&lt;br /&gt;
move climb platform&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
north-platform:&lt;br /&gt;
northgondolacheck:&lt;br /&gt;
ECHO *** Northern Gondola Platform&lt;br /&gt;
pause&lt;br /&gt;
match nsundergondola Athletics:&lt;br /&gt;
match 2north-platform EXP HELP&lt;br /&gt;
put exp survival 540&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2north-platform:&lt;br /&gt;
pause&lt;br /&gt;
match WAITONSOUTHGONDOLA [Gondola&lt;br /&gt;
match WAITFORSOUTHGONDOLA There is no&lt;br /&gt;
put go gondola&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORSOUTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE GONDOLA TO ARRIVE ***&lt;br /&gt;
ECHO * * * If you believe you can take the quick shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 540 base ranks of athletics) type SHORTCUT1&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put look gondola&lt;br /&gt;
match GETONSOUTHGONDOLA The gondola stops on the platform&lt;br /&gt;
match WAITFORSOUTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
match nsundergondola SHORTCUT1&lt;br /&gt;
match nsundergondola shortcut1&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETONSOUTHGONDOLA:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go gondola&lt;br /&gt;
goto WAITONSOUTHGONDOLA&lt;br /&gt;
&lt;br /&gt;
nsundergondola:&lt;br /&gt;
pause&lt;br /&gt;
move go ridge&lt;br /&gt;
move n&lt;br /&gt;
goto CLIMB-BRANCH&lt;br /&gt;
&lt;br /&gt;
CLIMB-BRANCH:&lt;br /&gt;
SAVE CLIMB-BRANCH&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH1 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH1 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH1 find it hard going.&lt;br /&gt;
match FAIL-BRANCH1 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH1 Struck by vertigo&lt;br /&gt;
match FAIL-BRANCH1 your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH1:&lt;br /&gt;
SAVE FAIL-BRANCH1&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH2 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH2 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH2 find it hard going.&lt;br /&gt;
match FAIL-BRANCH2 your footing is questionable&lt;br /&gt;
match FAIL-BRANCH2 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH2 Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH2:&lt;br /&gt;
SAVE FAIL-BRANCH2&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match FAIL-BRANCH3 steepness is intimidating&lt;br /&gt;
match FAIL-BRANCH3 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL-BRANCH3 find it hard going.&lt;br /&gt;
match FAIL-BRANCH3 your footing is questionable&lt;br /&gt;
match FAIL-BRANCH3 A wave of dizziness hits you&lt;br /&gt;
match FAIL-BRANCH3 Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL-BRANCH3:&lt;br /&gt;
SAVE FAIL-BRANCH3&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB-NICHE A stand of tall trees comes into view&lt;br /&gt;
match LEAVE-BRANCH steepness is intimidating&lt;br /&gt;
match LEAVE-BRANCH can&#039;t seem to find purchase&lt;br /&gt;
match LEAVE-BRANCH find it hard going.&lt;br /&gt;
match LEAVE-BRANCH your footing is questionable&lt;br /&gt;
match LEAVE-BRANCH A wave of dizziness hits you&lt;br /&gt;
match LEAVE-BRANCH Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
LEAVE-BRANCH:&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
move south&lt;br /&gt;
move climb platform&lt;br /&gt;
goto failed-branch&lt;br /&gt;
&lt;br /&gt;
FAILED-BRANCH:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You failed 4 attempts to climb under the gondola.&lt;br /&gt;
ECHO *** Maybe you should just stay put and wait like everyone else.&lt;br /&gt;
ECHO&lt;br /&gt;
goto 2north-platform&lt;br /&gt;
&lt;br /&gt;
CLIMB-NICHE:&lt;br /&gt;
SAVE CLIMB-NICHE&lt;br /&gt;
match CLIMB-LEDGE The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb craggy niche&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-LEDGE:&lt;br /&gt;
pause&lt;br /&gt;
SAVE CLIMB-LEDGE&lt;br /&gt;
match CLIMB-WALL Vegetation creeps in and out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb narrow ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-WALL:&lt;br /&gt;
SAVE CLIMB-WALL&lt;br /&gt;
match CLIMBED-WALL Widening and flattening out, the steep climb&lt;br /&gt;
match CLIMBED-WALL The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBED-WALL:&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
goto CLIMB-EMBANKMENT&lt;br /&gt;
&lt;br /&gt;
CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE CLIMB-EMBANKMENT&lt;br /&gt;
match CLIMB-LOG Willowy branches reach out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB-LOG:&lt;br /&gt;
SAVE CLIMB-LOG&lt;br /&gt;
match CLIMBED-LOG Tamarisk bushes display their feathery&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMBED-LOG:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go cleft&lt;br /&gt;
move go crack&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go frame&lt;br /&gt;
goto %1&lt;br /&gt;
ECHO ===============&lt;br /&gt;
&lt;br /&gt;
WAITONSOUTHGONDOLA:&lt;br /&gt;
put s&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Riding south over the great chasm of the Obsidian Pass towards Shard, the Crystal City&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The gondola takes three minutes to cross the chasm. It no longer slows down when a caravan is on board.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Dragon Priests make their home in western Ilithi and southern Forfedhdar&lt;br /&gt;
ECHO *** Many of the deadly creatures that roam Ilithi were brought by the Dragon Priests&lt;br /&gt;
ECHO *** They summoned the Vykathi of the hive and the Frostweavers in the Dragonspine Mountains&lt;br /&gt;
ECHO *** They created the Adan&#039;f from lizards&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Ferdahl Alec, son of Corik and father to Kukalakai, built the gondola in 20 A.V. to connect Ilithi to the Mountain Elves.&lt;br /&gt;
ECHO *** The Mountain Elves, led by Queen Morganae, were responsible for maintaining the gondola.&lt;br /&gt;
ECHO *** However, one day Morganae&#039;s only daughter, Princess Anlorahle, was slaughtered on the gondola by a snow beast sent by Necromancer Sidhlot.&lt;br /&gt;
ECHO *** Since that day the Mountain Elves have abandoned the gondola, yet it still slowly drifts between the platforms, as if pushed by some ghostly hand.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** A switchback trail outside the south platform leads beneath the gondola and to many creatures,&lt;br /&gt;
ECHO *** including snowbeasts, gargoyles, frostweavers, red leucros, blade spiders, and la&#039;tami&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
match GETOFFSOUTHGONDOLA With a soft bump, the gondola&lt;br /&gt;
match WAITONSOUTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETOFFSOUTHGONDOLA:&lt;br /&gt;
put south&lt;br /&gt;
move out&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** SOUTHERN GONDOLA PLATFORM ***&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
on-gondola:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are aboard the gondola within the Obsidian Pass of the Dragonspine Mountains&lt;br /&gt;
ECHO *** If you want out and are able, you better do it now&lt;br /&gt;
ECHO *** Otherwise you will be taken off the gondola at the next landing and continue on to your destination.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor With a soft bump, the gondola&lt;br /&gt;
put n&lt;br /&gt;
put out&lt;br /&gt;
pause&lt;br /&gt;
put south&lt;br /&gt;
put out&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gon-fay:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the province of Ilithi&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go door frame&lt;br /&gt;
move go oak door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wooded path&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO * * * Inhabited by Wood Elves and Halflings&lt;br /&gt;
ECHO * * * Home to Marachek&#039;s Oak&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
fay-ste:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bridle path&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STEELCLAW CLAN&lt;br /&gt;
ECHO *** A clan of Elven warriors and barbarians&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ste-sha:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go dusky path&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields&lt;br /&gt;
ECHO * * * Over the stile are jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered then released by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gon-sha:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Entering the province of Ilithi&lt;br /&gt;
ECHO * * * A province of Elotheans and Elves&lt;br /&gt;
ECHO * * * Home of the Dragon Spine Mountains, Lanival&#039;s last known location.&lt;br /&gt;
ECHO * * * Home of the Dragon Priests, enemy of the seven races, summoners&lt;br /&gt;
ECHO * * * of the Vykathi and Frostweavers, and creators of Adan&#039;f from lizards.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go door frame&lt;br /&gt;
move go oak door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wooded path&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields: jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered then released by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
shard-directions:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** Go south to get to the North Gate.&lt;br /&gt;
ECHO *** Go trail towards the West Gate, or&lt;br /&gt;
ECHO *** Follow the long road eastward to the East Gate&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
sha-hor:&lt;br /&gt;
pause&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing Wyvern Mountain, home to a World Dragon shrine built by Sh&#039;kial&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb narrow path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb game trail&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Under D&#039;zree the Dragon Priests once conquered most of the 5 provinces&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HORSE CLAN AKA Zaldi Taipa (in Elven)&lt;br /&gt;
ECHO *** A nomadic clan of Wind Elves&lt;br /&gt;
ECHO *** Governed by the Indar Taipan, Elven for &amp;quot;Strength of the Clan&amp;quot;&lt;br /&gt;
ECHO *** The wife of the chieftain is called Carwu Taipen, Elven for &amp;quot;Heart of the Clan&amp;quot;&lt;br /&gt;
ECHO *** The eldest shaman is called the Jan Taipen, Elven for &amp;quot;Spirit of the Clan&amp;quot;&lt;br /&gt;
ECHO *** Home to the Sulde Taala, a special horse nearly worshipped by the clan, sometimes called Horse of the Huntress or the Sun-Horse.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
hor-sha:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Founded by a harmless priest named Sh&#039;kial, turned wicked by his scheming student D&#039;zree&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move climb bluff&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO * * * Capital of Ilithi and the Elothean nation and home to Elves, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO * * * Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO * * * Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-n:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-e:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-s:&lt;br /&gt;
pause&lt;br /&gt;
move go city gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go city gate&lt;br /&gt;
goto sha-n&lt;br /&gt;
&lt;br /&gt;
sha-w:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-ste:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing through the Golden Grain Fields north of Shard.&lt;br /&gt;
ECHO * * * Over the stile are jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move go bridle path&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** STEELCLAW CLAN&lt;br /&gt;
ECHO *** A clan of Elven warriors and barbarians&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ste-fay:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go dusky path&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragon&#039;s Breath Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO *** Inhabited by Wood Elves and Halflings&lt;br /&gt;
ECHO *** Home to Marachek&#039;s Oak&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
fay-gon:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go woodland path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go door frame&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-gon:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Golden Grain Fields: jackals, boggles, kobolds, and goblins&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling beside the Jademist River&lt;br /&gt;
ECHO * * * Across this bridge is the Darkmist Moor and the Abyss&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dragon&#039;s Breath Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** FAYRIN&#039;S REST&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go woodland path&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go door frame&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
south-platform:&lt;br /&gt;
southgondolacheck:&lt;br /&gt;
ECHO *** Southern Gondola Platform&lt;br /&gt;
pause&lt;br /&gt;
match snundergondola Athletics:&lt;br /&gt;
match 2south-platform EXP HELP&lt;br /&gt;
put exp survival 540&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2south-platform:&lt;br /&gt;
pause&lt;br /&gt;
match WAITONNORTHGONDOLA [Gondola&lt;br /&gt;
match WAITFORNORTHGONDOLA There is no&lt;br /&gt;
put go gondola&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITFORNORTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE GONDOLA TO ARRIVE ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you believe you can take the slower shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 150 base ranks of athletics) type SHORTCUT1.&lt;br /&gt;
ECHO * * * WARNING: Shortcut1 will cause you to end up with a head wound.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you believe you can take the quick shortcut under the&lt;br /&gt;
ECHO * * * gondola (approximately 540 base ranks of athletics) type SHORTCUT2&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put look gondola&lt;br /&gt;
match GETONNORTHGONDOLA The gondola stops on the platform&lt;br /&gt;
match WAITFORNORTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
match snundergondola SHORTCUT2&lt;br /&gt;
match snundergondola shortcut2&lt;br /&gt;
match longundergondola SHORTCUT1&lt;br /&gt;
match longundergondola shortcut1&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETONNORTHGONDOLA:&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go gondola&lt;br /&gt;
goto WAITONNORTHGONDOLA&lt;br /&gt;
&lt;br /&gt;
snundergondola:&lt;br /&gt;
pause&lt;br /&gt;
move go frame&lt;br /&gt;
move go door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crevice&lt;br /&gt;
move go woodlands&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
2CLIMB-LOG:&lt;br /&gt;
SAVE 2CLIMB-LOG&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 2FAIL-LOG steepness is intimidating&lt;br /&gt;
match 2FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 2FAIL-LOG find it hard going.&lt;br /&gt;
match 2FAIL-LOG your footing is questionable&lt;br /&gt;
match 2FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 2FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2FAIL-LOG:&lt;br /&gt;
SAVE 2FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 3FAIL-LOG steepness is intimidating&lt;br /&gt;
match 3FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3FAIL-LOG find it hard going.&lt;br /&gt;
match 3FAIL-LOG your footing is questionable&lt;br /&gt;
match 3FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 3FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3FAIL-LOG:&lt;br /&gt;
SAVE 3FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 4FAIL-LOG steepness is intimidating&lt;br /&gt;
match 4FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 4FAIL-LOG find it hard going.&lt;br /&gt;
match 4FAIL-LOG your footing is questionable&lt;br /&gt;
match 4FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 4FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
4FAIL-LOG:&lt;br /&gt;
SAVE 4FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-EMBANKMENT Willowy branches reach out&lt;br /&gt;
match 3CLIMBED-LOG steepness is intimidating&lt;br /&gt;
match 3CLIMBED-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3CLIMBED-LOG find it hard going.&lt;br /&gt;
match 3CLIMBED-LOG your footing is questionable&lt;br /&gt;
match 3CLIMBED-LOG A wave of dizziness hits you&lt;br /&gt;
match 3CLIMBED-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE 2CLIMB-EMBANKMENT&lt;br /&gt;
match 2CLIMBED-EMBANKMENT Utter stillness and the grandiose play of nature&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMBED-EMBANKMENT:&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move down&lt;br /&gt;
goto 2CLIMB-WALL&lt;br /&gt;
&lt;br /&gt;
2CLIMB-WALL:&lt;br /&gt;
SAVE 2CLIMB-WALL&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 2FAIL-WALL steepness is intimidating&lt;br /&gt;
match 2FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 2FAIL-WALL find it hard going.&lt;br /&gt;
match 2FAIL-WALL your footing is questionable&lt;br /&gt;
match 2FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 2FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2FAIL-WALL:&lt;br /&gt;
SAVE 2FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 3FAIL-WALL steepness is intimidating&lt;br /&gt;
match 3FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 3FAIL-WALL find it hard going.&lt;br /&gt;
match 3FAIL-WALL your footing is questionable&lt;br /&gt;
match 3FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 3FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3FAIL-WALL:&lt;br /&gt;
SAVE 3FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match 4FAIL-WALL steepness is intimidating&lt;br /&gt;
match 4FAIL-WALL can&#039;t seem to find purchase&lt;br /&gt;
match 4FAIL-WALL find it hard going.&lt;br /&gt;
match 4FAIL-WALL your footing is questionable&lt;br /&gt;
match 4FAIL-WALL A wave of dizziness hits you&lt;br /&gt;
match 4FAIL-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
4FAIL-WALL:&lt;br /&gt;
SAVE 4FAIL-WALL&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-LEDGE Vegetation creeps in and out&lt;br /&gt;
match FAILED-WALL steepness is intimidating&lt;br /&gt;
match FAILED-WALL can&#039;t seem to find purchase&lt;br /&gt;
match FAILED-WALL find it hard going.&lt;br /&gt;
match FAILED-WALL your footing is questionable&lt;br /&gt;
match FAILED-WALL A wave of dizziness hits you&lt;br /&gt;
match FAILED-WALL Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stone wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAILED-WALL:&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
goto 3CLIMB-EMBANKMENT&lt;br /&gt;
&lt;br /&gt;
3CLIMB-EMBANKMENT:&lt;br /&gt;
SAVE 3CLIMB-EMBANKMENT&lt;br /&gt;
match 3CLIMB-LOG Willowy branches reach out&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3CLIMB-LOG:&lt;br /&gt;
SAVE 3CLIMB-LOG&lt;br /&gt;
match 3CLIMBED-LOG Tamarisk bushes display their feathery&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
3CLIMBED-LOG:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go cleft&lt;br /&gt;
move go crack&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move go trail&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go door&lt;br /&gt;
move go frame&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You have failed 4 attempts to climb under the gondola.&lt;br /&gt;
ECHO *** Maybe you should just wait for the gondola like everyone else?&lt;br /&gt;
ECHO&lt;br /&gt;
goto 2south-platform&lt;br /&gt;
&lt;br /&gt;
2CLIMB-LEDGE:&lt;br /&gt;
SAVE 2CLIMB-LEDGE&lt;br /&gt;
match 2CLIMB-NICHE The steep climb shows no signs&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb narrow ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-NICHE:&lt;br /&gt;
SAVE 2CLIMB-NICHE&lt;br /&gt;
pause&lt;br /&gt;
match 2CLIMB-BRANCH A stand of tall trees comes into view&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb craggy niche&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMB-BRANCH:&lt;br /&gt;
SAVE 2CLIMB-BRANCH&lt;br /&gt;
match 2CLIMBED-BRANCH Cracks in the sides of the pass&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb branch&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
2CLIMBED-BRANCH:&lt;br /&gt;
move s&lt;br /&gt;
move climb platform&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
LONGUNDERGONDOLA:&lt;br /&gt;
move go frame&lt;br /&gt;
move go door&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crevice&lt;br /&gt;
move go woodlands&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
5CLIMB-LOG:&lt;br /&gt;
SAVE 5CLIMB-LOG&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 6FAIL-LOG steepness is intimidating&lt;br /&gt;
match 6FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 6FAIL-LOG find it hard going.&lt;br /&gt;
match 6FAIL-LOG your footing is questionable&lt;br /&gt;
match 6FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 6FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
6FAIL-LOG:&lt;br /&gt;
SAVE 6FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 7FAIL-LOG steepness is intimidating&lt;br /&gt;
match 7FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 7FAIL-LOG find it hard going.&lt;br /&gt;
match 7FAIL-LOG your footing is questionable&lt;br /&gt;
match 7FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 7FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
7FAIL-LOG:&lt;br /&gt;
SAVE 7FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 8FAIL-LOG steepness is intimidating&lt;br /&gt;
match 8FAIL-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 8FAIL-LOG find it hard going.&lt;br /&gt;
match 8FAIL-LOG your footing is questionable&lt;br /&gt;
match 8FAIL-LOG A wave of dizziness hits you&lt;br /&gt;
match 8FAIL-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
8FAIL-LOG:&lt;br /&gt;
SAVE 8FAIL-LOG&lt;br /&gt;
pause&lt;br /&gt;
match 5CLIMBED-LOG Willowy branches reach out&lt;br /&gt;
match 3CLIMBED-LOG steepness is intimidating&lt;br /&gt;
match 3CLIMBED-LOG can&#039;t seem to find purchase&lt;br /&gt;
match 3CLIMBED-LOG find it hard going.&lt;br /&gt;
match 3CLIMBED-LOG your footing is questionable&lt;br /&gt;
match 3CLIMBED-LOG A wave of dizziness hits you&lt;br /&gt;
match 3CLIMBED-LOG Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-LOG:&lt;br /&gt;
move e&lt;br /&gt;
goto 5CLIMB-SHELF&lt;br /&gt;
&lt;br /&gt;
5CLIMB-SHELF:&lt;br /&gt;
SAVE 5CLIMB-SHELF&lt;br /&gt;
match 5CLIMBED-SHELF Clusters of silverwood and spruce trees&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rock shelf&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-SHELF:&lt;br /&gt;
move n&lt;br /&gt;
goto 5CLIMB-RAMP&lt;br /&gt;
&lt;br /&gt;
5CLIMB-RAMP:&lt;br /&gt;
save 5CLIMB-RAMP&lt;br /&gt;
match 5CLIMBED-RAMP Any traveler desiring to avoid&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb ramp&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-RAMP:&lt;br /&gt;
move e&lt;br /&gt;
goto 5CLIMB-STEP&lt;br /&gt;
&lt;br /&gt;
5CLIMB-STEP:&lt;br /&gt;
SAVE 5CLIMB-STEP&lt;br /&gt;
match 5CLIMBED-STEP Clusters of chicory crop up&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
PUT climb stepping-stones&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
5CLIMBED-STEP:&lt;br /&gt;
move n&lt;br /&gt;
put go gap&lt;br /&gt;
waitfor [Southern Trade Route, Alongside the Forest]&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You now have a head wound. When you awake from your stun you should eat some nemoih root.&lt;br /&gt;
ECHO *** This is a very long stun. Please be patient.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 40&lt;br /&gt;
goto CHECK-STUN&lt;br /&gt;
&lt;br /&gt;
CHECK-STUN:&lt;br /&gt;
pause 10&lt;br /&gt;
match CHECK-STUN You&#039;re stunned&lt;br /&gt;
match UNSTUNNED You glance&lt;br /&gt;
put health&lt;br /&gt;
put glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
UNSTUNNED:&lt;br /&gt;
ECHO *** YOU&#039;RE NO LONGER STUNNED&lt;br /&gt;
save UNDERGONDOLA-LETH&lt;br /&gt;
goto FALLEN&lt;br /&gt;
&lt;br /&gt;
WAITONNORTHGONDOLA:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Riding north over the great chasm of the Obsidian Pass towards the ancient Elven stronghold of Leth Deriel&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The gondola takes three minutes to cross the chasm. It no longer slows down when a caravan is on board.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** Ferdahl Alec, son of Corik and father to Kukalakai, built the gondola to connect Ilithi to the Mountain Elves.&lt;br /&gt;
ECHO *** The Mountain Elves, led by Queen Morganae, were responsible for maintaining the gondola.&lt;br /&gt;
ECHO *** However, one day Morganae&#039;s only daughter, Princess Anlorahle, was slaughtered on the gondola by a snow beast sent by Necromancer Sidhlot.&lt;br /&gt;
ECHO *** Since that day the Mountain Elves have abandoned the gondola, yet it still slowly drifts between the platforms, as if pushed by some ghostly hand.&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 30&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO *** North of the gondola is the Province of Zoluren, governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Zoluren is named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
match GETOFFNORTHGONDOLA With a soft bump, the gondola&lt;br /&gt;
match WAITONNORTHGONDOLA YOU HAVE BEEN IDLE&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETOFFNORTHGONDOLA:&lt;br /&gt;
put north&lt;br /&gt;
move out&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** NORTHERN GONDOLA PLATFORM ***&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
cro-tig:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go Oxenwaithe Bridge&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go western gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northwesterly lies the Siergelde cliffs and ruins and the Lake of Dreams&lt;br /&gt;
ECHO * * * Inhabited by sprites, lipopods, trolls, goblins, cougars, jackals, and bobcats&lt;br /&gt;
ECHO&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering farmlands infested by goblins and hogs&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
tig-wol:&lt;br /&gt;
pause&lt;br /&gt;
move go village gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Widulf Woods, home to the Wolf and Knife Clans as well as ogres and other forest creatures.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go dense bushes&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** WOLF CLAN AKA TREFAN ULF&lt;br /&gt;
ECHO * * * A clan of Human Barbarians&lt;br /&gt;
ECHO * * * Nomadic for centuries, finally settled earlier this century in Widulf Woods&lt;br /&gt;
ECHO * * * Led by Chieftan Wolfjaw Ironbeard and his wife Suza Cormyn&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
tig-kni:&lt;br /&gt;
pause&lt;br /&gt;
move go village gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Widulf Woods, home to the Wolf and Knife Clans as well as ogres and other forest creatures.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move go brambles&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move climb felled tree&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move down&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move climb tree roots&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go wilted bush&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go large outcropping&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move go half-open gate&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** KNIFE CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Led by Trog, the stupid and aggressive Gor&#039;tog brother of Ortug (leader of Tiger Clan)&lt;br /&gt;
ECHO * * * Patron god is Botolf the goshawk, dark aspect of Chadatru, god of dishonesty and deceit and patron of thieves guilds and fallen paladins.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
wol-tig:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move go dense bushes&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
kni-tig:&lt;br /&gt;
pause&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go half-open gate&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go large outcropping&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move go wilted bush&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move climb tree roots&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move up&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move climb felled tree&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move go bramble patch&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move go shallow brook&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go village gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** TIGER CLAN&lt;br /&gt;
ECHO * * * A clan of Gor&#039;Togs&lt;br /&gt;
ECHO * * * Founded and led by Ortug, the peaceful Gor&#039;Tog brother of Trog (leader of Knife Clan)&lt;br /&gt;
ECHO * * * Home of TogBall team Tiger Clan Chohmpers&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
tig-cro:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering meadows and farmlands infested with goblins and hogs&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Northwesterly lies the Siergelde cliffs and ruins and the Lake of Dreams&lt;br /&gt;
ECHO * * * Inhabited by sprites, lipopods, trolls, goblins, cougars, jackals, and bobcats&lt;br /&gt;
ECHO&lt;br /&gt;
move go gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crossing Pond, Headquarters of The Locksmith Union&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THE CROSSING AKA River Crossing&lt;br /&gt;
ECHO * * * The geographic center of the former Seven-Pointed Star Empire&lt;br /&gt;
ECHO * * * A port city, home to all 9 guildhalls and the Asemath Academy&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
THE-ELB:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Travelling by the farmlands, orchards, and country cottages of the beautiful Therengian countryside&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing by the Mistwood Forest, home to Rossman&#039;s Landing&lt;br /&gt;
ECHO * * * Also in the forest are orcs, warcats, peccaries, and sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dunshade Moors&lt;br /&gt;
ECHO * * * Former territory of the House Dunshade before its disbanding&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move go small path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** EL&#039;BAIN&#039;S ***&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
LAN-ELB:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Crossing the Gwenalion River on a white stone bridge&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go northern shore&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Danduwen Forest&lt;br /&gt;
ECHO&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Beyond the eucalyptus tree are kelpies, wood trolls, and cougars&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move e&lt;br /&gt;
move go small path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** EL&#039;BAIN&#039;S ***&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO FINISH&lt;br /&gt;
&lt;br /&gt;
ELB-THE:&lt;br /&gt;
move go main road&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** THERENBOROUGH&lt;br /&gt;
ECHO * * * Protected by Theren Keep&lt;br /&gt;
ECHO * * * Governed by the Baron of House Theren, to which all other Therengian lords kneel&lt;br /&gt;
ECHO * * * Patron god is Rutilor the mongoose, positive aspect of Chadatru,&lt;br /&gt;
ECHO * * * god of truth and justice and patron of paladins and House Theren&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
GOTO %1&lt;br /&gt;
&lt;br /&gt;
GETLETHDOKORA:&lt;br /&gt;
pause&lt;br /&gt;
match LET-ILA I don&#039;t know who you are referring to.&lt;br /&gt;
match LET-ILA But no one can see you.&lt;br /&gt;
match GETLETHDOK2 But you don&#039;t have that much!&lt;br /&gt;
match GETLETHDOK2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GETLETHDOK2:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go deposit&lt;br /&gt;
move u&lt;br /&gt;
put withdraw 3 silver&lt;br /&gt;
pause&lt;br /&gt;
move up&lt;br /&gt;
put exchange 3 silver kronar to dokora&lt;br /&gt;
pause&lt;br /&gt;
move d&lt;br /&gt;
move d&lt;br /&gt;
move out&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
goto let-ila&lt;br /&gt;
&lt;br /&gt;
let-ila:&lt;br /&gt;
groupcheck-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
match cont-let-ila You have no group&lt;br /&gt;
match cont-let-ila You must be visible&lt;br /&gt;
match group-let-ila You whisper&lt;br /&gt;
match groupcheck-let-ila ...wait&lt;br /&gt;
match groupcheck-let-ila type ahead&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
pause 4&lt;br /&gt;
01-let-ila:&lt;br /&gt;
put nw&lt;br /&gt;
match 02-let-ila Roundtime&lt;br /&gt;
match 03-let-ila [Old Crank&#039;s Road, Field]&lt;br /&gt;
matchwait&lt;br /&gt;
02-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match 02-let-ila cannot manage to stand.&lt;br /&gt;
match 02-let-ila The weight of all your possessions&lt;br /&gt;
match 02-let-ila type ahead&lt;br /&gt;
match 02-let-ila ...wait&lt;br /&gt;
match 01-let-ila You stand&lt;br /&gt;
match 01-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
03-let-ila:&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match 05-let-ila filtering through the branches&lt;br /&gt;
match Dig04-let-ila falling short of your goal.&lt;br /&gt;
match Dig04-let-ila You make no progress in the mud&lt;br /&gt;
match Dig04-let-ila The mud holds you&lt;br /&gt;
match Dig04-let-ila stuck in the mud,&lt;br /&gt;
match Dig04-let-ila You fall into&lt;br /&gt;
match Dig04-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 04-let-ila You manage to dig&lt;br /&gt;
match Dig04-let-ila You struggle to dig&lt;br /&gt;
match Dig04-let-ila Maybe you can reach better&lt;br /&gt;
match Dig04-let-ila cannot manage to stand.&lt;br /&gt;
match Dig04-let-ila The weight of all your possessions&lt;br /&gt;
match Dig04-let-ila ...wait&lt;br /&gt;
match Dig04-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 06-let-ila Thick planks of wood&lt;br /&gt;
match Dig05-let-ila falling short of your goal.&lt;br /&gt;
match Dig05-let-ila You make no progress in the mud&lt;br /&gt;
match Dig05-let-ila The mud holds you&lt;br /&gt;
match Dig05-let-ila stuck in the mud,&lt;br /&gt;
match Dig05-let-ila You fall into&lt;br /&gt;
match Dig05-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 05-let-ila You manage to dig&lt;br /&gt;
match Dig05-let-ila You struggle to dig&lt;br /&gt;
match Dig05-let-ila Maybe you can reach better&lt;br /&gt;
match Dig05-let-ila cannot manage to stand.&lt;br /&gt;
match Dig05-let-ila The weight of all your possessions&lt;br /&gt;
match Dig05-let-ila ...wait&lt;br /&gt;
match Dig05-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 07-let-ila Mud and water make sucking sounds&lt;br /&gt;
match Dig06-let-ila falling short of your goal.&lt;br /&gt;
match Dig06-let-ila You make no progress in the mud&lt;br /&gt;
match Dig06-let-ila The mud holds you&lt;br /&gt;
match Dig06-let-ila stuck in the mud,&lt;br /&gt;
match Dig06-let-ila You fall into&lt;br /&gt;
match Dig06-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 06-let-ila You manage to dig&lt;br /&gt;
match Dig06-let-ila You struggle to dig&lt;br /&gt;
match Dig06-let-ila Maybe you can reach better&lt;br /&gt;
match Dig06-let-ila cannot manage to stand.&lt;br /&gt;
match Dig06-let-ila The weight of all your possessions&lt;br /&gt;
match Dig06-let-ila ...wait&lt;br /&gt;
match Dig06-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match 08-let-ila The dark soil is damper to the north&lt;br /&gt;
match Dig07-let-ila falling short of your goal.&lt;br /&gt;
match Dig07-let-ila You make no progress in the mud&lt;br /&gt;
match Dig07-let-ila The mud holds you&lt;br /&gt;
match Dig07-let-ila stuck in the mud,&lt;br /&gt;
match Dig07-let-ila You fall into&lt;br /&gt;
match Dig07-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 07-let-ila You manage to dig&lt;br /&gt;
match Dig07-let-ila You struggle to dig&lt;br /&gt;
match Dig07-let-ila Maybe you can reach better&lt;br /&gt;
match Dig07-let-ila cannot manage to stand.&lt;br /&gt;
match Dig07-let-ila The weight of all your possessions&lt;br /&gt;
match Dig07-let-ila ...wait&lt;br /&gt;
match Dig07-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
08-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match 10-let-ila large puddles of muck&lt;br /&gt;
match Dig09-let-ila falling short of your goal.&lt;br /&gt;
match Dig09-let-ila You make no progress in the mud&lt;br /&gt;
match Dig09-let-ila The mud holds you&lt;br /&gt;
match Dig09-let-ila stuck in the mud,&lt;br /&gt;
match Dig09-let-ila You fall into&lt;br /&gt;
match Dig09-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 09-let-ila You manage to dig&lt;br /&gt;
match Dig09-let-ila You struggle to dig&lt;br /&gt;
match Dig09-let-ila Maybe you can reach better&lt;br /&gt;
match Dig09-let-ila cannot manage to stand.&lt;br /&gt;
match Dig09-let-ila The weight of all your possessions&lt;br /&gt;
match Dig09-let-ila ...wait&lt;br /&gt;
match Dig09-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match 11-let-ila grasses lining the&lt;br /&gt;
match Dig10-let-ila falling short of your goal.&lt;br /&gt;
match Dig10-let-ila You make no progress in the mud&lt;br /&gt;
match Dig10-let-ila The mud holds you&lt;br /&gt;
match Dig10-let-ila stuck in the mud,&lt;br /&gt;
match Dig10-let-ila You fall into&lt;br /&gt;
match Dig10-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 10-let-ila You manage to dig&lt;br /&gt;
match Dig10-let-ila You struggle to dig&lt;br /&gt;
match Dig10-let-ila Maybe you can reach better&lt;br /&gt;
match Dig10-let-ila cannot manage to stand.&lt;br /&gt;
match Dig10-let-ila The weight of all your possessions&lt;br /&gt;
match Dig10-let-ila ...wait&lt;br /&gt;
match Dig10-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
11-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move go break&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO *** Features are the harbor, skiffs to Ain Ghazal, a fish shop, a pearl shop&lt;br /&gt;
ECHO *** Area creatures include storm bulls and forest bandits&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
group-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go bower gate&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
pause 4&lt;br /&gt;
group-01-let-ila:&lt;br /&gt;
put nw&lt;br /&gt;
match group-02-let-ila Roundtime&lt;br /&gt;
match group-03-let-ila [Old Crank&#039;s Road, Field]&lt;br /&gt;
matchwait&lt;br /&gt;
group-02-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match group-02-let-ila cannot manage to stand.&lt;br /&gt;
match group-02-let-ila The weight of all your possessions&lt;br /&gt;
match group-02-let-ila type ahead&lt;br /&gt;
match group-02-let-ila ...wait&lt;br /&gt;
match group-01-let-ila You stand&lt;br /&gt;
match group-01-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
group-03-let-ila:&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through swamps.  From here SW, S, S, S and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
group-04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put sw&lt;br /&gt;
match group-05-let-ila wind filtering through the branches sings&lt;br /&gt;
match group-Dig04-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig04-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig04-let-ila The mud holds you&lt;br /&gt;
match group-Dig04-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig04-let-ila You fall into&lt;br /&gt;
match group-Dig04-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig04-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-04-let-ila You manage to dig&lt;br /&gt;
match group-Dig04-let-ila You struggle to dig&lt;br /&gt;
match group-Dig04-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig04-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig04-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig04-let-ila ...wait&lt;br /&gt;
match group-Dig04-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-06-let-ila Thick planks of wood&lt;br /&gt;
match group-Dig05-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig05-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig05-let-ila The mud holds you&lt;br /&gt;
match group-Dig05-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig05-let-ila You fall into&lt;br /&gt;
match group-Dig05-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig05-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-05-let-ila You manage to dig&lt;br /&gt;
match group-Dig05-let-ila You struggle to dig&lt;br /&gt;
match group-Dig05-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig05-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig05-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig05-let-ila ...wait&lt;br /&gt;
match group-Dig05-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-07-let-ila Mud and water make sucking sounds&lt;br /&gt;
match group-Dig06-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig06-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig06-let-ila The mud holds you&lt;br /&gt;
match group-Dig06-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig06-let-ila You fall into&lt;br /&gt;
match group-Dig06-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig06-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-06-let-ila You manage to dig&lt;br /&gt;
match group-Dig06-let-ila You struggle to dig&lt;br /&gt;
match group-Dig06-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig06-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig06-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig06-let-ila ...wait&lt;br /&gt;
match group-Dig06-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match group-08-let-ila The dark soil is damper to the north&lt;br /&gt;
match group-Dig07-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig07-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig07-let-ila The mud holds you&lt;br /&gt;
match group-Dig07-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig07-let-ila You fall into&lt;br /&gt;
match group-Dig07-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig07-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-07-let-ila You manage to dig&lt;br /&gt;
match group-Dig07-let-ila You struggle to dig&lt;br /&gt;
match group-Dig07-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig07-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig07-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig07-let-ila ...wait&lt;br /&gt;
match group-Dig07-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-08-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through more swamps.  From here go W, W and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
&lt;br /&gt;
group-09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match group-10-let-ila large puddles of muck&lt;br /&gt;
match group-Dig09-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig09-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig09-let-ila The mud holds you&lt;br /&gt;
match group-Dig09-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig09-let-ila You fall into&lt;br /&gt;
match group-Dig09-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig09-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-09-let-ila You manage to dig&lt;br /&gt;
match group-Dig09-let-ila You struggle to dig&lt;br /&gt;
match group-Dig09-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig09-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig09-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig09-let-ila ...wait&lt;br /&gt;
match group-Dig09-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match group-11-let-ila grasses lining the&lt;br /&gt;
match group-Dig10-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig10-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig10-let-ila The mud holds you&lt;br /&gt;
match group-Dig10-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig10-let-ila You fall into&lt;br /&gt;
match group-Dig10-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig10-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-10-let-ila You manage to dig&lt;br /&gt;
match group-Dig10-let-ila You struggle to dig&lt;br /&gt;
match group-Dig10-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig10-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig10-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig10-let-ila ...wait&lt;br /&gt;
match group-Dig10-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-11-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move nw&lt;br /&gt;
move go break&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO *** Features are the harbor, skiffs to Ain Ghazal, a fish shop, a pearl shop&lt;br /&gt;
ECHO *** Area creatures include storm bulls and forest bandits&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
CHECKMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Checking now for blood mites from the swamp&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
put health&lt;br /&gt;
put glance&lt;br /&gt;
match GOTMITES blood mite&lt;br /&gt;
match NOMITES You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
NOMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You have no blood mites on you right now, but they could show up in the next couple minutes.&lt;br /&gt;
ECHO *** If you get them on your eyes do not tend them off with less than 150 first aid.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
GOTMITES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************&lt;br /&gt;
ECHO *** You acquired blood mites in the marsh!&lt;br /&gt;
ECHO *** Tend them off, but don&#039;t tend the eyes unless you have 150 first aid&lt;br /&gt;
ECHO ****************************&lt;br /&gt;
pause 3&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ila-let:&lt;br /&gt;
groupcheck-ila-let:&lt;br /&gt;
pause&lt;br /&gt;
match groupcheck-ila-let ...wait&lt;br /&gt;
match groupcheck-ila-let type ahead&lt;br /&gt;
match cont-ila-let You have no group&lt;br /&gt;
match cont-ila-let You must be visible&lt;br /&gt;
match group-ila-let You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-ila-let:&lt;br /&gt;
pause&lt;br /&gt;
move go break&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
&lt;br /&gt;
20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match 21-let-ila the trees and thorny bushes,&lt;br /&gt;
match Dig20-let-ila falling short of your goal.&lt;br /&gt;
match Dig20-let-ila You make no progress in the mud&lt;br /&gt;
match Dig20-let-ila The mud holds you&lt;br /&gt;
match Dig20-let-ila stuck in the mud,&lt;br /&gt;
match Dig20-let-ila You fall into&lt;br /&gt;
match Dig20-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 20-let-ila You manage to dig&lt;br /&gt;
match Dig20-let-ila You struggle to dig&lt;br /&gt;
match Dig20-let-ila Maybe you can reach better&lt;br /&gt;
match Dig20-let-ila cannot manage to stand.&lt;br /&gt;
match Dig20-let-ila The weight of all your possessions&lt;br /&gt;
match Dig20-let-ila ...wait&lt;br /&gt;
match Dig20-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 22-let-ila fragrant tang&lt;br /&gt;
match Dig21-let-ila falling short of your goal.&lt;br /&gt;
match Dig21-let-ila You make no progress in the mud&lt;br /&gt;
match Dig21-let-ila The mud holds you&lt;br /&gt;
match Dig21-let-ila stuck in the mud,&lt;br /&gt;
match Dig21-let-ila You fall into&lt;br /&gt;
match Dig21-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 21-let-ila You manage to dig&lt;br /&gt;
match Dig21-let-ila You struggle to dig&lt;br /&gt;
match Dig21-let-ila Maybe you can reach better&lt;br /&gt;
match Dig21-let-ila cannot manage to stand.&lt;br /&gt;
match Dig21-let-ila The weight of all your possessions&lt;br /&gt;
match Dig21-let-ila ...wait&lt;br /&gt;
match Dig21-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
22-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
goto 23-let-ila&lt;br /&gt;
&lt;br /&gt;
23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match 24-let-ila Thick planks of wood&lt;br /&gt;
match Dig23-let-ila falling short of your goal.&lt;br /&gt;
match Dig23-let-ila You make no progress in the mud&lt;br /&gt;
match Dig23-let-ila The mud holds you&lt;br /&gt;
match Dig23-let-ila stuck in the mud,&lt;br /&gt;
match Dig23-let-ila You fall into&lt;br /&gt;
match Dig23-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 23-let-ila You manage to dig&lt;br /&gt;
match Dig23-let-ila You struggle to dig&lt;br /&gt;
match Dig23-let-ila Maybe you can reach better&lt;br /&gt;
match Dig23-let-ila cannot manage to stand.&lt;br /&gt;
match Dig23-let-ila The weight of all your possessions&lt;br /&gt;
match Dig23-let-ila ...wait&lt;br /&gt;
match Dig23-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match 25-let-ila filtering through the branches&lt;br /&gt;
match Dig24-let-ila falling short of your goal.&lt;br /&gt;
match Dig24-let-ila You make no progress in the mud&lt;br /&gt;
match Dig24-let-ila The mud holds you&lt;br /&gt;
match Dig24-let-ila stuck in the mud,&lt;br /&gt;
match Dig24-let-ila You fall into&lt;br /&gt;
match Dig24-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 24-let-ila You manage to dig&lt;br /&gt;
match Dig24-let-ila You struggle to dig&lt;br /&gt;
match Dig24-let-ila Maybe you can reach better&lt;br /&gt;
match Dig24-let-ila cannot manage to stand.&lt;br /&gt;
match Dig24-let-ila The weight of all your possessions&lt;br /&gt;
match Dig24-let-ila ...wait&lt;br /&gt;
match Dig24-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match 26-let-ila Sloping downward to the southwest,&lt;br /&gt;
match Dig25-let-ila falling short of your goal.&lt;br /&gt;
match Dig25-let-ila You make no progress in the mud&lt;br /&gt;
match Dig25-let-ila The mud holds you&lt;br /&gt;
match Dig25-let-ila stuck in the mud,&lt;br /&gt;
match Dig25-let-ila You fall into&lt;br /&gt;
match Dig25-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 25-let-ila You manage to dig&lt;br /&gt;
match Dig25-let-ila You struggle to dig&lt;br /&gt;
match Dig25-let-ila Maybe you can reach better&lt;br /&gt;
match Dig25-let-ila cannot manage to stand.&lt;br /&gt;
match Dig25-let-ila The weight of all your possessions&lt;br /&gt;
match Dig25-let-ila ...wait&lt;br /&gt;
match Dig25-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match 27-let-ila a sparse forest.&lt;br /&gt;
match Dig26-let-ila falling short of your goal.&lt;br /&gt;
match Dig26-let-ila You make no progress in the mud&lt;br /&gt;
match Dig26-let-ila The mud holds you&lt;br /&gt;
match Dig26-let-ila stuck in the mud,&lt;br /&gt;
match Dig26-let-ila You fall into&lt;br /&gt;
match Dig26-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
Dig26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match 26-let-ila You manage to dig&lt;br /&gt;
match Dig26-let-ila You struggle to dig&lt;br /&gt;
match Dig26-let-ila Maybe you can reach better&lt;br /&gt;
match Dig26-let-ila cannot manage to stand.&lt;br /&gt;
match Dig26-let-ila The weight of all your possessions&lt;br /&gt;
match Dig26-let-ila ...wait&lt;br /&gt;
match Dig26-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
27-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause 4&lt;br /&gt;
28-let-ila:&lt;br /&gt;
put s&lt;br /&gt;
match 29-let-ila Roundtime&lt;br /&gt;
match 30-let-ila The carter&#039;s track winds northward,&lt;br /&gt;
matchwait&lt;br /&gt;
29-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match 29-let-ila cannot manage to stand.&lt;br /&gt;
match 29-let-ila The weight of all your possessions&lt;br /&gt;
match 29-let-ila type ahead&lt;br /&gt;
match 29-let-ila ...wait&lt;br /&gt;
match 28-let-ila You stand&lt;br /&gt;
match 28-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
30-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go bower gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
group-ila-let:&lt;br /&gt;
move go break&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through swamps.  From here go E, NE and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
group-20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match group-21-let-ila the trees and thorny bushes,&lt;br /&gt;
match group-Dig20-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig20-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig20-let-ila The mud holds you&lt;br /&gt;
match group-Dig20-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig20-let-ila You fall into&lt;br /&gt;
match group-Dig20-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig20-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-20-let-ila You manage to dig&lt;br /&gt;
match group-Dig20-let-ila You struggle to dig&lt;br /&gt;
match group-Dig20-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig20-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig20-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig20-let-ila ...wait&lt;br /&gt;
match group-Dig20-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match group-22-let-ila fragrant tang&lt;br /&gt;
match group-Dig21-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig21-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig21-let-ila The mud holds you&lt;br /&gt;
match group-Dig21-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig21-let-ila You fall into&lt;br /&gt;
match group-Dig21-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig21-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-21-let-ila You manage to dig&lt;br /&gt;
match group-Dig21-let-ila You struggle to dig&lt;br /&gt;
match group-Dig21-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig21-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig21-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig21-let-ila ...wait&lt;br /&gt;
match group-Dig21-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-22-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
pause&lt;br /&gt;
put WHISPER GROUP We&#039;re passing through more swamps.  From here go N, N, NE, NW and join me again.  If you fall then DIG your way out.&lt;br /&gt;
put disband&lt;br /&gt;
&lt;br /&gt;
group-23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match group-24-let-ila Thick planks of wood&lt;br /&gt;
match group-Dig23-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig23-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig23-let-ila The mud holds you&lt;br /&gt;
match group-Dig23-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig23-let-ila You fall into&lt;br /&gt;
match group-Dig23-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig23-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-23-let-ila You manage to dig&lt;br /&gt;
match group-Dig23-let-ila You struggle to dig&lt;br /&gt;
match group-Dig23-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig23-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig23-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig23-let-ila ...wait&lt;br /&gt;
match group-Dig23-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match group-25-let-ila filtering through the branches&lt;br /&gt;
match group-Dig24-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig24-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig24-let-ila The mud holds you&lt;br /&gt;
match group-Dig24-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig24-let-ila You fall into&lt;br /&gt;
match group-Dig24-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig24-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-24-let-ila You manage to dig&lt;br /&gt;
match group-Dig24-let-ila You struggle to dig&lt;br /&gt;
match group-Dig24-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig24-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig24-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig24-let-ila ...wait&lt;br /&gt;
match group-Dig24-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put ne&lt;br /&gt;
match group-26-let-ila Sloping downward to the southwest,&lt;br /&gt;
match group-Dig25-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig25-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig25-let-ila The mud holds you&lt;br /&gt;
match group-Dig25-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig25-let-ila You fall into&lt;br /&gt;
match group-Dig25-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig25-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-25-let-ila You manage to dig&lt;br /&gt;
match group-Dig25-let-ila You struggle to dig&lt;br /&gt;
match group-Dig25-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig25-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig25-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig25-let-ila ...wait&lt;br /&gt;
match group-Dig25-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match group-27-let-ila a sparse forest.&lt;br /&gt;
match group-Dig26-let-ila falling short of your goal.&lt;br /&gt;
match group-Dig26-let-ila You make no progress in the mud&lt;br /&gt;
match group-Dig26-let-ila The mud holds you&lt;br /&gt;
match group-Dig26-let-ila stuck in the mud,&lt;br /&gt;
match group-Dig26-let-ila You fall into&lt;br /&gt;
match group-Dig26-let-ila You can&#039;t do that while lying down.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-Dig26-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
put dig&lt;br /&gt;
match group-26-let-ila You manage to dig&lt;br /&gt;
match group-Dig26-let-ila You struggle to dig&lt;br /&gt;
match group-Dig26-let-ila Maybe you can reach better&lt;br /&gt;
match group-Dig26-let-ila cannot manage to stand.&lt;br /&gt;
match group-Dig26-let-ila The weight of all your possessions&lt;br /&gt;
match group-Dig26-let-ila ...wait&lt;br /&gt;
match group-Dig26-let-ila type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-27-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to catch up. Once they are joined type GLANCE to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
pause 4&lt;br /&gt;
group-28-let-ila:&lt;br /&gt;
put s&lt;br /&gt;
match group-29-let-ila Roundtime&lt;br /&gt;
match group-30-let-ila The carter&#039;s track winds northward,&lt;br /&gt;
matchwait&lt;br /&gt;
group-29-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
put stand&lt;br /&gt;
match group-29-let-ila cannot manage to stand.&lt;br /&gt;
match group-29-let-ila The weight of all your possessions&lt;br /&gt;
match group-29-let-ila type ahead&lt;br /&gt;
match group-29-let-ila ...wait&lt;br /&gt;
match group-28-let-ila You stand&lt;br /&gt;
match group-28-let-ila You are already&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
group-30-let-ila:&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move go bower gate&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
goto checkmites&lt;br /&gt;
&lt;br /&gt;
ila-ain:&lt;br /&gt;
pause&lt;br /&gt;
move go southwest gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go harbor tower&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move out&lt;br /&gt;
move ne&lt;br /&gt;
move go oak doors&lt;br /&gt;
SKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
put go skiff&lt;br /&gt;
match WAITFORSKIFF1 You will be able to board soon.&lt;br /&gt;
match WAITFORSKIFF1 What were you referring to?&lt;br /&gt;
match WAITFORSKIFF1 You will have to wait for the next skiff.&lt;br /&gt;
match WAITFORSKIFF1 I could not find what you were referring to.&lt;br /&gt;
match WAITONSKIFF1 Skiff]&lt;br /&gt;
match INV-SKIFF1 they can&#039;t see you?&lt;br /&gt;
match NOMONEYSKIFF1 You haven&#039;t got enough dokoras&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-SKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the skiff while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto SKIFF1&lt;br /&gt;
&lt;br /&gt;
WAITFORSKIFF1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** WAITING FOR THE SKIFF TO ARRIVE&lt;br /&gt;
ECHO *** The fare is 58 Dokoras and you cannot withdraw from the bank in Ilaya Taipa.&lt;br /&gt;
ECHO *** There is a gem buyer and tanner in the building with the bank and you can convert Kronars to Dokoras at the COUNTER in the bank.&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** GO GET 58 DOKORAS NOW!!!&lt;br /&gt;
ECHO *** (if you don&#039;t already have them)&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto SKIFF1&lt;br /&gt;
&lt;br /&gt;
NOMONEYSKIFF1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the skiff.&lt;br /&gt;
ECHO *** The fare is 58 Dokoras and you cannot withdraw from the bank in Ilaya Taipa.&lt;br /&gt;
ECHO *** There is a gem buyer and tanner in the building with the bank and you can convert Kronars to Dokoras at the COUNTER in the bank.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Good Luck!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONSKIFF1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding a River Elf skiff up the mighty Segoltha River to Ain Ghazal, built on a towering rock in the middle of the Segoltha River&lt;br /&gt;
ECHO *** The Journalai Mountains loom to the north while the Himineldar Shel Mountains shade the south&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ain Ghazal is ruled by the Sisterhood of the Rose&lt;br /&gt;
ECHO * * * The leader of the Sisters is called the Lyba Khalo&lt;br /&gt;
ECHO * * * The Ain Ghazal chateau holds the chamber where there are meetings of the provincial government, called the Forfedhdar Enclave&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO *** &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** AIN GHAZAL&lt;br /&gt;
ECHO *** Far into the sky is the castle chateau upon the towering Ain Ghazal rock in the middle of the Segoltha&lt;br /&gt;
ECHO *** The only creatures to hunt are cave trolls, a bit tougher than orcs&lt;br /&gt;
ECHO *** Features include a makeup shop, locksmith shop, Trader guild, and deposit-only and exchange bank&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ain-ila:&lt;br /&gt;
SKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
put go skiff&lt;br /&gt;
match WAITFORSKIFF2 You will be able to board soon.&lt;br /&gt;
match WAITFORSKIFF2 What were you referring to?&lt;br /&gt;
match WAITFORSKIFF2 You will have to wait for the next skiff.&lt;br /&gt;
match WAITFORSKIFF2 I could not find what you were referring to.&lt;br /&gt;
match WAITONSKIFF2 Skiff]&lt;br /&gt;
match INV-SKIFF2 they can&#039;t see you?&lt;br /&gt;
match NOMONEYSKIFF2 You haven&#039;t got enough dokoras&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-SKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board the skiff while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto SKIFF2&lt;br /&gt;
&lt;br /&gt;
WAITFORSKIFF2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO *** WAITING FOR THE SKIFF TO ARRIVE&lt;br /&gt;
ECHO *** The fare is 58 Dokoras!&lt;br /&gt;
ECHO *****************************&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor pulls into the&lt;br /&gt;
goto SKIFF2&lt;br /&gt;
&lt;br /&gt;
NOMONEYSKIFF2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the skiff.&lt;br /&gt;
ECHO *** Good Luck finding 58 Dokoras!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONSKIFF2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Riding a River Elf skiff east down the mighty Segoltha River to Ilaya Taipa AKA River Clan&lt;br /&gt;
ECHO *** The Journalai Mountains loom to the north while the Himineldar Shel Mountains shade the south&lt;br /&gt;
ECHO&lt;br /&gt;
pause 200&lt;br /&gt;
ECHO *** Entering the Province of Zoluren&lt;br /&gt;
ECHO *** Governed by Prince Vorclaf&lt;br /&gt;
ECHO *** Named from High Gamgweth &amp;quot;Zohlu Ren&amp;quot;, meaning &amp;quot;First Land&amp;quot;&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
SKIFF-ILA:&lt;br /&gt;
pause&lt;br /&gt;
move go oak doors&lt;br /&gt;
move sw&lt;br /&gt;
move go harbor tower&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move climb iron staircase&lt;br /&gt;
move go stone ramp&lt;br /&gt;
move out&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go southwest gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** ILAYA TAIPA AKA River Clan&lt;br /&gt;
ECHO *** The settlement of River Elves&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ain-forf:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
AINFERRY1:&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORAINFERRY1 you&#039;ll have to wait&lt;br /&gt;
match WAITFORAINFERRY1 you can board as soon as&lt;br /&gt;
match WAITFORAINFERRY1 cannot take any more passengers&lt;br /&gt;
match WAITFORAINFERRY1 What were you referring to?&lt;br /&gt;
match WAITFORAINFERRY1 I could not find what you were referring to.&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Damaris&#039;s Kiss&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Evening Star&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY1 [The Evening Star]&lt;br /&gt;
match WAITONAINFERRY1 [The Damaris&#039;s Kiss]&lt;br /&gt;
match WAITONAINFERRY1 [The Damaris&#039; Kiss]&lt;br /&gt;
match WAITONAINFERRY1 [The &amp;quot;Damaris&#039; Kiss&amp;quot;]&lt;br /&gt;
match NOMONEYAINFERRY1 You haven&#039;t got enough dokoras&lt;br /&gt;
match INV-AINFERRY1 they can&#039;t see you?&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-AINFERRY1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board this ferry while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Warning: Don&#039;t go invisible on the ferry either because you cannot leave these ferries while invisible.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
WAITFORAINFERRY1:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO *** The fare is 31 Dokoras&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor landing at the dock&lt;br /&gt;
goto AINFERRY1&lt;br /&gt;
&lt;br /&gt;
NOMONEYAINFERRY1:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the ferry&lt;br /&gt;
ECHO *** Good luck finding 31 Dokoras around here!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONAINFERRY1:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO *** Riding a ferry towards the Haalikshal Highway to Hibarnhvidar&lt;br /&gt;
ECHO *** Haalikshal translates to &amp;quot;sacred mountain&amp;quot;&lt;br /&gt;
ECHO *** The highway is lined with Dwarven totem pillars that each tell the life of a Dwarf.&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor ferry reaches the dock.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
AINFERRY1-FORF:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Entering the well-paved Haalikshal Highway&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-ain:&lt;br /&gt;
pause&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
AINFERRY2:&lt;br /&gt;
pause&lt;br /&gt;
put go ferry&lt;br /&gt;
match WAITFORAINFERRY2 you&#039;ll have to wait&lt;br /&gt;
match WAITFORAINFERRY2 you can board as soon as&lt;br /&gt;
match WAITFORAINFERRY2 cannot take any more passengers&lt;br /&gt;
match WAITFORAINFERRY2 What were you referring to?&lt;br /&gt;
match WAITFORAINFERRY2 I could not find what you were referring to.&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Damaris&#039;s Kiss&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Evening Star&amp;quot;]&lt;br /&gt;
match WAITONAINFERRY2 [The Evening Star]&lt;br /&gt;
match WAITONAINFERRY2 [The Damaris&#039;s Kiss]&lt;br /&gt;
match WAITONAINFERRY2 [The Damaris&#039; Kiss]&lt;br /&gt;
match WAITONAINFERRY2 [The &amp;quot;Damaris&#039; Kiss&amp;quot;]&lt;br /&gt;
match NOMONEYAINFERRY2 You haven&#039;t got enough dokoras&lt;br /&gt;
match INV-AINFERRY2 they can&#039;t see you?&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
INV-AINFERRY2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You cannot board this ferry while invisible.  Drop your invisibility and type GLANCE when you are ready to continue.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Warning: Don&#039;t go invisible on the ferry either because you cannot leave these ferries while invisible.&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
WAITFORAINFERRY2:&lt;br /&gt;
#put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAITING FOR THE FERRY TO ARRIVE ***&lt;br /&gt;
ECHO *** The fare is 31 Dokoras&lt;br /&gt;
ECHO&lt;br /&gt;
put wealth dokora&lt;br /&gt;
waitfor landing at the dock&lt;br /&gt;
goto AINFERRY2&lt;br /&gt;
&lt;br /&gt;
NOMONEYAINFERRY2:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough Dokoras for the ferry to Ain Ghazal&lt;br /&gt;
ECHO *** Good luck finding 31 Dokoras around here!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
WAITONAINFERRY2:&lt;br /&gt;
#put hide&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO *** Riding a ferry towards Ain Ghazal, built on a towering rock in the middle of the Segoltha River&lt;br /&gt;
ECHO ***&lt;br /&gt;
ECHO&lt;br /&gt;
pause 90&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO *** Common Knowledge: 1 of 1&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ain Ghazal is ruled by the Sisterhood of the Rose&lt;br /&gt;
ECHO * * * The leader of the Sisters is called the Lyba Khalo&lt;br /&gt;
ECHO * * * The Ain Ghazal chateau holds the chamber where there are meetings of the provincial government, called the Forfedhdar Enclave&lt;br /&gt;
ECHO ====================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor ferry reaches the dock.&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
AINFERRY-AIN:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** AIN GHAZAL&lt;br /&gt;
ECHO *** Far into the sky is the castle chateau upon the towering Ain Ghazal rock in the middle of the Segoltha&lt;br /&gt;
ECHO *** The only creatures to hunt are cave trolls, a bit tougher than orcs&lt;br /&gt;
ECHO *** Features include a makeup shop, locksmith shop, Trader guild, and deposit-only and exchange bank&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-hib:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move go gates&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Traveling beneath the mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go gates&lt;br /&gt;
move go ford&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Ascending the Sky Road, climbing high into the Himineldar Shel mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
pause 3&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move go west gate&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move n&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go raven gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the wintry city of Hibarnhvidar&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go double gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HIBARNHVIDAR&lt;br /&gt;
ECHO * * * Dwarven city in the soaring Himineldar Shel Mountains&lt;br /&gt;
ECHO * * * Home of the famous power-generating waterwheel system&lt;br /&gt;
ECHO * * * Captain Grutan of the Hibarnhvidar Guard leads the city&#039;s defense&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
HIBFINISH:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO * * * Outer Hibarnhvidar: GO STONE GATE&lt;br /&gt;
ECHO * * * Inner Hibarnhvidar: GO IRON GATE&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
GetHibDokora:&lt;br /&gt;
pause&lt;br /&gt;
match hib-forf I don&#039;t know who you are referring to.&lt;br /&gt;
match hib-forf But no one can see you.&lt;br /&gt;
match GetHibDok2 But you don&#039;t have that much!&lt;br /&gt;
match GetHibDok2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GetHibDok2:&lt;br /&gt;
pause&lt;br /&gt;
move go iron gate&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go arch&lt;br /&gt;
move nw&lt;br /&gt;
put withdraw 2 silver&lt;br /&gt;
pause&lt;br /&gt;
move se&lt;br /&gt;
move go arch&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move go arch&lt;br /&gt;
goto hib-forf&lt;br /&gt;
&lt;br /&gt;
hib-forf:&lt;br /&gt;
pause&lt;br /&gt;
move go stone gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go raven gate&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move s&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move go gate&lt;br /&gt;
move go east gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Descending via the Sky Road from high atop the Himineldar Shel mountains&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go ford&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the road beneath the mountain&lt;br /&gt;
ECHO&lt;br /&gt;
pause 3&lt;br /&gt;
pause&lt;br /&gt;
move go gates&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move go gates&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
hib-boa:&lt;br /&gt;
BURDENCHECK12:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK12A Encumbrance : None&lt;br /&gt;
match BURDENCHECK12A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK12B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK12C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK12D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK12E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK12F Overburdened&lt;br /&gt;
match BURDENCHECK12G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK12H even able to move?&lt;br /&gt;
match BURDENCHECK12I amazing you aren&#039;t squashed!&lt;br /&gt;
match BURDENCHECK12 ...wait&lt;br /&gt;
match BURDENCHECK12 type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12A:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match STRENGTHCHECK12 EXP HELP&lt;br /&gt;
put exp survival 20&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STRENGTHCHECK12:&lt;br /&gt;
pause&lt;br /&gt;
match cantswim12 (5)&lt;br /&gt;
match cantswim12 (6)&lt;br /&gt;
match cantswim12 (7)&lt;br /&gt;
match cantswim12 (8)&lt;br /&gt;
match cantswim12 (9)&lt;br /&gt;
match cantswim12 (10)&lt;br /&gt;
match cantswim12 (11)&lt;br /&gt;
match cantswim12 (12)&lt;br /&gt;
match cantswim12 (13)&lt;br /&gt;
match cantswim12 (14)&lt;br /&gt;
match cantswim12 (15)&lt;br /&gt;
match cont-hib-boa (16)&lt;br /&gt;
match cont-hib-boa (17)&lt;br /&gt;
match cont-hib-boa (18)&lt;br /&gt;
match cont-hib-boa (19)&lt;br /&gt;
match cont-hib-boa (2&lt;br /&gt;
match cont-hib-boa (3&lt;br /&gt;
match cont-hib-boa (4&lt;br /&gt;
put strength&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12B:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12C:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 90&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12D:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 130&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12E:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12F:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12G:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12H:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK12I:&lt;br /&gt;
pause&lt;br /&gt;
match cont-hib-boa Athletics:&lt;br /&gt;
match OVERBURDENED12 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics with your current burden to pass through Archer&#039;s Ford to Boar Clan.  Lose some weight and try again!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells, then you can continue on to Boar Clan by typing GLANCE now.&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM12:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics (20) or Strength (16) to pass through Archer&#039;s Ford to Boar Clan.  Find someone to drag you or cast some athletics buffs.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells, then you can continue on to Boar Clan by typing GLANCE now.  If you can make it to Boar Clan and back to Hibarnhvidar let me know what your athletics and strength are (kraelyst@hotmail.com)!&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-hib-boa You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-hib-boa:&lt;br /&gt;
pause&lt;br /&gt;
move go stone gate&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go northwest gate&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now wading across Archer&#039;s Ford in the Biiskbowr River, which flows from the Journalai Mountains to Sawstwar Lake.&lt;br /&gt;
ECHO&lt;br /&gt;
hib-boa-groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match hib-boa-nogroup You have no group&lt;br /&gt;
match hib-boa-nogroup You must be visible&lt;br /&gt;
match hib-boa-group You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hib-boa-nogroup:&lt;br /&gt;
save swim-hib-boa2&lt;br /&gt;
goto swim-hib-boa1&lt;br /&gt;
&lt;br /&gt;
hib-boa-group:&lt;br /&gt;
save hib-boa-cont-group&lt;br /&gt;
pause&lt;br /&gt;
put say If we get separated in the ford go as far NW as you can, don&#039;t go north. I will meet you on the other side of the ford.&lt;br /&gt;
goto swim-hib-boa1&lt;br /&gt;
&lt;br /&gt;
swim-hib-boa1:&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match %s The evergreens begin to close in again&lt;br /&gt;
match %s You can&#039;t go there&lt;br /&gt;
match swim-hib-boa1 Obvious paths:&lt;br /&gt;
match swim-hib-boa1 Obvious exits:&lt;br /&gt;
match swim-hib-boa1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-hib-boa1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-hib-boa1 ...wait&lt;br /&gt;
match swim-hib-boa1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
hib-boa-cont-group:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** When your group arrives from the ford, rejoin and then type GLANCE to continue.  Make sure their roundtime is done.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
swim-hib-boa2:&lt;br /&gt;
pause&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
climb-hib-boa1:&lt;br /&gt;
save climb-hib-boa1&lt;br /&gt;
match climb-hib-boa3 The roadway cuts its way&lt;br /&gt;
match climb-hib-boa2 slip after a few feet&lt;br /&gt;
match climb-hib-boa2 You must be standing&lt;br /&gt;
match climb-hib-boa2 Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb log stair&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-hib-boa2:&lt;br /&gt;
pause&lt;br /&gt;
match climb-hib-boa1 You stand&lt;br /&gt;
match climb-hib-boa1 You are already standing&lt;br /&gt;
match climb-hib-boa2 cannot manage to stand.&lt;br /&gt;
match climb-hib-boa2 ...wait&lt;br /&gt;
match climb-hib-boa2 type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-hib-boa3:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go stone bridge&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** BOAR CLAN&lt;br /&gt;
ECHO *** A Gor&#039;Tog settlement on the banks of the Liirewsag River&lt;br /&gt;
ECHO *** Patron god is Everild, the boar&lt;br /&gt;
ECHO *** Features are the Ranger Guild, Togball Field, Everild favor alter, leather repair, and reflex training&lt;br /&gt;
ECHO *** Boar Clan is governed by Ranger Guildleader, currently Paglar&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
BOA-HIB:&lt;br /&gt;
BURDENCHECK13:&lt;br /&gt;
pause&lt;br /&gt;
match BURDENCHECK13A Encumbrance : None&lt;br /&gt;
match BURDENCHECK13A Encumbrance : Light&lt;br /&gt;
match BURDENCHECK13B Encumbrance : Somewhat&lt;br /&gt;
match BURDENCHECK13C Encumbrance : Burdened&lt;br /&gt;
match BURDENCHECK13D Encumbrance : Heavy&lt;br /&gt;
match BURDENCHECK13E Encumbrance : Very Heavy&lt;br /&gt;
match BURDENCHECK13F Overburdened&lt;br /&gt;
match BURDENCHECK13G Encumbrance : Tottering&lt;br /&gt;
match BURDENCHECK13H even able to move?&lt;br /&gt;
match BURDENCHECK13I amazing you aren&#039;t squashed!&lt;br /&gt;
match BURDENCHECK13 ...wait&lt;br /&gt;
match BURDENCHECK13 type ahead&lt;br /&gt;
put encumbrance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STRENGTHCHECK13:&lt;br /&gt;
pause&lt;br /&gt;
match cantswim13 (5)&lt;br /&gt;
match cantswim13 (6)&lt;br /&gt;
match cantswim13 (7)&lt;br /&gt;
match cantswim13 (8)&lt;br /&gt;
match cantswim13 (9)&lt;br /&gt;
match cantswim13 (10)&lt;br /&gt;
match cantswim13 (11)&lt;br /&gt;
match cantswim13 (12)&lt;br /&gt;
match cantswim13 (13)&lt;br /&gt;
match cantswim13 (14)&lt;br /&gt;
match cantswim13 (15)&lt;br /&gt;
match cont-boa-hib (16)&lt;br /&gt;
match cont-boa-hib (17)&lt;br /&gt;
match cont-boa-hib (18)&lt;br /&gt;
match cont-boa-hib (19)&lt;br /&gt;
match cont-boa-hib (2&lt;br /&gt;
match cont-boa-hib (3&lt;br /&gt;
match cont-boa-hib (4&lt;br /&gt;
put strength&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13A:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match strengthcheck13 EXP HELP&lt;br /&gt;
put exp survival 20&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13B:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 50&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13C:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 90&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13D:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 130&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13E:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 170&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13F:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 210&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13G:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 250&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13H:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 290&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
BURDENCHECK13I:&lt;br /&gt;
pause&lt;br /&gt;
match cont-boa-hib Athletics:&lt;br /&gt;
match OVERBURDENED13 EXP HELP&lt;br /&gt;
put exp survival 330&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OVERBURDENED13:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics with your current burden to pass through Archer&#039;s Ford to Boar Clan.  Lose some weight and try again!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells then you can try to make the swim by typing GLANCE now.&lt;br /&gt;
ECHO * * * If you can make it through Archer&#039;s Ford please let me know what your athletics and strength are (kraelyst@hotmail.com)!&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-boa-hib You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CANTSWIM13:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You do not have enough athletics (20) or Strength (16) to pass through Archer&#039;s Ford south of Boar Clan.  Find someone to drag you or cast some athletics buffs.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormally high strength or spells then you can try to make the swim through Archer&#039;s Ford by typing GLANCE now.&lt;br /&gt;
ECHO&lt;br /&gt;
match cont-boa-hib You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
cont-boa-hib:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move go stone bridge&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib1:&lt;br /&gt;
save climb-boa-hib1&lt;br /&gt;
match climb-boa-hib3 Although there is packed dirt&lt;br /&gt;
match pause slip after a few feet&lt;br /&gt;
match climb-boa-hib2 You must be standing&lt;br /&gt;
match climb-boa-hib2 Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb log stair&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib2:&lt;br /&gt;
pause&lt;br /&gt;
match climb-boa-hib1 You stand&lt;br /&gt;
match climb-boa-hib1 You are already standing&lt;br /&gt;
match climb-boa-hib2 cannot manage to stand.&lt;br /&gt;
match climb-boa-hib2 ...wait&lt;br /&gt;
match climb-boa-hib2 type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
climb-boa-hib3:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Now wading across Archer&#039;s Ford, so named for local Boar Clan Rangers using nearby trees for archery practice&lt;br /&gt;
ECHO&lt;br /&gt;
boa-hib-groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match boa-hib-nogroup You have no group&lt;br /&gt;
match boa-hib-nogroup You must be visible&lt;br /&gt;
match boa-hib-group You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa-hib-nogroup:&lt;br /&gt;
save swim-boa-hib2&lt;br /&gt;
goto swim-boa-hib1&lt;br /&gt;
&lt;br /&gt;
boa-hib-group:&lt;br /&gt;
save boa-hib-cont-group&lt;br /&gt;
pause&lt;br /&gt;
put say If we get separated in the ford go as far SE as you can, don&#039;t go south. I will meet you on the other side of the ford.&lt;br /&gt;
goto swim-boa-hib1&lt;br /&gt;
&lt;br /&gt;
swim-boa-hib1:&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match %s Flowing gently at this point, the Biiskbowr River&lt;br /&gt;
match %s You can&#039;t go there&lt;br /&gt;
match swim-boa-hib1 Obvious paths:&lt;br /&gt;
match swim-boa-hib1 Obvious exits:&lt;br /&gt;
match swim-boa-hib1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-boa-hib1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-boa-hib1 ...wait&lt;br /&gt;
match swim-boa-hib1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
boa-hib-cont-group:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** When your group arrives from the ford, rejoin and then type GLANCE to continue.  Make sure their roundtime is done.&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
swim-boa-hib2:&lt;br /&gt;
pause&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go hibarnhvidar gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the wintry city of Hibarnhvidar&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go double gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HIBARNHVIDAR&lt;br /&gt;
ECHO * * * Dwarven city in the soaring Himineldar Shel Mountains&lt;br /&gt;
ECHO * * * Home of the famous power-generating waterwheel system&lt;br /&gt;
ECHO * * * Patron god is Kertigen, creator of Elanthia and god of Dwarves, metal-working, and gems&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
forf-rav:&lt;br /&gt;
pause&lt;br /&gt;
move go narrow road&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Within the abandoned mine are tommyknockers and retch fiends&lt;br /&gt;
ECHO&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Mountain Giants roam upon that trail&lt;br /&gt;
ECHO&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Enter the cave to face angiswaerd&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Now moving VERY SLOWLY to avoid falling on this icy trail along the bitterly cold wind-swept cliffs of the Himineldar Shel&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * A tropical mist-covered jungle fills the gorge that must be leagues beneath this mammoth mountain&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves settled the Himineldar Shel because it contains the most precious gemstones and ores in all Elanthia&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Approaching the Crystalline Gorge where black stone cliffs are encased in solid ice&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Within the Crystalline Gorge is the Raven&#039;s Point outpost, a gathering of sturdy warriors that protect Forfedhdar from the Dragon Priests of the Black Spire and all who would invade&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * General Bazrid has spent many years commanding the warriors of Raven&#039;s Point, who are the front line of Forfedhdar&#039;s homeland defense&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Frostweyr Bears roam the mountainside nearby, even right up to the Raven&#039;s Point gates. Beware!&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move se&lt;br /&gt;
pause&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go iron gate&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RAVEN&#039;S POINT&lt;br /&gt;
ECHO * * * A Forfedhdar warrior outpost at the base of the Himineldar Shel mountains&lt;br /&gt;
ECHO * * * General Bazrid leads the Raven&#039;s Point warriors, who defend Forfedhdar from the Dragon Priests of the Black Spire&lt;br /&gt;
ECHO * * * Other nearby creatures are frostweyr bears, armored shalswar, forest gryphons, plague wraiths, and pivuh&lt;br /&gt;
ECHO * * * Features Smoky Bandit&#039;s tobacco shop and a bank, furrier, gem shop, general store, and homes&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
GetRavenDokora:&lt;br /&gt;
pause&lt;br /&gt;
match rav-forf I don&#039;t know who you are referring to.&lt;br /&gt;
match rav-forf But no one can see you.&lt;br /&gt;
match GetRavenDok2 But you don&#039;t have that much!&lt;br /&gt;
match GetRavenDok2 You consider the offer and then realize&lt;br /&gt;
put tip zzzzzz 180 dokora&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GetRavenDok2:&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move go stone bank&lt;br /&gt;
move w&lt;br /&gt;
put withdraw 2 silver&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move go doorway&lt;br /&gt;
move e&lt;br /&gt;
goto rav-forf&lt;br /&gt;
&lt;br /&gt;
rav-forf:&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move go iron gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go rope bridge&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Moving VERY SLOWLY to avoid falling on this icy trail along the bitterly cold wind-swept cliffs of the Himineldar Shel&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In this blizzard you probably wish you were back in Raven&#039;s Point with tobacco from Smoky Bandit&#039;s in one hand and a Dwarven ale in the other.&lt;br /&gt;
ECHO * * * Did you know each Dwarf clan brews its own special ale?&lt;br /&gt;
ECHO&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move e&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Dwarves settled the Himineldar Shel because it contains the most precious gemstones and ores in all Elanthia&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
pause 15&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The village of Nenav Dalar was lost in the year 157.  Perhaps you&#039;ll find it beneath one of these snowdrifts.&lt;br /&gt;
ECHO&lt;br /&gt;
pause 15&lt;br /&gt;
move nw&lt;br /&gt;
pause 15&lt;br /&gt;
move sw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Centuries ago the Dwarves ruled the entire western and southern parts of the continent and the Himineldar Shel was part of the Kwarlog kingdom&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
pause 15&lt;br /&gt;
move w&lt;br /&gt;
pause 15&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Just ahead is the Haalikshal Highway, which in Haakish means &amp;quot;sacred mountain&amp;quot;&lt;br /&gt;
ECHO * * * The highway is lined with the totem pillars of Dwarves whose families do not have their own totem groves&lt;br /&gt;
ECHO&lt;br /&gt;
pause 10&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In the cave are angiswaerd&lt;br /&gt;
ECHO&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Mountain Giants roam upon that trail&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Enter this abandoned mine to face tommyknockers and retch fiends&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go narrow road&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Haalikshal Highway&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
sha-rav:&lt;br /&gt;
pause&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Passing beside Wyvern Mountain which contains a shrine to the World Dragon, built by Sh&#039;kial&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb narrow path&lt;br /&gt;
PATH-RAV:&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
pause&lt;br /&gt;
match swim-path-rav1 You have no group&lt;br /&gt;
match swim-path-rav1 You must be visible&lt;br /&gt;
match swim-path-rav-group1 You whisper&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group1:&lt;br /&gt;
save swim-path-rav-group1&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match swim-path-rav-group2 The road joins the streambed&lt;br /&gt;
match swim-path-rav-group2 The mud of a lower bank&lt;br /&gt;
match swim-path-rav-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav-group1 ...wait&lt;br /&gt;
match swim-path-rav-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group2:&lt;br /&gt;
save swim-path-rav-group2&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match swim-path-rav-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-path-rav-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav-group2 ...wait&lt;br /&gt;
match swim-path-rav-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group3:&lt;br /&gt;
save swim-path-rav-group3&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match swim-path-rav-group4 [The Western Road, Atop the Ridge]&lt;br /&gt;
match swim-path-rav-group3 ...wait&lt;br /&gt;
match swim-path-rav-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav-group4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO * * * &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crystalline Gorge: black stone rises on all sides covered with ice crystals&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto raven-arrived&lt;br /&gt;
&lt;br /&gt;
swim-path-rav1:&lt;br /&gt;
save swim-path-rav1&lt;br /&gt;
pause&lt;br /&gt;
put n&lt;br /&gt;
match swim-path-rav2 The road joins the streambed&lt;br /&gt;
match swim-path-rav2 The mud of a lower bank&lt;br /&gt;
match swim-path-rav1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav1 ...wait&lt;br /&gt;
match swim-path-rav1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav2:&lt;br /&gt;
save swim-path-rav2&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put w&lt;br /&gt;
match swim-path-rav3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-path-rav2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-path-rav2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-path-rav2 ...wait&lt;br /&gt;
match swim-path-rav2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav3:&lt;br /&gt;
save swim-path-rav3&lt;br /&gt;
put whisper group If we get split up keep going northward until you see the Gear Gate.&lt;br /&gt;
pause&lt;br /&gt;
put nw&lt;br /&gt;
match swim-path-rav4 [The Western Road, Atop the Ridge]&lt;br /&gt;
match swim-path-rav3 ...wait&lt;br /&gt;
match swim-path-rav3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-path-rav4:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Dwarven province of Forfedhdar&lt;br /&gt;
ECHO * * * &amp;quot;Forfedhdar&amp;quot; is Haakish for &amp;quot;The Land of the Ancestors&amp;quot;&lt;br /&gt;
ECHO * * * Governed by the Forfedhdar Enclave, made up of the leaders of each settlement&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The Crystalline Gorge: black stone rises on all sides covered with ice crystals&lt;br /&gt;
ECHO&lt;br /&gt;
move up&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
raven-arrived:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** RAVEN&#039;S POINT&lt;br /&gt;
ECHO * * * A Forfedhdar warrior outpost at the base of the Himineldar Shel mountains&lt;br /&gt;
ECHO * * * General Bazrid leads the Raven&#039;s Point warriors, who defend Forfedhdar from the Dragon Priests of the Black Spire&lt;br /&gt;
ECHO * * * Other nearby creatures are frostweyr bears, armored shalswar, forest gryphons, plague wraiths, and pivuh&lt;br /&gt;
ECHO * * * Features Smoky Bandit&#039;s tobacco shop and a bank, furrier, gem shop, general store, and homes&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
rav-sha:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move down&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the province of Ilithi&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
match swim-rav-sha1 You have no group&lt;br /&gt;
match swim-rav-sha1 You must be visible&lt;br /&gt;
match swim-rav-sha-group1 You whisper&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group1:&lt;br /&gt;
save swim-rav-sha-group1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-sha-group2 The comfortable current and&lt;br /&gt;
match swim-rav-sha-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha-group1 ...wait&lt;br /&gt;
match swim-rav-sha-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group2:&lt;br /&gt;
save swim-rav-sha-group2&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-sha-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-sha-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha-group2 ...wait&lt;br /&gt;
match swim-rav-sha-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group3:&lt;br /&gt;
save swim-rav-sha-group3&lt;br /&gt;
put whisper group If we get split up go easterly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-sha-group4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-sha-group3 ...wait&lt;br /&gt;
match swim-rav-sha-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha-group4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto rav-sha-cont&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha1:&lt;br /&gt;
save swim-rav-sha1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-sha2 The comfortable current and&lt;br /&gt;
match swim-rav-sha1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha1 ...wait&lt;br /&gt;
match swim-rav-sha1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha2:&lt;br /&gt;
save swim-rav-sha2&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-sha3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-sha2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-sha2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-sha2 ...wait&lt;br /&gt;
match swim-rav-sha2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha3:&lt;br /&gt;
save swim-rav-sha3&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-sha4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-sha3 ...wait&lt;br /&gt;
match swim-rav-sha3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-sha4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto rav-sha-cont&lt;br /&gt;
&lt;br /&gt;
rav-sha-cont:&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move go muddy trail&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** SHARD, the Crystal City built upon the Lake of Tears&lt;br /&gt;
ECHO *** Capital of Ilithi and the Elothean nation and home to Elves, governed by an Elothean Ferdahl&lt;br /&gt;
ECHO *** Built first by Elothean Corik the Black Cloud and Queen Morganae of the Mountain Elves&lt;br /&gt;
ECHO *** Rebuilt by Ferdahl Alec, son of Corik, after destruction by the Dragon Priests.  Later conquered by the Outcasts.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
hor-rav:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move go path&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Founded by a harmless priest named Sh&#039;kial, turned wicked by his scheming student D&#039;zree&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move climb bluff&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
goto path-rav&lt;br /&gt;
&lt;br /&gt;
rav-hor:&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move down&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the province of Ilithi&lt;br /&gt;
ECHO&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
pause&lt;br /&gt;
match swim-rav-hor1 You have no group&lt;br /&gt;
match swim-rav-hor1 You must be visible&lt;br /&gt;
match swim-rav-hor-group1 You whisper&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group1:&lt;br /&gt;
save swim-rav-hor-group1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-hor-group2 The comfortable current and&lt;br /&gt;
match swim-rav-hor-group1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor-group1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor-group1 ...wait&lt;br /&gt;
match swim-rav-hor-group1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group2:&lt;br /&gt;
save swim-rav-hor-group2&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-hor-group3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-hor-group2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor-group2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor-group2 ...wait&lt;br /&gt;
match swim-rav-hor-group2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group3:&lt;br /&gt;
save swim-rav-hor-group3&lt;br /&gt;
put whisper group If we get split up go easterly and southerly until you reach a path and we&#039;ll meet there. Watch out for gryphons!&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-hor-group4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-hor-group3 ...wait&lt;br /&gt;
match swim-rav-hor-group3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor-group4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** WAIT FOR YOUR GROUP TO REJOIN THEN TYPE &amp;quot;GLANCE&amp;quot; TO KEEP GOING&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto rav-hor-cont&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor1:&lt;br /&gt;
save swim-rav-hor1&lt;br /&gt;
pause&lt;br /&gt;
put s&lt;br /&gt;
match swim-rav-hor2 The comfortable current and&lt;br /&gt;
match swim-rav-hor1 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor1 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor1 ...wait&lt;br /&gt;
match swim-rav-hor1 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor2:&lt;br /&gt;
save swim-rav-hor2&lt;br /&gt;
pause&lt;br /&gt;
put e&lt;br /&gt;
match swim-rav-hor3 [The Western Road, Stream Bank]&lt;br /&gt;
match swim-rav-hor2 but can&#039;t get anywhere.&lt;br /&gt;
match swim-rav-hor2 can&#039;t seem to make much headway.&lt;br /&gt;
match swim-rav-hor2 ...wait&lt;br /&gt;
match swim-rav-hor2 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor3:&lt;br /&gt;
save swim-rav-hor3&lt;br /&gt;
pause&lt;br /&gt;
put se&lt;br /&gt;
match swim-rav-hor4 [The Western Road, Big Meadow]&lt;br /&gt;
match swim-rav-hor3 ...wait&lt;br /&gt;
match swim-rav-hor3 type ahead&lt;br /&gt;
match retreat engaged&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
swim-rav-hor4:&lt;br /&gt;
pause&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
goto rav-hor-cont&lt;br /&gt;
&lt;br /&gt;
rav-hor-cont:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Entering the Gilen Otso Steppes, where the pards and the arzumos roam&lt;br /&gt;
ECHO&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb game trail&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * The track leads to an outpost of Dragon Priests, S&#039;Kra Mur who worship the World Dragon&lt;br /&gt;
ECHO * * * Under D&#039;zree the Dragon Priests once conquered most of the 5 provinces&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move go path&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ===================&lt;br /&gt;
ECHO *** HORSE CLAN AKA Zaldi Taipa (in Elven)&lt;br /&gt;
ECHO *** A nomadic clan of Wind Elves&lt;br /&gt;
ECHO *** Governed by the Indar Taipan, Elven for &amp;quot;Strength of the Clan&amp;quot;&lt;br /&gt;
ECHO *** Home to the Sulde Taala, a special horse nearly worshipped by the clan, sometimes called Horse of the Huntress or the Sun-Horse.&lt;br /&gt;
ECHO ===================&lt;br /&gt;
echo&lt;br /&gt;
goto finish&lt;br /&gt;
&lt;br /&gt;
raven1-raven2:&lt;br /&gt;
raven1climbcheck:&lt;br /&gt;
pause&lt;br /&gt;
match raven1groupcheck Athletics:&lt;br /&gt;
match raven1NoClimb EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven1NoClimb:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match GearGateClosed1 sealed for the night!&lt;br /&gt;
match GearGateClosed1 The gear gate is sealed&lt;br /&gt;
match waitgate3 The gear gate is closed.&lt;br /&gt;
match waitgate3 Wait until the gear gate has opened&lt;br /&gt;
match waitgate3 Open the gear gate!&lt;br /&gt;
match waitgate3 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match raven1NoClimb ...wait&lt;br /&gt;
match raven1NoClimb type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate3:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for entry to Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match raven1NoClimb slides to a fully open position&lt;br /&gt;
match raven1NoClimb sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GearGateClosed1:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The Gear Gate is closed for the night and you do not have enough athletics skill (25) to bypass the gate.  You&#039;ll have to wait until day, learn more athletics, or get some help.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think you might be able to make it because of higher than normal strength, spells, or other tricks then type GLANCE now to try the gate bypass.&lt;br /&gt;
ECHO&lt;br /&gt;
match raven1groupcheck You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven1groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match checkgate1 You have no group&lt;br /&gt;
match checkgate1 You must be visible&lt;br /&gt;
match checkravengate3 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
checkravengate3:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match groupraven1-raven2 sealed for the night!&lt;br /&gt;
match groupraven1-raven2 The gear gate is closed.&lt;br /&gt;
match waitgate1 Wait until the gear gate has opened&lt;br /&gt;
match waitgate1 Open the gear gate!&lt;br /&gt;
match waitgate1 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match checkravengate3 ...wait&lt;br /&gt;
match checkravengate3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
groupraven1-raven2:&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
put whisper group GO HOLE right now and join me on the other side, then stand.  Hurry!&lt;br /&gt;
pause&lt;br /&gt;
move go hole&lt;br /&gt;
raven3stand:&lt;br /&gt;
pause&lt;br /&gt;
match waitraven3 You stand&lt;br /&gt;
match waitraven3 You are already standing&lt;br /&gt;
match raven3stand cannot manage to stand.&lt;br /&gt;
match raven3stand ...wait&lt;br /&gt;
match raven3stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitraven3:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto turnbasin3&lt;br /&gt;
&lt;br /&gt;
turnbasin3:&lt;br /&gt;
pause&lt;br /&gt;
put turn basin&lt;br /&gt;
match gowall3 stone wall opens up.&lt;br /&gt;
match turnbasin3 stone wall closes.&lt;br /&gt;
match turnbasin3 ...wait&lt;br /&gt;
match turnbasin3 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall3:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go opening&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go rock road&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go barrier&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1A:&lt;br /&gt;
save ravclimb1A&lt;br /&gt;
match ravclimb3A a rain-washed gully&lt;br /&gt;
match ravclimb2A slip after a few feet&lt;br /&gt;
match ravclimb2A You must be standing&lt;br /&gt;
match ravclimb2A Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb sharp gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2A:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1A You stand&lt;br /&gt;
match ravclimb1A You are already standing&lt;br /&gt;
match ravclimb2A cannot manage to stand.&lt;br /&gt;
match ravclimb2A ...wait&lt;br /&gt;
match ravclimb2A type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3A:&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1B:&lt;br /&gt;
save ravclimb1B&lt;br /&gt;
match ravclimb3B while a jagged rockslide blocks the&lt;br /&gt;
match ravclimb2B slip after a few feet&lt;br /&gt;
match ravclimb2B You must be standing&lt;br /&gt;
match ravclimb2B Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2B:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1B You stand&lt;br /&gt;
match ravclimb1B You are already standing&lt;br /&gt;
match ravclimb2B cannot manage to stand.&lt;br /&gt;
match ravclimb2B ...wait&lt;br /&gt;
match ravclimb2B type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3B:&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
put whisper group GO ROCK SHARD and join me on the other side!  Hurry!  Watch out for bears!&lt;br /&gt;
move go rock shard&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
checkgate1:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match goraven1-raven2 sealed for the night!&lt;br /&gt;
match goraven1-raven2 The gear gate is closed.&lt;br /&gt;
match goraven1-raven2 Wait until the gear gate has opened&lt;br /&gt;
match goraven1-raven2 Open the gear gate!&lt;br /&gt;
match goraven1-raven2 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Raven&#039;s Point, Gear Gate]&lt;br /&gt;
match checkgate1 ...wait&lt;br /&gt;
match checkgate1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate1:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for entry to Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match checkgate1 slides to a fully open position&lt;br /&gt;
match waitgate1 sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
goraven1-raven2:&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move go hole&lt;br /&gt;
raven1stand:&lt;br /&gt;
pause&lt;br /&gt;
match turnbasin1 You stand&lt;br /&gt;
match turnbasin1 You are already standing&lt;br /&gt;
match raven1stand cannot manage to stand.&lt;br /&gt;
match raven1stand ...wait&lt;br /&gt;
match raven1stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
turnbasin1:&lt;br /&gt;
pause&lt;br /&gt;
put turn basin&lt;br /&gt;
match gowall1 stone wall opens up.&lt;br /&gt;
match turnbasin1 stone wall closes.&lt;br /&gt;
match turnbasin1 ...wait&lt;br /&gt;
match turnbasin1 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall1:&lt;br /&gt;
pause&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go opening&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go rock road&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move go barrier&lt;br /&gt;
move sw&lt;br /&gt;
ravclimb1C:&lt;br /&gt;
save ravclimb1C&lt;br /&gt;
match ravclimb3C a rain-washed gully&lt;br /&gt;
match ravclimb2C slip after a few feet&lt;br /&gt;
match ravclimb2C You must be standing&lt;br /&gt;
match ravclimb2C Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb sharp gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2C:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1C You stand&lt;br /&gt;
match ravclimb1C You are already standing&lt;br /&gt;
match ravclimb2C cannot manage to stand.&lt;br /&gt;
match ravclimb2C ...wait&lt;br /&gt;
match ravclimb2C type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3C:&lt;br /&gt;
move sw&lt;br /&gt;
&lt;br /&gt;
ravclimb1D:&lt;br /&gt;
save ravclimb1D&lt;br /&gt;
match ravclimb3D while a jagged rockslide blocks the&lt;br /&gt;
match ravclimb2D slip after a few feet&lt;br /&gt;
match ravclimb2D You must be standing&lt;br /&gt;
match ravclimb2D Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2D:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1D You stand&lt;br /&gt;
match ravclimb1D You are already standing&lt;br /&gt;
match ravclimb2D cannot manage to stand.&lt;br /&gt;
match ravclimb2D ...wait&lt;br /&gt;
match ravclimb2D type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3D:&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move go rock shard&lt;br /&gt;
move sw&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move go gate&lt;br /&gt;
move se&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
raven2-raven1:&lt;br /&gt;
raven2climbcheck:&lt;br /&gt;
pause&lt;br /&gt;
match raven2groupcheck Athletics:&lt;br /&gt;
match raven2NoClimb EXP HELP&lt;br /&gt;
put exp survival 25&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2NoClimb:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match GearGateClosed2 sealed for the night!&lt;br /&gt;
match GearGateClosed2 The gear gate is sealed&lt;br /&gt;
match waitgate4 The gear gate is closed.&lt;br /&gt;
match waitgate4 Wait until the gear gate has opened&lt;br /&gt;
match waitgate4 Open the gear gate!&lt;br /&gt;
match waitgate4 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match raven2NoClimb ...wait&lt;br /&gt;
match raven2NoClimb type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GearGateClosed2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** The Gear Gate is closed for the night and you do not have enough athletics skill (25) to bypass the gate.  You&#039;ll have to wait until day, learn more athletics, or get some help.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think you might be able to make it because of higher than normal strength, spells, or other tricks then type GLANCE now to try the gate bypass.&lt;br /&gt;
ECHO&lt;br /&gt;
match raven2groupcheck You glance&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate4:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for exit from Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match raven2NoClimb slides to a fully open position&lt;br /&gt;
match raven2NoClimb sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2groupcheck:&lt;br /&gt;
pause&lt;br /&gt;
match gocheckgate2 You have no group&lt;br /&gt;
match gocheckgate2 You must be visible&lt;br /&gt;
match checkravengate4 You whisper&lt;br /&gt;
put whisper group ...&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
checkravengate4:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match groupraven2-raven1 sealed for the night!&lt;br /&gt;
match groupraven2-raven1 The gear gate is closed.&lt;br /&gt;
match waitgate2 Wait until the gear gate has opened&lt;br /&gt;
match waitgate2 Open the gear gate!&lt;br /&gt;
match waitgate2 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match checkravengate4 ...wait&lt;br /&gt;
match checkravengate4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
groupraven2-raven1:&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
put whisper group GO ROCK WALL and join me on the other side!&lt;br /&gt;
move go rock wall&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin and stand up and then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
waitfor You glance&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1F:&lt;br /&gt;
save ravclimb1F&lt;br /&gt;
match ravclimb3F The forest rises to the north&lt;br /&gt;
match ravclimb2F slip after a few feet&lt;br /&gt;
match ravclimb2F You must be standing&lt;br /&gt;
match ravclimb2F Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2F:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1F You stand&lt;br /&gt;
match ravclimb1F You are already standing&lt;br /&gt;
match ravclimb2F cannot manage to stand.&lt;br /&gt;
match ravclimb2F ...wait&lt;br /&gt;
match ravclimb2F type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3F:&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1G:&lt;br /&gt;
save ravclimb1G&lt;br /&gt;
match ravclimb3G The forest crowds the road&lt;br /&gt;
match ravclimb2G slip after a few feet&lt;br /&gt;
match ravclimb2G You must be standing&lt;br /&gt;
match ravclimb2G Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rain gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2G:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1G You stand&lt;br /&gt;
match ravclimb1G You are already standing&lt;br /&gt;
match ravclimb2G cannot manage to stand.&lt;br /&gt;
match ravclimb2G ...wait&lt;br /&gt;
match ravclimb2G type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3G:&lt;br /&gt;
move ne&lt;br /&gt;
move go crushed fence&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go narrow canyon&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go tunnel mouth&lt;br /&gt;
turntorch4:&lt;br /&gt;
pause&lt;br /&gt;
put turn torch&lt;br /&gt;
match gowall4 stone wall opens up.&lt;br /&gt;
match turntorch4 stone wall closes.&lt;br /&gt;
match turntorch4 ...wait&lt;br /&gt;
match turntorch4 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall4:&lt;br /&gt;
move go stone wall&lt;br /&gt;
pause&lt;br /&gt;
put whisper group GO HOLE right now, then STAND and go NORTH, NORTHWEST.  Hurry!&lt;br /&gt;
pause&lt;br /&gt;
move go hole&lt;br /&gt;
raven4stand:&lt;br /&gt;
pause&lt;br /&gt;
match raven4stood You stand&lt;br /&gt;
match raven4stood You are already standing&lt;br /&gt;
match raven4stand cannot manage to stand.&lt;br /&gt;
match raven4stand ...wait&lt;br /&gt;
match raven4stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven4stood:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Wait for your group to rejoin then type GLANCE&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor You glance&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
gocheckgate2:&lt;br /&gt;
checkgate2:&lt;br /&gt;
pause&lt;br /&gt;
put go gate&lt;br /&gt;
match goraven2-raven1 sealed for the night!&lt;br /&gt;
match goraven2-raven1 The gear gate is closed.&lt;br /&gt;
match goraven2-raven1 Wait until the gear gate has opened&lt;br /&gt;
match goraven2-raven1 Open the gear gate!&lt;br /&gt;
match goraven2-raven1 The gear gate is in the process of being closed.&lt;br /&gt;
match %1 [Seord Kerwaith, Gear Gate]&lt;br /&gt;
match checkgate2 ...wait&lt;br /&gt;
match checkgate2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
waitgate2:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for the Gear Gate to open for exit from Raven&#039;s Point&lt;br /&gt;
ECHO&lt;br /&gt;
match checkgate2 slides to a fully open position&lt;br /&gt;
match waitgate2 sealing the passage both in&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
goraven2-raven1:&lt;br /&gt;
move nw&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move ne&lt;br /&gt;
move go rock wall&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
ravclimb1H:&lt;br /&gt;
save ravclimb1H&lt;br /&gt;
match ravclimb3H The forest rises to the north&lt;br /&gt;
match ravclimb2H slip after a few feet&lt;br /&gt;
match ravclimb2H You must be standing&lt;br /&gt;
match ravclimb2H Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rockslide&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2H:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1H You stand&lt;br /&gt;
match ravclimb1H You are already standing&lt;br /&gt;
match ravclimb2H cannot manage to stand.&lt;br /&gt;
match ravclimb2H ...wait&lt;br /&gt;
match ravclimb2H type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3H:&lt;br /&gt;
move ne&lt;br /&gt;
&lt;br /&gt;
ravclimb1I:&lt;br /&gt;
save ravclimb1I&lt;br /&gt;
match ravclimb3I The forest crowds the road&lt;br /&gt;
match ravclimb2I slip after a few feet&lt;br /&gt;
match ravclimb2I You must be standing&lt;br /&gt;
match ravclimb2I Stand up first.&lt;br /&gt;
match pause steepness is intimidating&lt;br /&gt;
match pause can&#039;t seem to find purchase&lt;br /&gt;
match pause find it hard going.&lt;br /&gt;
match pause your footing is questionable&lt;br /&gt;
match pause A wave of dizziness hits you&lt;br /&gt;
match pause Struck by vertigo&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put climb rain gully&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb2I:&lt;br /&gt;
pause&lt;br /&gt;
match ravclimb1I You stand&lt;br /&gt;
match ravclimb1I You are already standing&lt;br /&gt;
match ravclimb2I cannot manage to stand.&lt;br /&gt;
match ravclimb2I ...wait&lt;br /&gt;
match ravclimb2I type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ravclimb3I:&lt;br /&gt;
move ne&lt;br /&gt;
move go crushed fence&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move go narrow canyon&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go tunnel mouth&lt;br /&gt;
turntorch2:&lt;br /&gt;
pause&lt;br /&gt;
put turn torch&lt;br /&gt;
match gowall2 stone wall opens up.&lt;br /&gt;
match turntorch2 stone wall closes.&lt;br /&gt;
match turntorch2 ...wait&lt;br /&gt;
match turntorch2 type ahead&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
gowall2:&lt;br /&gt;
move go stone wall&lt;br /&gt;
move go hole&lt;br /&gt;
raven2stand:&lt;br /&gt;
pause&lt;br /&gt;
match raven2stood You stand&lt;br /&gt;
match raven2stood You are already standing&lt;br /&gt;
match raven2stand cannot manage to stand.&lt;br /&gt;
match raven2stand ...wait&lt;br /&gt;
match raven2stand type ahead&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
raven2stood:&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
NOSTART:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==========================================&lt;br /&gt;
ECHO *** You are not at a valid starting location for the MAINLAND TRAVEL SCRIPT&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * Start Outside any Town Gate&lt;br /&gt;
ECHO * * * Start on any public transport (ferry, barge, gondola, skiff)&lt;br /&gt;
ECHO * * * Start at any public transport dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Additional starting locations:&lt;br /&gt;
ECHO  * * Crossing - outside bank; outside Moon Mage guild&lt;br /&gt;
ECHO  * * Riverhaven - Town Square&lt;br /&gt;
ECHO  * * On the broken bridge south of the Faldesu&lt;br /&gt;
ECHO  * * Langenfirth - Outside Wharf area&lt;br /&gt;
ECHO  * * El&#039;Bain&#039;s - Picnic Area&lt;br /&gt;
ECHO  * * Leth Deriel - center of town&lt;br /&gt;
ECHO  * * Fayrin&#039;s Rest - Anloraten Crossing&lt;br /&gt;
ECHO  * * Wolf Clan - outside Trader outpost&lt;br /&gt;
ECHO  * * Knife Clan - North side of bridge&lt;br /&gt;
ECHO  * * Raven&#039;s Point - Inside gear gate&lt;br /&gt;
ECHO  * * Hibarnhvidar - Gateway between Inner and Outer Hibarnhvidar&lt;br /&gt;
ECHO ==========================================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
LABELERROR:&lt;br /&gt;
NODESTINATION:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO *** You did not enter a valid destination&lt;br /&gt;
ECHO *** To use this script type .{scriptname} {destination}&lt;br /&gt;
ECHO *** For example, to go to Crossing type  .travel crossing&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
ECHO *** List of possible destinations:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ILITHI:&lt;br /&gt;
ECHO * * * Horse Clan, Shard, Steelclaw Clan, Fayrin&#039;s Rest, Gondola&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** FORFEDHDAR&lt;br /&gt;
ECHO * * * Ain Ghazal, Hibarnhvidar, Boar Clan, Raven&#039;s Point, Nenav Dalar&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** ZOLUREN:&lt;br /&gt;
ECHO * * * Ilaya Taipa, Leth, Acenamacra, Alfren&#039;s Ferry, Crossing, Arthe Dale&lt;br /&gt;
ECHO * * * Kaerna, Caravansary, Dirge, and Tiger, Wolf, Knife, and Stone Clans&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** THERENGIA:&lt;br /&gt;
ECHO * * * Faldesu River, North Road Ferry, Riverhaven, Throne City, Rossman&#039;s,&lt;br /&gt;
ECHO * * * Therenborough, El&#039;Bain&#039;s, Langenfirth, Fornsted, Hvaral, Muspar&#039;i&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** VALID STARTING LOCATIONS:&lt;br /&gt;
ECHO * * * Start Outside any Town Gate&lt;br /&gt;
ECHO * * * Start on any public transport (ferry, barge, gondola, skiff)&lt;br /&gt;
ECHO * * * Start at any public transport dock&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Additional starting locations:&lt;br /&gt;
ECHO  * * Crossing - outside bank; outside Moon Mage guild&lt;br /&gt;
ECHO  * * Riverhaven - Town Square&lt;br /&gt;
ECHO  * * On the broken bridge south of the Faldesu&lt;br /&gt;
ECHO  * * Langenfirth - Outside Wharf area&lt;br /&gt;
ECHO  * * El&#039;Bain&#039;s - Picnic Area&lt;br /&gt;
ECHO  * * Leth Deriel - center of town&lt;br /&gt;
ECHO  * * Fayrin&#039;s Rest - Anloraten Crossing&lt;br /&gt;
ECHO  * * Wolf Clan - outside Trader outpost&lt;br /&gt;
ECHO  * * Knife Clan - North side of bridge&lt;br /&gt;
ECHO  * * Raven&#039;s Point - Inside gear gate&lt;br /&gt;
ECHO  * * Hibarnhvidar - Gateway between Inner and Outer Hibarnhvidar&lt;br /&gt;
ECHO ========================================================&lt;br /&gt;
pause&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
ECHO *** You did not enter a destination&lt;br /&gt;
ECHO *** To use this script type .{scriptname} {destination}&lt;br /&gt;
ECHO *** For example, to go to Crossing type  .travel crossing&lt;br /&gt;
ECHO =================================================&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
NOMONEY:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO *** YOU ARE BROKE!&lt;br /&gt;
ECHO *** GET SOME MONEY!&lt;br /&gt;
ECHO ============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
NOROSSMAN:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO *** You do not have the 50 ranks of athletics required to get to Rossman&#039;s.&lt;br /&gt;
ECHO *** You must take a boat from Lang or Haven or have someone take you.&lt;br /&gt;
ECHO ==============================&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&lt;br /&gt;
LEAVEALLFERRIES:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO *** YOU ARE ABOARD A PUBLIC TRANSPORT!&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** If you are at a dock and want off you must get off now and restart your script,&lt;br /&gt;
ECHO *** otherwise you will be let off at the next dock and taken to your final destination.&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO&lt;br /&gt;
match ALLFERRYDOCK the ferry reaches the dock.&lt;br /&gt;
match ALLFERRYDOCK reaches the dock and its crew ties the ferry off.&lt;br /&gt;
match ALLFERRYDOCK reaches the dock and its crew ties the ferry off.&lt;br /&gt;
match ALLFERRYWHARFPIER reaches its dock and its crew ties the barge off.&lt;br /&gt;
match ALLFERRYMuspari The sand barge pulls into dock and&lt;br /&gt;
match ALLFERRYDOCK The barge pulls into dock and its crew quickly ties the barge off.&lt;br /&gt;
match ALLFERRYDOCK The skiff lightly taps the dock and the skilled River Elf crew quickly secure the skiff to the pilings.&lt;br /&gt;
match ALLFERRYDOCK You come to a very soft stop as the ferry reaches the dock.&lt;br /&gt;
match ALLFERRYDOCK The ferrymaster mumbles a few quick words of thanks as he and his crew move to unload the supplies.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
ALLFERRYDOCK:&lt;br /&gt;
pause&lt;br /&gt;
put go dock&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ALLFERRYWHARFPIER:&lt;br /&gt;
pause&lt;br /&gt;
put go wharf&lt;br /&gt;
put go pier&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
ALLFERRYMUSPARI:&lt;br /&gt;
pause&lt;br /&gt;
put go platform&lt;br /&gt;
put go dock&lt;br /&gt;
pause&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
leaveskiff:&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO *** You are aboard a River Elf skiff that travels between Ilaya Taipa and Ain Ghazal.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** If you are at a dock and want off you must get off now and restart your script,&lt;br /&gt;
ECHO *** otherwise you will be let off at the next dock and taken to your final destination.&lt;br /&gt;
ECHO ****************************************************************&lt;br /&gt;
ECHO&lt;br /&gt;
waitfor The skiff lightly taps the dock&lt;br /&gt;
put stand&lt;br /&gt;
pause&lt;br /&gt;
move go dock&lt;br /&gt;
goto %1&lt;br /&gt;
&lt;br /&gt;
RETREAT:&lt;br /&gt;
match retreat You retreat back to pole range.&lt;br /&gt;
match retreat still stunned&lt;br /&gt;
match %s You retreat from combat.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put retreat&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
pause:&lt;br /&gt;
pause&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
FALLEN:&lt;br /&gt;
pause&lt;br /&gt;
match STOOD You stand&lt;br /&gt;
match STOOD You are already standing&lt;br /&gt;
match FALLEN cannot manage to stand.&lt;br /&gt;
match FALLEN The weight of all your possessions&lt;br /&gt;
match FALLEN ...wait&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STOOD:&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
FINISH:&lt;br /&gt;
put set Description&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** YOU HAVE ARRIVED ***&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
put #play ScriptEnd&lt;br /&gt;
put #echo &amp;gt;Log travel script arrival at $zonename (map $zoneid: room $roomid)&lt;br /&gt;
put #class arrive off&lt;br /&gt;
put #parse TRAVEL SCRIPT DONE&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=595306</id>
		<title>Rite of Grace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=595306"/>
		<updated>2022-09-12T02:12:27Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ROG&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Corruption&lt;br /&gt;
|prereqs=[[Eyes of the Blind]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|pulse=15&lt;br /&gt;
|desc=While it is considered a sister to the [[Rite of Contrition]] spell, the two matrices are at their hearts very different.  Where Rite of Contrition weaves sublime corruption to fool supernatural senses, the Rite of Grace bombards the physical senses.  The Rite of Grace captures the magician&#039;s self-image and uses that as the centerpiece of a psychic miasma that attacks everyone&#039;s senses and clear thinking in the area.  Transcendental mutations can thus be hidden and what is not hidden is rendered unspeakable.  The spell is not flawless and can only hide a certain number of mutations.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Hides 1-7 Transcendental Necromancy buffs.&lt;br /&gt;
|messaging=Without a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, to little effect.&lt;br /&gt;
&lt;br /&gt;
With a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, masking your transcendental mutations under mixed currents of befuddlement and delusion.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Can be cast in standard [[justice]] zones. [[Generates Social Outrage::false| ]]&lt;br /&gt;
* Allows you to hide 1-7 [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy]] buffs from view. Transcendental buffs under this effect retain their full effectiveness, but do not appear when looking at the Necromancer or in the room (for [[Calcified Hide]]).&lt;br /&gt;
* Mana thresholds:&lt;br /&gt;
: {|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spells Hidden!!Minimum Mana&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5 mana&lt;br /&gt;
|-&lt;br /&gt;
|2|| 8 mana&lt;br /&gt;
|-&lt;br /&gt;
|3|| 11 mana&lt;br /&gt;
|-&lt;br /&gt;
|4|| 14 mana&lt;br /&gt;
|-&lt;br /&gt;
|5|| 16 mana&lt;br /&gt;
|-&lt;br /&gt;
|6|| 20 mana&lt;br /&gt;
|}&lt;br /&gt;
* Note that this cloaking effect is similar to an item hider, rather than a complete suppression of all messaging. If the spell messages (such as when casting them), it messages and that&#039;s that. This is intentional, reflecting the imperfect nature of the Necromancer&#039;s &amp;quot;illusion&amp;quot; (and the limits of the GMs&#039; personal sanity).&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=595302</id>
		<title>Rite of Grace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rite_of_Grace&amp;diff=595302"/>
		<updated>2022-09-12T01:54:50Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ROG&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Corruption&lt;br /&gt;
|prereqs=[[Eyes of the Blind]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|pulse=15&lt;br /&gt;
|desc=While it is considered a sister to the [[Rite of Contrition]] spell, the two matrices are at their hearts very different.  Where Rite of Contrition weaves sublime corruption to fool supernatural senses, the Rite of Grace bombards the physical senses.  The Rite of Grace captures the magician&#039;s self-image and uses that as the centerpiece of a psychic miasma that attacks everyone&#039;s senses and clear thinking in the area.  Transcendental mutations can thus be hidden and what is not hidden is rendered unspeakable.  The spell is not flawless and can only hide a certain number of mutations.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Hides 1-7 Transcendental Necromancy buffs.&lt;br /&gt;
|messaging=Without a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, to little effect.&lt;br /&gt;
&lt;br /&gt;
With a Transcendental Necromancy spell up: You project your self-image outward on a gust of psychic miasma, masking your transcendental mutations under mixed currents of befuddlement and delusion.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Can be cast in standard [[justice]] zones. [[Generates Social Outrage::false| ]]&lt;br /&gt;
* Allows you to hide 1-7 [[:Category:Transcendental Necromancy spellbook|Transcendental Necromancy]] buffs from view. Transcendental buffs under this effect retain their full effectiveness, but do not appear when looking at the Necromancer or in the room (for [[Calcified Hide]]).&lt;br /&gt;
&lt;br /&gt;
Note that this cloaking effect is similar to an item hider, rather than a complete suppression of all messaging. If the spell messages (such as when casting them), it messages and that&#039;s that. This is intentional, reflecting the imperfect nature of the Necromancer&#039;s &amp;quot;illusion&amp;quot; and the limits of my personal sanity.&lt;br /&gt;
&lt;br /&gt;
* Mana thresholds:&lt;br /&gt;
** 1 spell: 5 mana&lt;br /&gt;
** 2 spells: 8 mana&lt;br /&gt;
** 3 spells: 11 mana&lt;br /&gt;
** 4 spells: 14 mana&lt;br /&gt;
** 5 spells: 16 mana&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Worry_stone&amp;diff=594462</id>
		<title>Worry stone</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Worry_stone&amp;diff=594462"/>
		<updated>2022-08-25T19:44:37Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
A &#039;&#039;&#039;worry stone&#039;&#039;&#039; [[page type is::definition|was]] is a relaxation tool. It is used by rubbing your thumb across the smooth surface of the item.&amp;lt;ref&amp;gt;http://en.wikipedia.org/wiki/Worry_stone&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In DragonRealms, typical verbs you can use to interact with the worry stones are RUB, PUSH, HUG, TAP and CLEAN.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{#ask: [[item type is::worry stone]]|format=table|?Rare item=Rare|sort=Rare item|mainlabel=Item|default=None yet|limit=20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=-|r=y}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Allarh&amp;diff=592558</id>
		<title>Weapon:Allarh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Allarh&amp;diff=592558"/>
		<updated>2022-07-25T16:33:51Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|rev=2&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|noun=allarh&lt;br /&gt;
|look=-&lt;br /&gt;
|STag=-,&lt;br /&gt;
|range=melee&lt;br /&gt;
|adraw=No&lt;br /&gt;
|type=PI&lt;br /&gt;
|puncture=moderate&lt;br /&gt;
|slice=dismal&lt;br /&gt;
|impact=low&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=dismally&lt;br /&gt;
|balance=decently&lt;br /&gt;
|suitedness=fairly&lt;br /&gt;
|type2=HT&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=yes&lt;br /&gt;
|weight=45&lt;br /&gt;
|lsize=13&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|appcost=12,500&lt;br /&gt;
|source=Wooden Shack&lt;br /&gt;
|cost=62,500 Kronars&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|wave}}: A high-pitched whistling &amp;quot;Ssssssss!&amp;quot; hisses from the allarh as you cut a slashing arc through the air.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Comes in a variety of colors and finishes.&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{itemvar|t=m|a=silver|Silver-plated|c=silver}}&lt;br /&gt;
{{itemvar|t=m|a=diamond|Diamond-inset}}&lt;br /&gt;
{{itemvar|t=m|a=emerald|Emerald-inset|c=green}}&lt;br /&gt;
{{itemvar|t=m|a=jade|Jade-inlaid}}&lt;br /&gt;
{{itemvar|t=m|a=ivory|Ivory-inlaid|c=white}}&lt;br /&gt;
{{itemvar|t=m|a=gold|Gold-inlaid|c=gold}}&lt;br /&gt;
{{itemvar|t=m|Iron}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{itemvar|t=m|a=copper|Copper-plated|c=copper}}&lt;br /&gt;
{{itemvar|t=m|a=topaz|Topaz-inset}}&lt;br /&gt;
{{itemvar|t=m|a=ruby|Ruby-inset|c=red}}&lt;br /&gt;
{{itemvar|t=m|a=onyx|Onyx-inlaid|c=black}}&lt;br /&gt;
{{itemvar|t=m|a=silver|Silver-inlaid}}&lt;br /&gt;
{{itemvar|t=m|Steel}}&lt;br /&gt;
{{itemvar|t=m|Bronze|c=bronze}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{itemvar|Glittering}}&lt;br /&gt;
{{itemvar|Burnished}}&lt;br /&gt;
{{itemvar|Sleek}}&lt;br /&gt;
{{itemvar|t=m|a=gold|Gilded|c=gold}}&lt;br /&gt;
{{itemvar|Ornate}}&lt;br /&gt;
{{itemvar|Dark}}&lt;br /&gt;
{{itemvar|Rusted}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{itemvar|Polished}}&lt;br /&gt;
{{itemvar|Buffed}}&lt;br /&gt;
{{itemvar|Etched}}&lt;br /&gt;
{{itemvar|Brushed}}&lt;br /&gt;
{{itemvar|Gleaming}}&lt;br /&gt;
{{itemvar|Dull}}&lt;br /&gt;
{{itemvar|Tarnished}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=A_Primer_On_Kermoria%27s_Necromantic_Cults,_Volume_II:_Modern_Cults/Contents&amp;diff=588185</id>
		<title>A Primer On Kermoria&#039;s Necromantic Cults, Volume II: Modern Cults/Contents</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=A_Primer_On_Kermoria%27s_Necromantic_Cults,_Volume_II:_Modern_Cults/Contents&amp;diff=588185"/>
		<updated>2022-05-01T06:15:08Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Sorrow and the Sidhlot Book Club */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpoilersNecro}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
= A Primer On Kermoria&#039;s Necromantic Cults, Volume II: Modern Cults =&lt;br /&gt;
By [[Nimaltesh]] Oakenfalcon, 420 AV&lt;br /&gt;
&lt;br /&gt;
== The Oshu&#039;ehhrsk Family ==&lt;br /&gt;
In addition to his studies as not only a [[Moon Mage]], including that of the Skin Dancers and Bone Dancers of the Steppe, the High Council member [[Lasarhhtha]] practiced additional necromantic arts -- ones that may very well have propagated the misconception that all Bone Dancers are Necromancers. He allegedly came from a long line of [[Necromancer]]s, though, when asked, clarified that his family had all been [[Clerics]], [[Warrior Mage]]s, and Moon Mages. There is no historical evidence to denote that this was untrue on its face, but it is perhaps more accurate to outsider observers to say that they were these professions in a way similar to how he was a Moon Mage, albeit one dabbling heavily in the necromantic arts.&lt;br /&gt;
&lt;br /&gt;
His manor is evidence enough of his prowess at the creation of undead. Hand-sewn and animated [[Germish&#039;din]] guard the manor grounds accompanying mundane zombies. Most impressive amongst his creations, though, is the [[Seordhevor kartais|Seordvar Kartais]] -- a flying undead insect not matching a description of any natural insect known to me, though they bear some passing physiological similarities to the Vykathi.&lt;br /&gt;
&lt;br /&gt;
Lasarhhtha&#039;s largest accomplishment outside of his unique undead was in the form of magical poison, capable of flaying the soul from a victim and forcing it to the Red Spiral, regardless of the person having previously gained the favor of the gods. Largely undetectable even by those on the Moon Mage council, Lasarhhtha&#039;s necromantic poisons and diseases are some of the most well-developed seen to this date.&lt;br /&gt;
&lt;br /&gt;
After a number of very public incidents in which Lasarhhtha attempted to steal powerful magical artifacts, he appears to have largely secluded himself in his mansion.&lt;br /&gt;
&lt;br /&gt;
== Sorrow and the Sidhlot Book Club ==&lt;br /&gt;
The most prolific, save for [[Lyras]], modern instance of cultic necromancy came in form of [[Sura]] Ravenblades, known also as Lord [[Sorrow]], and his adherents. While it was not particularly the most skilled or original application, Sorrow collected every available necromantic resource to fuel his singularly militant focus. Although [[Dzree]] had the ambition to conquer the world and dragged the continent into a massive war, she did not largely utilize magic in battle. Sorrow, in contrast, made his first act the eradication of his home town as cover for his escape from the Moon Mage Councils pursuit.&lt;br /&gt;
&lt;br /&gt;
He spent time under the tutelage of both [[Sidhlot]] and Dzree, and spent some unknown time in the company of [[Sithsia]], leading to his utilization of both Sidhlot&#039;s magic and Dzree&#039;s [[Elpazi]] creations to draw the entire continent into war. Would the militarization of the Elpazi have been his most lasting accomplishment, he would have still presented a formidable threat, but Sorrow very publicly searched for the method to release Maelshyve from her warded prison beneath the [[Zaulfung]]. Even with no direct evidence that he intended to release her, or that he worshiped her, his discoveries would lead in an indirect manner to her eventual release.&lt;br /&gt;
&lt;br /&gt;
Prior to his rise as Lord Sorrow, he studied Lunar Magic, and Sura testified before the Moon Mage council that he had discovered the key to magical immortality. He additionally utilized [[sorcery]] to great degree, and appears to have used some sort of Elemental magic to summon a massive earthquake in the previously mentioned incident that destroyed his home, [[Mir&#039;Kazeril]]. Sorrow was ultimately presumed to be eradicated in his attempt to utilize the [[Zaulfung Stones]] for his (still to this day unknown) purpose. We have not, however, seen the body -- leading me to question whether he entered the plane accessible beneath.&lt;br /&gt;
&lt;br /&gt;
It is questionable how close Sorrow kept his advisers. In addition to Sidhlot, Sithsia, and prior to her death, Dzree, Sorrow worked with Magus [[Prayk]], and a number of other subordinates with militant foci irrelevant to this work. Had that been it, he would simply be a footnote based on his associations. Instead, he is largely mentioned here because of his adviser, [[Velmix]].&lt;br /&gt;
&lt;br /&gt;
Velmix Strawn is suspected to have died in 225, nearly a century and a half prior to his being seen at the side of Sidhlot. I have found no documentation that Velmix was ever trained in magic by a guild. He has, by far, presented the most blatant uses of arcane necromancy of those mentioned here. Velmix is known to have conjured poison miasma, to use magic to siphon off the soul of a living being, to summon velvers with no apparent preparation, and to animate his severed fingers into some sort of undead. He seems to have shown some mastery of the dead patterns, as evidenced by him summoning lightning to the area around his corpse on more than one occasion. Velmix appears to have displayed some need to feed on hearts -- indeed, his last documented sighting was of him eating the heart of the goblin assassin [[Grishnok]].&lt;br /&gt;
&lt;br /&gt;
In addition to all of this, Strawn has had attributed to him further abilities. Anecdotally, my own interest in the scholarly pursuit of arcane magic came from the fact that my own mother swears to have acquired a persistent necromantic curse at his hands that no Cleric or Moon Mage has been able to extract from her being. She claims that he was attempting to recruit her for an army to serve the &amp;quot;True King&amp;quot;, and that he pledged she would serve this king beyond death. Whether it is itself resultant from paranoia or some sort of ritual sympathetic magic, she has become so afraid of this curse that she has secluded herself in a convent and taken vows of silence intermittently for the large portion of the past half century.&lt;br /&gt;
&lt;br /&gt;
Velmix has not made an appearance since the [[Outcasts]] retreated to the [[Velaka]]. Whether he purportedly serves [[Raenilar]], Sorrow, or some other, it is unknown. What is known is that, over time, he became more crazed, and deviated further from his established personality, leading to my suspicion that he fully gave himself to the service of a demon at some point in the third century after [[Lanival]].&lt;br /&gt;
&lt;br /&gt;
== Maelshyve and the Kobold Cult Cabal ==&lt;br /&gt;
Sorrow&#039;s experiment with the Zaulfang stones had a consequence that was, perhaps, unforeseen. A small group of Kobolds appeared in [[Ilithi]], serving the Necromancer [[Archrost]]. Archrost in turn swore vengeance when guildsmen killed his band of tiny miscreants, leading to him stealing the [[Chalice of Hodierna]] from beneath the Zaulfang and freed the demon [[Maelshyve]]. This disabled Clerical access to the ability to resurrect the dead via holy means until the situation was rectified.&lt;br /&gt;
&lt;br /&gt;
Archrost is unique in that he used quite a good deal of [[Holy magic]] in addition to his necromantic abilities. He also had the ability to fully heal his corpse when re-animating it, and each time he came back, he is alleged to have become stronger. Per the [[Fyearikloa&#039;i Rensh&#039;a]], Moon Mages at the time reported suspecting that he inflicted them with some sort of magical green aura, the effect unknown.&lt;br /&gt;
&lt;br /&gt;
The Kobold is no longer a threat in his present form -- he was killed by Maelshyve and maintains a permanent fixture in her fortress, visible to any who would enter that foul lair.&lt;br /&gt;
&lt;br /&gt;
== The [[Philosophers of the Knife]] ==&lt;br /&gt;
While all of the intended readers are undoubtedly intimately familiar with the Philosophy of [[Kigot]]&#039;s work, there are a few pieces of it that are notable.&lt;br /&gt;
&lt;br /&gt;
Unlike other forms of necromancy, the Philosophers appear to have largely been influenced by Kigot&#039;s time serving the temple. Rather than serving a demon, Philosophers attempt to keep them at arm&#039;s length while practicing the bare minimum of necromancy necessary to achieve an entirely sound but, at this point, entirely conceptual goal -- the grasping of the divine by mortals. The line is largely drawn at spiritual necromancy and a minimal use, as necessary, of the Dead Patterns common elsewhere.&lt;br /&gt;
&lt;br /&gt;
Information on early Philosophers is largely limited, though in my research I located someone I suspect of being a first generation Philosopher: Marstan, whom Sorrow and Sidhlot executed. Marstan was a Cleric who allegedly initially pre-dated the use of [[Empaths]] for healing and the ability for Clerics to raise the dead. This places his initial exposure to necromancy before the time of the Empire, if the tales are accurate, though he outlived Kigot by some time. He opposed Sorrow due to ideological differences, and utilized abilities not unknown to us. He did animate a single shade, but otherwise only maintained corporeal undead.&lt;br /&gt;
&lt;br /&gt;
Though now a rather large organization as far as necromantic cults go, the Philosophers appear to have now united behind [[Zamidren]] Book, and are actively researching what they refer to as the Great Work. This seeming unity is a far cry from how the Philosophers fared in the interim between Kigot no longer leading them and Zamidren&#039;s current leadership -- few in number, far-flung, and consisting of small cells of mages only barely connected by their knowledge of Kigot&#039;s work.&lt;br /&gt;
&lt;br /&gt;
== The Xala&#039;Shar ==&lt;br /&gt;
A perverse cult of twisted, cursed beings of apparent Dragon Priest origin, the [[Xala&#039;shar]] have infiltrated the mountainous region in the west of [[Zoluren]]. It is not known if this is their only encampment, or if they gather in larger numbers in hiding elsewhere, but this massed presence does allow for ease of access to any who should wish to get a specimen for further examination.&lt;br /&gt;
&lt;br /&gt;
At least at one point in time, the Xalashar seem to have been led by a Necromancer who called himself [[Veyne]]. Veyne claimed that he and the other Xala&#039;shar were created by [[Dragon Priests]], though no record substantiates this other than his own word. Veyne is largely known for having provided matching rings to a number of people who swore an oath to serve him either &amp;quot;to the fires of death and beyond,&amp;quot; or &amp;quot;beyond the grave,&amp;quot; or any number of similar over-the-top blood oath phrases that sound largely like a poor imitation of the demon-mad Velmix. The rings allegedly provided some method of discreet manner in which Veyne could offer instruction. Prior to his disappearance after being chased from Ilithi and Therengia, he exhibited sympathetic magic used on his ring-bearers, and utilized magical poisons. Veyne is presumed to be still alive, though his status amongst his fellows is unknown.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
When stumped in my own research, I find it useful to study what avenues have been proven available before identifying methods that could be employed to further my own arts. I hope that the awareness of these alternative methodologies and beliefs are useful in enhancing one&#039;s own knowledge, and can be successfully employed in the pursuit of a greater cause. If nothing else, many of these, I trust, serve as cautionary tales of the danger of demonic and perverse necromancy.&lt;br /&gt;
&lt;br /&gt;
{{cat|Books}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wyvern_Trials&amp;diff=588064</id>
		<title>Wyvern Trials</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wyvern_Trials&amp;diff=588064"/>
		<updated>2022-04-26T05:10:40Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Tournament Directors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Wyvern Trials General Information==&lt;br /&gt;
*Held every Monday at 9:30PM EST/6:30PM PST except during holidays, Hollow Eve, and other certain events. [[File:WyvernArena.JPG|right]]&lt;br /&gt;
*A means to enjoy controlled spars to test one&#039;s might.&lt;br /&gt;
*Available for participants of all skill ranges - ranging from characters who hunt goblins all the way up to bone wyverns.&lt;br /&gt;
::The Tournament Director for the evening will commonly match people up in 1v1 spars.&lt;br /&gt;
::Occasionally there will be special events in which it is team based, ranging from 2v2 to 6v6, or free-for-all mode.&lt;br /&gt;
::Meant to be a fun activity - no griefing or harassment allowed, and bickering kept to a minimum.  Feel free to taunt your opponent(s) during the fight though!&lt;br /&gt;
*Triage available on hand, commonly at least one empath as well as one cleric for any technical mishaps.&lt;br /&gt;
*Spectators are more than welcome as well!  Cheer (or boo!) the players as they fight - keep it respectful&lt;br /&gt;
&lt;br /&gt;
==How to sign up to participate==&lt;br /&gt;
If you wish to participate in a particular tournament, you will need to:&lt;br /&gt;
*Show up to the Arena via your local [[Meeting portal]], then GO ARCH&lt;br /&gt;
*Speak to the Tournament Director and inform them of your combat skills (commonly measured by your shield, evasion, and either your Targeted Magic or your primary weapon, whichever of the two is higher)&lt;br /&gt;
*Tournament Director will match people up according to similar skills as best as possible&lt;br /&gt;
*Wait for your match to be called&lt;br /&gt;
&lt;br /&gt;
*Personal/direct matches can be requested - you can whisper to the Tournament Director if you want to fight someone specifically, and they will reach out to the other person for acceptance&lt;br /&gt;
&lt;br /&gt;
==Formal Challenges==&lt;br /&gt;
*When your name is called for the fight, you go down the ramp (from Triage) into the arena&lt;br /&gt;
*You have three minutes to buff up/prepare - this may be bypassed if you both are ready and have said such&lt;br /&gt;
*Make sure to CHALLENGE each other before the fight begins&lt;br /&gt;
*Fight until someone falls unconscious!  If the challenge ends BEFORE someone falls unconscious, the fight is to stop immediately and the person with the fewest/least deadly wounds wins&lt;br /&gt;
*Please avoid (as much as possible) accidentally killing your opponent with spells, weapons, or other means&lt;br /&gt;
*Definitely avoid intentionally killing people!&lt;br /&gt;
*Remember that accidents do happen though, so do not take it personally if there is, uh.. a technical error resulting in death&lt;br /&gt;
&lt;br /&gt;
==Sparring==&lt;br /&gt;
Anyone can spar with another member of the ladder and report this match to effect both player&#039;s standings on the ladder, with or without a [[#Formal Challenges|formal challenge]] first.  CHALLENGE your opponent, fight your fight, and report the match!&lt;br /&gt;
==After the Spar==&lt;br /&gt;
*Winner drags the unconscious to the triage area for healing&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Standard Tournament Rules===&lt;br /&gt;
* No Room or Combat blocking effects - such as Fortress of Ice, Banner of Truce, etc&lt;br /&gt;
* No killing your opponent, unless it is a requested death match and/or free for all.&lt;br /&gt;
* Don&#039;t depart with people&#039;s ammunition lodged in you.&lt;br /&gt;
* No leaving the Arena Floor until the match has definitively concluded.  If you step into triage to spell up, prep or get healed, you forfeit your match.&lt;br /&gt;
* No interrupting an active match.  If you&#039;re not fighting, stay off the Arena Floor.&lt;br /&gt;
* Display good sportsmanship at all times.  Winner drags.&lt;br /&gt;
* Leave the tournament area at the conclusion of the official event.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;Violation of any rule results in immediate forfeiture of that person&#039;s matches for the night, current and upcoming, as well as a free ride to Pokekehekepi Beach.&amp;lt;br&amp;gt;&lt;br /&gt;
;Repeated violations result in permanent ejection from the Trials.&lt;br /&gt;
&lt;br /&gt;
==Disputes==&lt;br /&gt;
The Tournament Director (TD) has final say in any live tournament dispute.&lt;br /&gt;
&lt;br /&gt;
==Tournament Results==&lt;br /&gt;
*Medals may be given out at the end of the Wyvern Trials at the discretion of the Tournament Director.&lt;br /&gt;
&lt;br /&gt;
==Current Tournament Directors==&lt;br /&gt;
*[[Uritel]] - Primary lead&lt;br /&gt;
*[[Elec]]&lt;br /&gt;
*[[Kalinandra]]&lt;br /&gt;
*[[Melindrha]]&lt;br /&gt;
*[[Nsar]]&lt;br /&gt;
*[[Rhadyn]]&lt;br /&gt;
*[[Strithas]]&lt;br /&gt;
&lt;br /&gt;
==Former Directors==&lt;br /&gt;
*[[Agalea]] - Hiatus&lt;br /&gt;
*[[Ephic]] - Hiatus&lt;br /&gt;
*[[Lisae]] - Hiatus&lt;br /&gt;
*[[Mistanna]] - Hiatus&lt;br /&gt;
*[[Tyrun]] - Hiatus&lt;br /&gt;
*[[Yanbelev]] - Hiatus&lt;br /&gt;
&lt;br /&gt;
==Spectators==&lt;br /&gt;
Spectators may watch a Wyvern Arena battle in the [Wyvern Arena, Spectator&#039;s Perch] or [Wyvern Arena, Triage Area] rooms.&lt;br /&gt;
*{{com|observe}}: To see who is on the arena floor.&lt;br /&gt;
:Current contestants: &lt;br /&gt;
:Currently in Wyvern Arena, Red Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Blue Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Centerfield...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Yellow Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Green Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
*{{com|observe}} {{tt|&amp;lt;full name of arena combatant&amp;gt;}}: To start watching that person in your story window. The combatant must be on the arena floor to observe them.&lt;br /&gt;
:You will automatically stop spectating once the combatant you are observing leaves the arena floor.&lt;br /&gt;
*{{com|observe}} {{tt|look}}: After you&#039;ve started watching someone, {{tt|observe look}} will toggle the room description.&lt;br /&gt;
*{{com|observe}} {{tt|stop}}: To stop spectating.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=13&amp;amp;topic=32 Simutronics forum folder]&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=1&amp;amp;topic=1&amp;amp;message=3231 A PVP Experiment · on 11/15/2010 6:36:27 PM]&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=13&amp;amp;topic=32&amp;amp;message=63 Wyvern Trials - Info · on 11/22/2010 11:19:04 PM]&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wyvern_Trials&amp;diff=588063</id>
		<title>Wyvern Trials</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wyvern_Trials&amp;diff=588063"/>
		<updated>2022-04-26T05:08:50Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Tournament Directors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Wyvern Trials General Information==&lt;br /&gt;
*Held every Monday at 9:30PM EST/6:30PM PST except during holidays, Hollow Eve, and other certain events. [[File:WyvernArena.JPG|right]]&lt;br /&gt;
*A means to enjoy controlled spars to test one&#039;s might.&lt;br /&gt;
*Available for participants of all skill ranges - ranging from characters who hunt goblins all the way up to bone wyverns.&lt;br /&gt;
::The Tournament Director for the evening will commonly match people up in 1v1 spars.&lt;br /&gt;
::Occasionally there will be special events in which it is team based, ranging from 2v2 to 6v6, or free-for-all mode.&lt;br /&gt;
::Meant to be a fun activity - no griefing or harassment allowed, and bickering kept to a minimum.  Feel free to taunt your opponent(s) during the fight though!&lt;br /&gt;
*Triage available on hand, commonly at least one empath as well as one cleric for any technical mishaps.&lt;br /&gt;
*Spectators are more than welcome as well!  Cheer (or boo!) the players as they fight - keep it respectful&lt;br /&gt;
&lt;br /&gt;
==How to sign up to participate==&lt;br /&gt;
If you wish to participate in a particular tournament, you will need to:&lt;br /&gt;
*Show up to the Arena via your local [[Meeting portal]], then GO ARCH&lt;br /&gt;
*Speak to the Tournament Director and inform them of your combat skills (commonly measured by your shield, evasion, and either your Targeted Magic or your primary weapon, whichever of the two is higher)&lt;br /&gt;
*Tournament Director will match people up according to similar skills as best as possible&lt;br /&gt;
*Wait for your match to be called&lt;br /&gt;
&lt;br /&gt;
*Personal/direct matches can be requested - you can whisper to the Tournament Director if you want to fight someone specifically, and they will reach out to the other person for acceptance&lt;br /&gt;
&lt;br /&gt;
==Formal Challenges==&lt;br /&gt;
*When your name is called for the fight, you go down the ramp (from Triage) into the arena&lt;br /&gt;
*You have three minutes to buff up/prepare - this may be bypassed if you both are ready and have said such&lt;br /&gt;
*Make sure to CHALLENGE each other before the fight begins&lt;br /&gt;
*Fight until someone falls unconscious!  If the challenge ends BEFORE someone falls unconscious, the fight is to stop immediately and the person with the fewest/least deadly wounds wins&lt;br /&gt;
*Please avoid (as much as possible) accidentally killing your opponent with spells, weapons, or other means&lt;br /&gt;
*Definitely avoid intentionally killing people!&lt;br /&gt;
*Remember that accidents do happen though, so do not take it personally if there is, uh.. a technical error resulting in death&lt;br /&gt;
&lt;br /&gt;
==Sparring==&lt;br /&gt;
Anyone can spar with another member of the ladder and report this match to effect both player&#039;s standings on the ladder, with or without a [[#Formal Challenges|formal challenge]] first.  CHALLENGE your opponent, fight your fight, and report the match!&lt;br /&gt;
==After the Spar==&lt;br /&gt;
*Winner drags the unconscious to the triage area for healing&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Standard Tournament Rules===&lt;br /&gt;
* No Room or Combat blocking effects - such as Fortress of Ice, Banner of Truce, etc&lt;br /&gt;
* No killing your opponent, unless it is a requested death match and/or free for all.&lt;br /&gt;
* Don&#039;t depart with people&#039;s ammunition lodged in you.&lt;br /&gt;
* No leaving the Arena Floor until the match has definitively concluded.  If you step into triage to spell up, prep or get healed, you forfeit your match.&lt;br /&gt;
* No interrupting an active match.  If you&#039;re not fighting, stay off the Arena Floor.&lt;br /&gt;
* Display good sportsmanship at all times.  Winner drags.&lt;br /&gt;
* Leave the tournament area at the conclusion of the official event.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;Violation of any rule results in immediate forfeiture of that person&#039;s matches for the night, current and upcoming, as well as a free ride to Pokekehekepi Beach.&amp;lt;br&amp;gt;&lt;br /&gt;
;Repeated violations result in permanent ejection from the Trials.&lt;br /&gt;
&lt;br /&gt;
==Disputes==&lt;br /&gt;
The Tournament Director (TD) has final say in any live tournament dispute.&lt;br /&gt;
&lt;br /&gt;
==Tournament Results==&lt;br /&gt;
*Medals may be given out at the end of the Wyvern Trials at the discretion of the Tournament Director.&lt;br /&gt;
&lt;br /&gt;
==Tournament Directors==&lt;br /&gt;
*[[Uritel]] - Primary lead&lt;br /&gt;
*[[Elec]]&lt;br /&gt;
*[[Kalinandra]]&lt;br /&gt;
*[[Melindrha]]&lt;br /&gt;
*[[Nsar]]&lt;br /&gt;
*[[Rhadyn]]&lt;br /&gt;
*[[Strithas]]&lt;br /&gt;
*[[Lisae]] - Hiatus&lt;br /&gt;
*[[Agalea]] - Hiatus&lt;br /&gt;
*[[Tyrun]] - Hiatus&lt;br /&gt;
*[[Ephic]] - Hiatus&lt;br /&gt;
*[[Mistanna]] - Hiatus&lt;br /&gt;
*[[Yanbelev]] - Hiatus&lt;br /&gt;
&lt;br /&gt;
==Spectators==&lt;br /&gt;
Spectators may watch a Wyvern Arena battle in the [Wyvern Arena, Spectator&#039;s Perch] or [Wyvern Arena, Triage Area] rooms.&lt;br /&gt;
*{{com|observe}}: To see who is on the arena floor.&lt;br /&gt;
:Current contestants: &lt;br /&gt;
:Currently in Wyvern Arena, Red Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Blue Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Centerfield...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Yellow Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
:Currently in Wyvern Arena, Green Corner...&lt;br /&gt;
:No one!&lt;br /&gt;
*{{com|observe}} {{tt|&amp;lt;full name of arena combatant&amp;gt;}}: To start watching that person in your story window. The combatant must be on the arena floor to observe them.&lt;br /&gt;
:You will automatically stop spectating once the combatant you are observing leaves the arena floor.&lt;br /&gt;
*{{com|observe}} {{tt|look}}: After you&#039;ve started watching someone, {{tt|observe look}} will toggle the room description.&lt;br /&gt;
*{{com|observe}} {{tt|stop}}: To stop spectating.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=13&amp;amp;topic=32 Simutronics forum folder]&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=1&amp;amp;topic=1&amp;amp;message=3231 A PVP Experiment · on 11/15/2010 6:36:27 PM]&lt;br /&gt;
*[http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=13&amp;amp;topic=32&amp;amp;message=63 Wyvern Trials - Info · on 11/22/2010 11:19:04 PM]&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Small_grendel&amp;diff=587185</id>
		<title>Small grendel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Small_grendel&amp;diff=587185"/>
		<updated>2022-04-04T01:17:23Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Grendel&lt;br /&gt;
|Image File=grendel.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Crossing&lt;br /&gt;
|MapList=*{{rmap|7a | Vineyards (7a)}}&lt;br /&gt;
|MapList2=*{{rmap|7b | The Crossing Northeast Wilds (7b)}}&lt;br /&gt;
|simulevel=5&lt;br /&gt;
|naturallevel=4&lt;br /&gt;
|weaponlevel=5&lt;br /&gt;
|defenselevel=5&lt;br /&gt;
|level=5&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=35&lt;br /&gt;
|MaxCap=50&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a grendel ear&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;33&lt;br /&gt;
|MaxVal=18 Kronars&lt;br /&gt;
|MaxArrangedVal=66 Kronars&lt;br /&gt;
|lskill1=20&lt;br /&gt;
|lskill2=45&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
About five feet in height and a light pink color, a small grendel is a humanoid creature with short, upright ears, small eyes that resemble black beads, and an upturned snout for a nose.  Perpetually hungry, the small grendel searches endlessly for food, sometimes dining on tubers, but often craving soft meat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Only come out at night.&lt;br /&gt;
&lt;br /&gt;
Armor/Shield/Evasion/Parry/Multi hard cap at ?&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons hard cap at ?&amp;lt;br /&amp;gt;&lt;br /&gt;
TM hard caps at ?&amp;lt;br /&amp;gt;&lt;br /&gt;
Skinning hard caps at &amp;gt;70&amp;lt;br /&amp;gt;&lt;br /&gt;
Hiding/stalking hard cap at ?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dissect trains First Aid around 50 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 2021&#039;&#039;&#039;: Soft cap appears to be at 45 for weapons and parry, hard cap at 52.&lt;br /&gt;
&lt;br /&gt;
==Equipment/Loot==&lt;br /&gt;
an {{cloot|s|ordinary shield}}&amp;lt;br&amp;gt;&lt;br /&gt;
a {{cloot|a|leather coat (1)}}&amp;lt;br&amp;gt;&lt;br /&gt;
a {{cloot|w|war club}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Recommended 30 ranks of Lockpicking &amp;amp; Disarm for boxes.&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_3.0&amp;diff=587184</id>
		<title>Thief 3.0</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_3.0&amp;diff=587184"/>
		<updated>2022-04-04T01:15:53Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete|Thief changes are kept up-to-date via https://elanthipedia.play.net/Thief }}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
A repository for the Thief guild changes in [[DragonRealms 3.0]].&lt;br /&gt;
&lt;br /&gt;
Thieves are not slated to receive any significant changes.&lt;br /&gt;
&lt;br /&gt;
==Khri==&lt;br /&gt;
Dampen has been changed to be a armor stealth hindrance reducer.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Lockpick carving will use Engineering ranks or Mechanical Lore ranks (whichever is higher). If you use Mech the actions will teach Locksmithing and Mech, otherwise it will only teach Locksmithing, until this part of crafting is actually converted to new crafting.&lt;br /&gt;
&lt;br /&gt;
Eventually, all voice throws will be open to both Bards and Thieves.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* &#039;&#039;&#039;Q: Are Khris getting converted to the Supernatural skillset?&#039;&#039;&#039;&lt;br /&gt;
: A: Not for &amp;quot;DR3&amp;quot;. It&#039;s an eventual goal, but Khri work really well as they are now, so there&#039;s not a high need to convert them to Supernatural before we release to &amp;quot;DR3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
Thievery and Stealth are Soft Reqs.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Skill&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;1-10&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;11-30&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;31-70&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;71-100&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;101-150&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;151-200&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4th Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5th Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6th Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7th Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8th Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thievery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3rd Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Affiliation_Titles&amp;diff=584852</id>
		<title>Affiliation Titles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Affiliation_Titles&amp;diff=584852"/>
		<updated>2022-02-19T20:43:19Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Elothean House Affiliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Affiliation titles&#039;&#039;&#039; are given to show your character&#039;s affiliation with a group or geographic area. They are the type &amp;quot;of (the subject)&amp;quot;. Everyone starts with the &amp;quot;of Elanthia&amp;quot; title.&lt;br /&gt;
&lt;br /&gt;
You can have up to 3 stored affiliation titles. The &amp;quot;of Elanthia&amp;quot; always takes up the fourth slot. The affiliation titles can be seen under {{com|title}} {{tt|affiliation list}}. Other commands include {{tt|title affiliation off/on}}, {{tt|title affiliation choose (1, 2, 3, 4)}}, {{tt|title affiliation clear (1, 2, 3)}}.&lt;br /&gt;
&lt;br /&gt;
The only prerequisite for these titles is to join the group they are connected to. The exception are [[Moon Mage]] [[sects]]. They have a circle requirement for their affiliation titles.&lt;br /&gt;
&lt;br /&gt;
==[[Citizenship]] Titles==&lt;br /&gt;
===Regional===&lt;br /&gt;
* of [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
* of [[Forfedhdar]]&lt;br /&gt;
* of [[Ilithi]]&lt;br /&gt;
* of [[M&#039;Riss]]&lt;br /&gt;
* of [[Ratha]]&lt;br /&gt;
* of [[Therengia]]&lt;br /&gt;
* of [[Velaka]]&lt;br /&gt;
* of [[Zoluren]]&lt;br /&gt;
&lt;br /&gt;
To apply for a Citizenship title, visit the clerk for your preferred region. {{com|Ask}} about Citizenship, {{com|join}} twice, and then {{tt|ask}} {{tt|about}} {{tt|title}}.  See [[Citizenship#Citizenship_Clerk_Locations|Citizenship Clerk Locations]] for information on where to find the clerks.&lt;br /&gt;
&lt;br /&gt;
===Cities===&lt;br /&gt;
&#039;&#039;&#039;[[Zoluren]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Acenamacra]]&lt;br /&gt;
* of [[Arthe Dale]]&lt;br /&gt;
* of [[Crossing]]&lt;br /&gt;
* of [[Dirge]]&lt;br /&gt;
* of [[Ilaya Taipa]]&lt;br /&gt;
* of [[Kaerna Village]]&lt;br /&gt;
* of [[Leth Deriel]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Therengia]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Fornsted]]&lt;br /&gt;
* of [[Hvaral]]&lt;br /&gt;
* of [[Langenfirth]]&lt;br /&gt;
* of [[Riverhaven]]&lt;br /&gt;
* of [[Rossman&#039;s Landing]]&lt;br /&gt;
* of [[Siksraja]]&lt;br /&gt;
* of [[Therenborough]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ilithi]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Fayrin&#039;s Rest]]&lt;br /&gt;
* of [[Shard]]&lt;br /&gt;
* of [[Steelclaw Clan]]&lt;br /&gt;
* of [[Zaldi Taipa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forfedhdar]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Ain Ghazal]]&lt;br /&gt;
* of [[Boar Clan]]&lt;br /&gt;
* of [[Hibarnhvidar]]&lt;br /&gt;
* of [[Raven&#039;s Point]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratha]]&#039;&#039;&#039;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aesry Surlaenis&#039;a]]&#039;&#039;&#039;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[M&#039;Riss]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Mer&#039;Kresh]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Velaka]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Muspar&#039;i]]&lt;br /&gt;
&lt;br /&gt;
You can {{com|ask}} {{tt|about}} {{tt|CITY}} to gain the new title. You may only pledge to a single city at a time, and it&#039;s in addition to your &amp;quot;of (province)&amp;quot; affiliation title. Claiming one of these new titles comes with an initial paperwork fee and will increase your monthly taxes as well.&lt;br /&gt;
&lt;br /&gt;
==Player-run Organizations==&lt;br /&gt;
* of [[The Locksmith Union]]&lt;br /&gt;
* of the [[Order of the Apostles]]&lt;br /&gt;
* of the [[Order of the Black Fox]]&lt;br /&gt;
* of the [[Order of the Dragon Shield]]&lt;br /&gt;
* of the [[Order of the Iron Circle]]&lt;br /&gt;
* of the [[Order of the Theren Guard]]&lt;br /&gt;
* of the [[Order of the White Rose]]&lt;br /&gt;
* of the [[Tavern Troupe Performing Order]]&lt;br /&gt;
&lt;br /&gt;
==Religious Titles==&lt;br /&gt;
* of &amp;lt;Immortal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are granted via a [[Cleric]] [[Truffenyi&#039;s commune|communing with Truffenyi]].&lt;br /&gt;
&lt;br /&gt;
==Militia Titles==&lt;br /&gt;
* of the Ilithi Infantry&lt;br /&gt;
* of the Rathan Fencible Regiment&lt;br /&gt;
* of the Therengia Cavalry&lt;br /&gt;
* of the Therengia Infantry&lt;br /&gt;
* of the Tribunal Dragoons (Aesry)&lt;br /&gt;
* of the Zoluren Cavalry&lt;br /&gt;
* of the Zoluren Infantry&lt;br /&gt;
&lt;br /&gt;
==Other Organizations==&lt;br /&gt;
&lt;br /&gt;
*of the Ilithi Court&lt;br /&gt;
&lt;br /&gt;
==Moon Mage Sect Affiliations==&lt;br /&gt;
* of the [[Celestial Compact|Compact]]&lt;br /&gt;
* of the [[Fortune&#039;s Path|Gypsies]]&lt;br /&gt;
* of the [[Monks of the Crystal Hand|Monks]]&lt;br /&gt;
* of the [[Heritage House|Novitiate]]&lt;br /&gt;
* of the [[Progeny of Tezirah|Progeny]]&lt;br /&gt;
* of the [[Prophets of G&#039;nar Peth|Prophets]] &lt;br /&gt;
* of the [[Nomads of the Arid Steppe|Tribes]]&lt;br /&gt;
&lt;br /&gt;
==Elothean House Affiliations==&lt;br /&gt;
&lt;br /&gt;
* of the [[House of the Floating Reed]]&lt;br /&gt;
* of the [[House of the Gentle Lion‎]]&lt;br /&gt;
* of the [[House of the Gilded Longleaf]]‎&lt;br /&gt;
* of the [[House of the Grey Storm‎]]&lt;br /&gt;
* of the [[House of the Ivory Scroll]]&lt;br /&gt;
* of the [[House of the Rowan Branch]]&lt;br /&gt;
* of the [[House of the Silk Strings]]&lt;br /&gt;
* of the [[House of the Silver Star]]&lt;br /&gt;
* of the [[House of the Steel Dove‎]]&lt;br /&gt;
* of the [[House of the Verdant Lily]]&lt;br /&gt;
* of the [[House of the Waxen Moons‎]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Titles}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Affiliation_Titles&amp;diff=584851</id>
		<title>Affiliation Titles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Affiliation_Titles&amp;diff=584851"/>
		<updated>2022-02-19T20:40:26Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Affiliation titles&#039;&#039;&#039; are given to show your character&#039;s affiliation with a group or geographic area. They are the type &amp;quot;of (the subject)&amp;quot;. Everyone starts with the &amp;quot;of Elanthia&amp;quot; title.&lt;br /&gt;
&lt;br /&gt;
You can have up to 3 stored affiliation titles. The &amp;quot;of Elanthia&amp;quot; always takes up the fourth slot. The affiliation titles can be seen under {{com|title}} {{tt|affiliation list}}. Other commands include {{tt|title affiliation off/on}}, {{tt|title affiliation choose (1, 2, 3, 4)}}, {{tt|title affiliation clear (1, 2, 3)}}.&lt;br /&gt;
&lt;br /&gt;
The only prerequisite for these titles is to join the group they are connected to. The exception are [[Moon Mage]] [[sects]]. They have a circle requirement for their affiliation titles.&lt;br /&gt;
&lt;br /&gt;
==[[Citizenship]] Titles==&lt;br /&gt;
===Regional===&lt;br /&gt;
* of [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
* of [[Forfedhdar]]&lt;br /&gt;
* of [[Ilithi]]&lt;br /&gt;
* of [[M&#039;Riss]]&lt;br /&gt;
* of [[Ratha]]&lt;br /&gt;
* of [[Therengia]]&lt;br /&gt;
* of [[Velaka]]&lt;br /&gt;
* of [[Zoluren]]&lt;br /&gt;
&lt;br /&gt;
To apply for a Citizenship title, visit the clerk for your preferred region. {{com|Ask}} about Citizenship, {{com|join}} twice, and then {{tt|ask}} {{tt|about}} {{tt|title}}.  See [[Citizenship#Citizenship_Clerk_Locations|Citizenship Clerk Locations]] for information on where to find the clerks.&lt;br /&gt;
&lt;br /&gt;
===Cities===&lt;br /&gt;
&#039;&#039;&#039;[[Zoluren]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Acenamacra]]&lt;br /&gt;
* of [[Arthe Dale]]&lt;br /&gt;
* of [[Crossing]]&lt;br /&gt;
* of [[Dirge]]&lt;br /&gt;
* of [[Ilaya Taipa]]&lt;br /&gt;
* of [[Kaerna Village]]&lt;br /&gt;
* of [[Leth Deriel]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Therengia]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Fornsted]]&lt;br /&gt;
* of [[Hvaral]]&lt;br /&gt;
* of [[Langenfirth]]&lt;br /&gt;
* of [[Riverhaven]]&lt;br /&gt;
* of [[Rossman&#039;s Landing]]&lt;br /&gt;
* of [[Siksraja]]&lt;br /&gt;
* of [[Therenborough]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ilithi]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Fayrin&#039;s Rest]]&lt;br /&gt;
* of [[Shard]]&lt;br /&gt;
* of [[Steelclaw Clan]]&lt;br /&gt;
* of [[Zaldi Taipa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forfedhdar]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Ain Ghazal]]&lt;br /&gt;
* of [[Boar Clan]]&lt;br /&gt;
* of [[Hibarnhvidar]]&lt;br /&gt;
* of [[Raven&#039;s Point]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratha]]&#039;&#039;&#039;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aesry Surlaenis&#039;a]]&#039;&#039;&#039;&lt;br /&gt;
* (None)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[M&#039;Riss]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Mer&#039;Kresh]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Velaka]]&#039;&#039;&#039;&lt;br /&gt;
* of [[Muspar&#039;i]]&lt;br /&gt;
&lt;br /&gt;
You can {{com|ask}} {{tt|about}} {{tt|CITY}} to gain the new title. You may only pledge to a single city at a time, and it&#039;s in addition to your &amp;quot;of (province)&amp;quot; affiliation title. Claiming one of these new titles comes with an initial paperwork fee and will increase your monthly taxes as well.&lt;br /&gt;
&lt;br /&gt;
==Player-run Organizations==&lt;br /&gt;
* of [[The Locksmith Union]]&lt;br /&gt;
* of the [[Order of the Apostles]]&lt;br /&gt;
* of the [[Order of the Black Fox]]&lt;br /&gt;
* of the [[Order of the Dragon Shield]]&lt;br /&gt;
* of the [[Order of the Iron Circle]]&lt;br /&gt;
* of the [[Order of the Theren Guard]]&lt;br /&gt;
* of the [[Order of the White Rose]]&lt;br /&gt;
* of the [[Tavern Troupe Performing Order]]&lt;br /&gt;
&lt;br /&gt;
==Religious Titles==&lt;br /&gt;
* of &amp;lt;Immortal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are granted via a [[Cleric]] [[Truffenyi&#039;s commune|communing with Truffenyi]].&lt;br /&gt;
&lt;br /&gt;
==Militia Titles==&lt;br /&gt;
* of the Ilithi Infantry&lt;br /&gt;
* of the Rathan Fencible Regiment&lt;br /&gt;
* of the Therengia Cavalry&lt;br /&gt;
* of the Therengia Infantry&lt;br /&gt;
* of the Tribunal Dragoons (Aesry)&lt;br /&gt;
* of the Zoluren Cavalry&lt;br /&gt;
* of the Zoluren Infantry&lt;br /&gt;
&lt;br /&gt;
==Other Organizations==&lt;br /&gt;
&lt;br /&gt;
*of the Ilithi Court&lt;br /&gt;
&lt;br /&gt;
==Moon Mage Sect Affiliations==&lt;br /&gt;
* of the [[Celestial Compact|Compact]]&lt;br /&gt;
* of the [[Fortune&#039;s Path|Gypsies]]&lt;br /&gt;
* of the [[Monks of the Crystal Hand|Monks]]&lt;br /&gt;
* of the [[Heritage House|Novitiate]]&lt;br /&gt;
* of the [[Progeny of Tezirah|Progeny]]&lt;br /&gt;
* of the [[Prophets of G&#039;nar Peth|Prophets]] &lt;br /&gt;
* of the [[Nomads of the Arid Steppe|Tribes]]&lt;br /&gt;
&lt;br /&gt;
==Elothean House Affiliations==&lt;br /&gt;
&lt;br /&gt;
* of the House of the Floating Reed&lt;br /&gt;
* of the House of the Gentle Lion‎&lt;br /&gt;
* of the House of the Gilded Longleaf‎&lt;br /&gt;
* of the House of the Grey Storm‎&lt;br /&gt;
* of the House of the Ivory Scroll&lt;br /&gt;
* of the House of the Rowan Branch&lt;br /&gt;
* of the House of the Silk Strings&lt;br /&gt;
* of the House of the Silver Star&lt;br /&gt;
* of the House of the Steel Dove‎&lt;br /&gt;
* of the House of the Verdant Lily&lt;br /&gt;
* of the House of the Waxen Moons‎&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Titles}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576320</id>
		<title>Lich script repository</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576320"/>
		<updated>2021-11-29T01:45:09Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* roomnumbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
This page documents the collection of scripts that are available from an external repository located at [https://github.com/rpherbig/dr-scripts https://github.com/rpherbig/dr-scripts], and not through the in-game &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; functionality.&lt;br /&gt;
&lt;br /&gt;
== Setup and Installation ==&lt;br /&gt;
In the DR Lich Discord Server [https://discord.gg/AXhcahpdnN https://discord.gg/AXhcahpdnN]. &lt;br /&gt;
Go to the #Installation Channel, in this channel click on &#039;&#039;&#039;pinned messages&#039;&#039;&#039; (the thumbtack on the top right). &lt;br /&gt;
It will provide you with an All-In-One-Installer, updated maps, and dependencies.&lt;br /&gt;
&lt;br /&gt;
For script-specific documentation, see the appropriate section, below. For YAML documentation, see [https://github.com/rpherbig/dr-scripts/wiki/Introduction-to-Character-Settings Introduction-to-Character-Settings].&lt;br /&gt;
&lt;br /&gt;
If you have some feedback or suggestions, please contact us in-game (Sheltim or Etreu) or [https://github.com/rpherbig/dr-scripts/issues open an issue on GitHub]. We look forward to hearing from you!&lt;br /&gt;
&lt;br /&gt;
= Introduction to Character Settings = &lt;br /&gt;
Character settings are read from a YAML file.&lt;br /&gt;
&lt;br /&gt;
== What is YAML? == &lt;br /&gt;
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain&#039;t Markup Language (the name references itself as a kind of computer science joke). It&#039;s got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:&lt;br /&gt;
&lt;br /&gt;
Indentation matters. Use two spaces for each level of indentation.&lt;br /&gt;
&lt;br /&gt;
If you see a line like &amp;lt;code&amp;gt;train_with_spells: true&amp;lt;/code&amp;gt;, that means that the &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; setting is being assigned a value of &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. This may also be referred to as a hash in which &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; is mapped to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Values can be true/false, numbers, text, hashes, or lists (see below).&lt;br /&gt;
&lt;br /&gt;
A list (or array) is a series of values. For example, this creates a list named &amp;lt;code&amp;gt;loot_additions&amp;lt;/code&amp;gt; of item nouns that you want to loot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loot_additions:&lt;br /&gt;
- card&lt;br /&gt;
- dira&lt;br /&gt;
- bolt&lt;br /&gt;
- arrow&lt;br /&gt;
- stone&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comment is any line that starts with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, it&#039;ll make more sense if you go look at a YAML file. Try taking a look at [https://github.com/rpherbig/dr-scripts/tree/master/profiles some of these.]&lt;br /&gt;
&lt;br /&gt;
== Loading YAML Files ==&lt;br /&gt;
YAML files are loaded in a predefined order. &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; is loaded first, then &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt;. If any arguments are given to a script (for example, &amp;lt;code&amp;gt;;combat-trainer BacktrainWeapons&amp;lt;/code&amp;gt;), then &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt; will be loaded last.&lt;br /&gt;
&lt;br /&gt;
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define &amp;lt;code&amp;gt;dance_threshold&amp;lt;/code&amp;gt; to be 1 in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; and then redefine it to be 0 in &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; provides defaults for many (but not all) of the settings. You should never modify &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; directly; instead override settings in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;YourCharacterName-SomethingElse.yaml&amp;lt;/code&amp;gt;. If you think something should be changed in &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt;, please contact us in-game or open a [https://github.com/rpherbig/dr-scripts/pulls pull request]. We welcome all feedback and suggestions.&lt;br /&gt;
&lt;br /&gt;
== Debugging YAML files ==&lt;br /&gt;
Its helpful to use a YAML parser for diagnosing issues.&lt;br /&gt;
http://yaml-online-parser.appspot.com/&lt;br /&gt;
&lt;br /&gt;
= Autostart =&lt;br /&gt;
There are &#039;&#039;&#039;two&#039;&#039;&#039; autostart scripts. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;autostart&amp;lt;/code&amp;gt; is part of core &#039;&#039;&#039;lich&#039;&#039;&#039;.  It should only be used for scripts that are also a part of core lich.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;e autostart&amp;lt;/code&amp;gt; is part of &#039;&#039;&#039;dependency&#039;&#039;&#039;, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there. &lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;dependency&#039;&#039; autostart (the second one) for any script on this page. This means you should use &amp;lt;code&amp;gt;;e autostart &#039;scriptname&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;e autostart(&#039;scriptname&#039;)&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;;autostart add scriptname&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If any of the scripts on this page are in &amp;lt;code&amp;gt;;autostart list&amp;lt;/code&amp;gt;, you should remove them. Try the command &amp;lt;code&amp;gt;;autostart help&amp;lt;/code&amp;gt; if you need help.&lt;br /&gt;
&lt;br /&gt;
== Add an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e autostart(&#039;script-name&#039;) will start the script called &#039;script-name&#039; for all of your characters&lt;br /&gt;
;e autostart &#039;script-name&#039;&lt;br /&gt;
;e autostart(&#039;script-name&#039;, false) will start the script for only this character&lt;br /&gt;
;e autostart &#039;script-name&#039;, false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Parenthesis do not matter&lt;br /&gt;
== List autostart scripts ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e echo(list_autostarts) will show you the files being autostarted on a given character&lt;br /&gt;
;e echo list_autostarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remove an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e stop_autostart(&#039;script-name&#039;) will remove an autostarted file from the list&lt;br /&gt;
;e stop_autostart &#039;script-name&#039; parenthesis do not matter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scripts =&lt;br /&gt;
== accept-sell ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.&lt;br /&gt;
|usage= Call the script when you have empty hands and an outstanding trade offer.&lt;br /&gt;
|args={{Lich setting|name=skip|desc=Don&#039;t appraise and send profit summary to seller, faster for multiple pouches/bundles.}}^{{Lich setting|name=buy|desc=Pay for the pouch out of your own money and keep it.}}^{{Lich setting|name=dump|desc=Dump item after sale.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== addroom ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.&lt;br /&gt;
|usage=&lt;br /&gt;
To use this script send it an ordered set of directions to map. If you don&#039;t provide a direction no mapping will be provided.&lt;br /&gt;
&lt;br /&gt;
For example, to add a Y branch to the north:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;north, northeast, southwest, northwest, southeast, south&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add a store:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;go shop, out&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The travel delay defaults to 0.2.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=add_room_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== afk ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=health_threshold|desc=Threshold at which you will exit (the same threshold is used for health and spirit)}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== almanac ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== appraisal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the Appraisal skill by appraising your gear, zills, bundles, gem pouches, and studying the art in the Crossing art gallery. Use the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; setting to specify a training regimen.&lt;br /&gt;
|usage=Define the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; list in your settings file. It will train in the order listed.&lt;br /&gt;
* Example Settings&lt;br /&gt;
&amp;lt;pre&amp;gt;appraisal_training:&lt;br /&gt;
- gear&lt;br /&gt;
- zills&lt;br /&gt;
- art&lt;br /&gt;
- bundle&lt;br /&gt;
- pouches&lt;br /&gt;
full_pouch_container: backpack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; setting appraises everything listed in &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; (where your armor and weapons are listed). &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt; setting appraises zills up to 250 appraisal ranks; after that you will get a warning to remove zills from your training list. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt; setting runs the study-art script which appraises art in the Crossing art gallery. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt; setting appraises a worn bundle quick.&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt; setting appraises gem pouches stored in the container you list as &amp;lt;code&amp;gt;full_pouch_container&amp;lt;/code&amp;gt;. Up to eleven gem pouches can be appraised. This has been updated to also appraise your worn gem pouch if &amp;lt;code&amp;gt;gem_pouch_adjective&amp;lt;/code&amp;gt; is defined, making the total pouches appraised twelve.&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=appraisal_training|desc=List of training options. Valid options are &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt;}}^{{Lich setting|name=full_gem_pouch_container|desc=The container where you store gem pouches for appraisal. This should not be the same container where you store empty ones}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=study-art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== arrows ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, arrowheads, and arrows all in one script. &lt;br /&gt;
Syntax: ;arrows type lumber tools&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;arrows drake-fang maple&lt;br /&gt;
 ;arrows drake-fang balsa yes&lt;br /&gt;
 ;arrows continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== astrology ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.&lt;br /&gt;
|usage=Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
astrology_training:&lt;br /&gt;
- ways&lt;br /&gt;
- observe&lt;br /&gt;
- rtr&lt;br /&gt;
- weather&lt;br /&gt;
- events&lt;br /&gt;
- moons&lt;br /&gt;
astral_plane_training:&lt;br /&gt;
  train_destination: crossing &lt;br /&gt;
  train_source: shard&lt;br /&gt;
&lt;br /&gt;
have_telescope: true&lt;br /&gt;
#Choose one, container or tie&lt;br /&gt;
telescope_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tie:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container, tied, or worn&lt;br /&gt;
divination_tool:&lt;br /&gt;
  name:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
  worn:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container or tied&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!!&lt;br /&gt;
&lt;br /&gt;
EXAMPLE YAML IF NOT USING:&lt;br /&gt;
divination_tool:&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=astrology_training|desc=A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed}}^{{Lich setting|name=have_telescope|desc=Set to true to indicate you have a telescope on you and it will be used to observe the heavens.}}^{{Lich setting|name=astral_plane_training|desc=Hash which contains the settings for astral training.}}^{{Lich setting|name=train_destination|desc=indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes}}^{{Lich setting|name=train_source|desc=indicates the shard you wish to return to after arriving at the destination shard, options are the same as in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|uservars={{Lich setting|name=astral_plane_exp_timer|desc=This is set to the current time on your computer once you emerge from the shard indicated in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;. It&#039;s used to check how long its been since you last walked.}}&lt;br /&gt;
|children=bescort&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== athletics ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Athletics training script&lt;br /&gt;
|args={{Lich setting|name=wyvern|desc=Climb wyverns instead of undergondola.}}^{{Lich setting|name=undergondola|desc=Climb undergondola.}}^{{Lich setting|name=xalas|desc=Climb in xalas}}&lt;br /&gt;
|settings={{Lich setting|name=have_climbing_rope|desc=Set this to true to use a magic climbing rope for training. This currently requires zills.}}^{{Lich setting|name=held_athletics_items|desc=A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don&#039;t need to be weapons.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== attunement ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains [[attunement]] via power walking or perceiving in a single room. Empaths can optionally train [[empathy]] via health walking.&lt;br /&gt;
|usage=&lt;br /&gt;
* attunement - &#039;&#039;run with no arguments to power walk&#039;&#039;&lt;br /&gt;
* attunement health - &#039;&#039;run with &#039;health&#039; argument to health walk&#039;&#039; (Empaths only)&lt;br /&gt;
|args=&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
* health - As an Empath, specify this argument to perform a health walk to train empathy and attunement&lt;br /&gt;
|settings=&lt;br /&gt;
&#039;&#039;Example Config&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Town to train attunement in.&lt;br /&gt;
# Most towns have a pre-defined list of rooms in base-towns.yaml.&lt;br /&gt;
hometown: Crossing&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where magic users will visit to&lt;br /&gt;
# train attunement via &#039;perceive&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is ignored for lunar mages and instead they train in their current room.&lt;br /&gt;
# This is useful for power walking near your safe room, such as&lt;br /&gt;
# non-justice areas, which may be preferrable to Necromancers&lt;br /&gt;
# or if your hometown does not have any room data yet.&lt;br /&gt;
attunement_rooms:&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where Empaths will visit to&lt;br /&gt;
# train empathy via &#039;perceive health&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is useful if your hometown does not have any room data yet.&lt;br /&gt;
perceive_health_rooms:&lt;br /&gt;
- 100&lt;br /&gt;
- 200&lt;br /&gt;
- 300&lt;br /&gt;
&lt;br /&gt;
# If true then you will perform the perceive commands&lt;br /&gt;
# in your current room rather than walk to different rooms.&lt;br /&gt;
# This setting is ignored for Lunar mages (Traders and Moon Mages)&lt;br /&gt;
# and is treated as if it were set to true.&lt;br /&gt;
crossing_training_stationary_skills_only: true|false&lt;br /&gt;
&lt;br /&gt;
# The max learning rate of attunement (power walking) or empathy (health walking)&lt;br /&gt;
# at which point the script will exit.&lt;br /&gt;
crossing_training_max_threshold: 30 &lt;br /&gt;
&lt;br /&gt;
# The desired number of mind states to increase by.&lt;br /&gt;
# Respects crossing_training_max_threshold as an upper threshold.&lt;br /&gt;
attunement_target_increment: 17&lt;br /&gt;
&lt;br /&gt;
# The script will cast the spells listed in the &#039;attunement&#039; waggle&lt;br /&gt;
# at the beginning of training.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  attunement:&lt;br /&gt;
    Aura Sight:&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autocontingency ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Moon Mages only.  It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. &amp;lt;code&amp;gt;autocontingency Eteu 798&amp;lt;/code&amp;gt;. Contingency established, you can then go about your business. &lt;br /&gt;
&lt;br /&gt;
The other method is &amp;lt;code&amp;gt;autocontingency invoke&amp;lt;/code&amp;gt;. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.&lt;br /&gt;
|usage= Ensure that a waggle titled `contingency` is present in your YAML. Example below:&lt;br /&gt;
   contingency:&lt;br /&gt;
    Seer&#039;s Sense:&lt;br /&gt;
      abbrev: SEER&lt;br /&gt;
      recast: 2&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
    Contingency:&lt;br /&gt;
      abbrev: CONTINGENCY&lt;br /&gt;
      recast: 1&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 7&lt;br /&gt;
      - 7&lt;br /&gt;
&lt;br /&gt;
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as a &amp;lt;code&amp;gt;before&amp;lt;/code&amp;gt; in a hunt:&lt;br /&gt;
   hunting_info:&lt;br /&gt;
   - :zone:&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     :duration: 30&lt;br /&gt;
     args:&lt;br /&gt;
       - d0&lt;br /&gt;
       - combat&lt;br /&gt;
     before:&lt;br /&gt;
     - go2 798&lt;br /&gt;
     - autocontingency Etreu&lt;br /&gt;
     after:&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     stop_on:&lt;br /&gt;
     - Large Blunt&lt;br /&gt;
     - Large Edged&lt;br /&gt;
     - Small Edged&lt;br /&gt;
     - Staves&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as part of T2&#039;s &amp;lt;code&amp;gt;training_list&amp;lt;/code&amp;gt;:&lt;br /&gt;
   training_list:&lt;br /&gt;
   - skill: &lt;br /&gt;
     - Targeted Magic&lt;br /&gt;
     start: 4&lt;br /&gt;
     scripts:&lt;br /&gt;
     - autocontingency Etreu 798&lt;br /&gt;
     - buff main&lt;br /&gt;
     - hunting-buddy&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     - safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== automap ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Mapping assistance script&lt;br /&gt;
|usage=Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== avtalia ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Traders only.  When run, it watches cambrinth defined in avtalia_array:.  It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.&lt;br /&gt;
|usage= Define a list of cambrinth as below:&lt;br /&gt;
  avtalia_array:&lt;br /&gt;
  - name: cambrinth bracer&lt;br /&gt;
    cap: 32&lt;br /&gt;
  - name: watersilk bag&lt;br /&gt;
    cap: 108&lt;br /&gt;
  - name: cambrinth anklet&lt;br /&gt;
    cap: 12&lt;br /&gt;
  - name: tattered robe&lt;br /&gt;
    cap: 50&lt;br /&gt;
  - name: cambrinth chains&lt;br /&gt;
    cap: 50&lt;br /&gt;
&lt;br /&gt;
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=avtalia_array: defines the array of worn cambrinth.&lt;br /&gt;
|uservars=avtalia&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bankbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Have a character act as a banker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bescort ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.&lt;br /&gt;
|usage= Start this script with no arguments to see a list of supported areas and destinations.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;citizenship&#039;&#039;: Set citizenship to &#039;Zoluren&#039; to skip a money check. Set to &#039;Ilithi&#039; to use the north, west, south gates of Shard&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, boltheads, and bolts all in one script. &lt;br /&gt;
Syntax: ;bolts type lumber yes&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;bolts drake-fang maple&lt;br /&gt;
 ;bolts drake-fang balsa yes&lt;br /&gt;
 ;bolts continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== buff ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://github.com/rpherbig/dr-scripts/wiki/Waggle-Sets&lt;br /&gt;
&lt;br /&gt;
== burgle ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=[[Breaking and Entering]] - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick).   &#039;&#039;&#039;Extremely high fines if you are caught.  Be sure to read the [[Breaking and Entering]] page to understand how the system works prior to using this script.&#039;&#039;&#039;&lt;br /&gt;
|usage=Script can be started anywhere that can path the room you set in the settings.&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth&lt;br /&gt;
# Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc.&lt;br /&gt;
train_with_burgle: true&lt;br /&gt;
&lt;br /&gt;
#Plead guilty for lower fines if caught in normal justice.&lt;br /&gt;
guilty_plea: guilty&lt;br /&gt;
&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  room: nnn                                 # pick your own room, you should pick a room that no guard will &#039;&#039;ever&#039;&#039; enter.  Picking rooms guards can come to is a failure on setup, not the script.&lt;br /&gt;
  entry_type: lockpick                      # lockpick | rope | cycle | prioritylockpick | priorityrope&lt;br /&gt;
  max_priority_mindstate: 26                # only used if priority setting for entry_type is used.  Sets max midstate value before switchover to other entry_method. Default: 26&lt;br /&gt;
  use_lockpick_ring: true                   # if you use a worn lockpick stacker&lt;br /&gt;
  lockpick_container: lockpick ring         # name of your lockpick stacker&lt;br /&gt;
  max_search_count: 2                       # max number of total searches to do including retries&lt;br /&gt;
  retry: false                              # retry if you don&#039;t find loot.  default: false&lt;br /&gt;
  loot: keep                                # drop | keep | bin | pawn   default: keep &lt;br /&gt;
  loot_container: duffel bag                # container to keep loot in while burglering&lt;br /&gt;
  safe_mode: true                           # stop searching and try to get out as quickly as possible when hearing footsteps.  Default: true&lt;br /&gt;
  room_blacklist:                           # array of rooms to ignore. Case sensitive.&lt;br /&gt;
  item_whitelist:     # array of **full item names** (adj + noun) of items to keep no matter what.  Case Sensitive.  Default: empty list&lt;br /&gt;
    - blunt-tipped arrows   # armory - non-lodging ammo&lt;br /&gt;
    - blunt-tipped bolts    # armory - non-lodging ammo&lt;br /&gt;
    - blunt stones          # armory - non-lodging ammo&lt;br /&gt;
    - keepsake box          # bedroom - limited use (35) locksmithing trainer&lt;br /&gt;
    # - mixing bowl           # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mixing stick          # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic mortar         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic pestle         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mesh sieve            # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - butcher&#039;s knife       # kitchen - wrist worn &#039;belt&#039; knife&lt;br /&gt;
    - worn book             # library - scroll stacker (15 page, 10 copies per page)&lt;br /&gt;
    # - contract case         # library - Trader Jewelry&lt;br /&gt;
    # - dainty cowbell        # library - wrist worn weatherproof instrument&lt;br /&gt;
    # - writing quill         # library - writing instrument (ledgers, etc)&lt;br /&gt;
    # - thumb ring            # library - Trader Jewelry&lt;br /&gt;
    # - glass lens            # sanctum - minion identifier&lt;br /&gt;
    # - letter opener         # sanctum - belt worn belt knife&lt;br /&gt;
    - memory orb            # sanctum - random skill absorber&lt;br /&gt;
    # - crystal prism         # sanctum - divination tool&lt;br /&gt;
    # - celestial charts      # sanctum - divination tool&lt;br /&gt;
    # - tool case             # work room - belt worn lockspick stacker - 25 ct&lt;br /&gt;
    # - stirring rod          # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - carving knife         # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - wood shaper           # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - metal rasp            # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - imbuement rod         # work room - enchanting tool&lt;br /&gt;
    # - !ruby/regexp &#039;/\S+ fabric/&#039;  # Bedroom - illustrates REGEX syntax for items&lt;br /&gt;
  before:                                   # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing)&lt;br /&gt;
    - yourscripthere with args here&lt;br /&gt;
  after:                                    # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends)&lt;br /&gt;
    - anotherscript here&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  burgle:&lt;br /&gt;
    - Plunder&lt;br /&gt;
    - Slight&lt;br /&gt;
    - Sight&lt;br /&gt;
    - Silence&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=start|desc=Required to run the script.  Protects against accidental starting/typos.}}^{{Lich setting|name=entry|desc=Optional.  Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.}}^{{Lich setting|name=roomid|desc=Optional.  Override yaml setting for room to burgle from.}}^{{Lich setting|name=loot_type|desc=Optional.  Override yaml setting what to do with loot.  Items in your item_whitelist are always kept.  Valid options: drop, keep, pawn bin.}}^{{Lich setting|name=hometown|desc=Optional.  Override yaml hometown setting when using pawn or bin options.}}^{{Lich setting|name=follow|desc=Optional.  Puts brugle into group follow mode.  To be used when you&#039;ve already joined someone to do a group burglary.  This will buff, then hide if needed and then wait for the leader to burgle.  Will attempt to leave the group if you are following once in, to prevent getting lost.}}&lt;br /&gt;
|settings={{Lich setting|name=burgle_settings|desc=Hash of all the burgle settings}}^{{Lich setting|name=burgle_settings:room|desc=The Room id that burgle should be done in.  Guards should never come to this room, so pick carefully}}^{{Lich setting|name=burgle_settings:entry_type|desc=The type of entry - &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;  You must have a heavy rope if using &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have a lockpick, or a worn lockpick stacker with lockpicks on it if using &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have both if you are using the &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; settings.  the priority settings will use that entry method unless your mindstate is above the max value.}}^{{Lich setting|name=burgle_settings:max_priority_mindstate|desc=Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.}}^{{Lich setting|name=burgle_settings:use_lockpick_ring|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;Check for a lockpick ring/stacker if using lockpick as entry_type. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:lockpick_container|desc=The name of your lockpick ring/stacker.}}^{{Lich setting|name=burgle_settings:max_search_count|desc=Limits the number of searches you do. Setting this too high will result in arrest, and large fine.  Start low and increase as needed.)}}^{{Lich setting|name=burgle_settings:retry|desc=Retry searches if you don&#039;t find loot.  &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:loot|desc=What to do with loot.  Supported options: &amp;lt;code&amp;gt;drop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;keep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt;.  Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.  &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt; is only supported for thieves.}}^{{Lich setting|name=burgle_settings:loot_container|desc=Where to put loot while in the house.  This is required as the script will not attempt to drop loot in the house.}}^{{Lich setting|name=burgle_settings:safe_mode|desc=Stop searching and try to get out as quickly as possible when hearing footsteps. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:room_blacklist|desc=List of room types (using Sentence Case) that you don&#039;t want to search for loot in.}}^{{Lich setting|name=burgle_settings:item_whitelist|desc=List of full item names (adj + noun) that you want to keep regardless of any other setting.}}^{{Lich setting|name=burgle_settings:before|desc=List of scripts you want to run before burglary.  This is run right before the waggle set.}}^{{Lich setting|name=burgle_settings:after|desc=List of scripts you want to run after burglary.  This is run right after the burglary before processing the loot.}}^{{Lich setting|name=waggle_sets[&#039;burgle&#039;]|desc=Optional. A waggle set called &#039;burgle&#039; to cast right before burglary.}}&lt;br /&gt;
|children=jail-buddy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-bead ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Automates the creation of a prayer bead, either from a held block or foraged and crafted block.&lt;br /&gt;
|usage= Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Optional. Forces script into debug mode}}^{{Lich setting|name=primer|desc=Optional.  Override yaml setting for primer use.}}^{{Lich setting|name=aspect|desc=Optional.  Override yaml setting for animal to carve.}}^{{Lich setting|name=help|desc=Optional. Displays usage information and exits}}&lt;br /&gt;
|settings={{Lich setting|name=carve-bead|desc=Main setting block which holds the other settings.}}^{{Lich setting|name=carve-bead:debug|desc=Turns on debug logging}}^{{Lich setting|name=carve-bead:primer|desc=True/False for if a primer should be used. Defaults to false.}}^{{Lich setting|name=carve-bead:knife-adjective|desc=Optional. Adjective for the knife to use for carving, if not &#039;carving&#039;.}}^{{Lich setting|name=theurgy_supply_container|desc=}}^{{Lich setting|name=immortal_aspect|desc=}}^{{Lich setting|name=crafting_container|desc=}}^{{Lich setting|name=crafting_items_in_container|desc=}}^{{Lich setting|name=engineering_belt|desc=}}^{{Lich setting|name=water_holder|desc=}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-holy-weapon ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle &amp;amp; charisma, this could be bad. Best used independently on lower circle Paladins.&lt;br /&gt;
|usage= Run it as a before or after within training manager, as a normal part of T2&#039;s system, or as an independent script.&lt;br /&gt;
|settings={{Lich setting|name=holy_weapon|desc=Main setting which holds the other settings.}}^{{Lich setting|name=holy_weapon:weapon_name|desc=Name of the holy weapon, MUST match gear setting entry exactly.}}^{{Lich setting|name=holy_weapon:icon_name|desc=Name of the icon to use for the ritual.}}^{{Lich setting|name=holy_weapon:icon_container|desc=Name of the container which holds the icon, optional.}}^{{Lich setting|name=holy_weapon:icon_room|desc=Room number to use for the icon ritual.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== chop-wood ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Chops trees in a room while watching for danger&lt;br /&gt;
|usage= Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== circlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Circle check tells you how far you are from your next or target circle.&lt;br /&gt;
|usage=&lt;br /&gt;
Display circle progress:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display only skills needed for the next circle:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck short&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck brief&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck next&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display progress towards circle 35&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}^{{Lich setting|name=short|desc=Uses short output mode, aliases brief, next}}^{{Lich setting|name=target|desc=Display progress towards target circle.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cleric-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== coordinator ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Training manager script&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== combat-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Train combat skills in your current room.&lt;br /&gt;
|usage= Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.&lt;br /&gt;
|args={{Lich setting|name=d#|desc=Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.}}^{{Lich setting|name=r#|desc=Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.}}^{{Lich setting|name=construct|desc=overrides empath non attack settings.}}^{{Lich setting|name=debug|desc=Enables debug mode.}}^{{Lich setting|name=custom|desc= Extra arguments will be used to load in extra yaml files. &amp;lt;code&amp;gt;;combat-trainer back&amp;lt;/code&amp;gt; would load in &amp;lt;code&amp;gt;YourName-back.yaml&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|settings={{Lich setting|name=aiming_trainables|desc=Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.}}^{{Lich setting|name=using_light_crossbow|desc=Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.}}^{{Lich setting|name=storage_containers|desc=List of containers to make sure are open before starting hunting.}}^{{Lich setting|name=dance_threshold|desc=Same as d# argument.}}^{{Lich setting|name=retreat_threshold|desc=Same as r# argument.}}^{{Lich setting|name=dance_skill|desc=Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.}}^{{Lich setting|name=combat_trainer_action_count|desc=Cycles to next weapon after specified number of actions (generally offensive actions).}}^{{Lich setting|name=combat_trainer_target_increment|desc=Number of mind states of exp to get before cycling weapons.}}^{{Lich setting|name=weapon_training|desc=Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:skip_repair|desc=true if you want to skip repairing this item.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}^{{Lich setting|name=gear_sets:standard|desc=A list of ADJ NAME for each item that should show up in INV COMBAT when you&#039;re ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.}}^{{Lich setting|name=summoned_weapons|desc=List of summoned weapons/moonblades.}}^{{Lich setting|name=summoned_weapons:name|desc=The skill to make a summoned weapon for.}}^{{Lich setting|name=summoned_weapons:turn|desc= true to turn the summoned weapon}}^{{Lich setting|name=summoned_weapons:pull|desc=true to pull the summoned weapon}}^{{Lich setting|name=summoned_weapons:push|desc=true to pull the summoned weapon.}}^{{Lich setting|name=summoned_weapons_element|desc=Element to summon your weapon as, defaults to stone.}}^{{Lich setting|name=summoned_weapons_ingot|desc=noun of ingot to use for rare metal summoning.}}^{{Lich setting|name=stances|desc=Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.}}^{{Lich setting|name=use_stealth_attacks|desc=true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.}}^{{Lich setting|name=ambush|desc=true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time}}^{{Lich setting|name=ambush_location|desc=Set the ambush target for better backstab training for thieves.}}^{{Lich setting|name=backstab|desc=Valid settings are &#039;Small Edged&#039;, &#039;Offhand Weapon&#039; or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your &#039;weapon_training:&#039; section for the desired weapon skill(s). This defaults to ambush if the mob can&#039;t be backstabbed.}}^{{Lich setting|name=charged_maneuvers|desc=Hash of charged maneuvers to use for each weapon skill.}}^{{Lich setting|name=fatigue_regen_threshold|desc=Will use bob instead of an attack when fatigue drops below this.}}^{{Lich setting|name=aim_fillers|desc=list of actions to take to fill time while aiming.}}^{{Lich setting|name=aim_fillers_stealth|desc=Used in place of aim fillers if stealth experience is not capped.}}^{{Lich setting|name=dance_actions|desc=List of actions to take while dancing with enemies.}}^{{Lich setting|name=dance_actions_stealth|desc=Used in place of dance actions while stealth is not capped.}}^{{Lich setting|name=ignored_npcs|desc=List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.}}^{{Lich setting|name=stance_override|desc=remove custom stance logic and simply set stance to provided string. E.g. 100 80 0}}^{{Lich setting|name=skinning|desc=Hash of skinning related settings.}}^{{Lich setting|name=skinning:skin|desc=true to skin kills.}}^{{Lich setting|name=skinning:arrange_all|desc=true if you can use the arrange ALL command.}}^{{Lich setting|name=skinning:arrange_count|desc=Number of times to arrange}}^{{Lich setting|name=skinning:arrange_types|desc=Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.}}^{{Lich setting|name=skinning:tie_bundle|desc=true to tie your bundles up to reduce weight and item count.}}^{{Lich setting|name=lootables|desc=Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot &amp;quot;a tiny yellow pearl&amp;quot; but not &amp;quot;a pearl studded coat&amp;quot; nor would rock cause you to loot &amp;quot;a large crock&amp;quot;.}}^{{Lich setting|name=loot_additions|desc=List of nouns to add into the base loot list, a common example is box nouns.}}^{{Lich setting|name=loot_subtractions|desc=List of things to remove from your looting list, for example ammunition you don&#039;t use.}}^{{Lich setting|name=thanatology|desc=Necromancer related settings, only partially implemented.}}^{{Lich setting|name=thanatology:heal|desc=If true, use necromancer-specific healing rituals and spells.}}^{{Lich setting|name=thanatology:ritual_type|desc=Name of the ritual to perform, i.e dissect}}^{{Lich setting|name=spare_gem_pouch_container|desc=Container that holds your spare gem pouch should your equipped one become full.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective your gem pouch responds too.}}^{{Lich setting|name=buff_spells|desc=Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.}}^{{Lich setting|name=buff_spells:Spell Name:abbrev|desc=Abbreviation to use for prepping the spell.}}^{{Lich setting|name=buff_spells:Spell Name:recast|desc=Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.}}^{{Lich setting|name=buff_spells:Spell Name:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=buff_spells:Spell Name:expire|desc=A string that when seen will trigger this spell to be recast}}^{{Lich setting|name=buff_spells:Spell Name:mana|desc=Amount of mana to prep the spell with.}}^{{Lich setting|name=buff_spells:Spell Name:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=buff_spells:Spell Name:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=buff_spells:Spell Name:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:before:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:after:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:moon|desc=true if spell requires a moon to cast.}}^{{Lich setting|name=buff_nonspells|desc=Nonspell buffs. Each has the format &amp;quot;action: timer&amp;quot;, where &#039;action&#039; will be output to the game every &#039;timer&#039; number seconds.}}^{{Lich setting|name=buff_nonspells:barb_buffs|desc=Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. &amp;quot;Python&amp;quot;, capitalization required.}}^{{Lich setting|name=buff_nonspells:khri|desc=Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.}}^{{Lich setting|name=offensive_spells|desc=TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.}}^{{Lich setting|name=offensive_spells:skill|desc=Targeted Magic or Debilitation.}}^{{Lich setting|name=offensive_spells:abbrev|desc=Abbreviation used for preparing the spell.}}^{{Lich setting|name=offensive_spells:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=offensive_spells:expire|desc=String that will trigger a recast of the spell when seen.}}^{{Lich setting|name=offensive_spells:mana|desc=Amount of mana to prep the spell with}}^{{Lich setting|name=offensive_spells:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=offensive_spells:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=offensive_spells:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=offensive_spells:before:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=offensive_spells:after:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:tattoo_tm|desc=Will tell the system to target the invoked tattoo spell, if it&#039;s Targeted Magic.}}^{{Lich setting|name=cambrinth|desc=Cambrinth item to charge for casting.}}^{{Lich setting|name=cast_messages|desc=Casting messages, if we&#039;re missing your custom message let us know!}}^{{Lich setting|name=prep_messages|desc=Spell Prep messages, see cast_messages.}}^{{Lich setting|name=empath_healing|desc=a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.}}^{{Lich setting|name=osrel_amount|desc=Amount to infuse into OM each try.}}^{{Lich setting|name=osrel_no_harness|desc=true if you don&#039;t need to harness before infusing.}}^{{Lich setting|name=kneel_khri|desc=true if you have to kneel to activate khri.}}^{{Lich setting|name=khri_preps|desc=Khri activation messages, let us know if yours is missing.}}^{{Lich setting|name=manipulate_threshold|desc=Number of enemies before attempting to manipulate.}}^{{Lich setting|name=training_abilities|desc=Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.}}^{{Lich setting|name=training_abilities:PercMana|desc=Moon mage attunement training, retreats first.}}^{{Lich setting|name=training_abilities:Perc|desc=Attunement training with perc.}}^{{Lich setting|name=training_abilities:Perc Health|desc=Empathy training with perc heal.}}^{{Lich setting|name=training_abilities:Astro|desc=Predict weather for astrology training.}}^{{Lich setting|name=training_abilities:App|desc=Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.}}^{{Lich setting|name=training_abilities:App Quick|desc=See above.}}^{{Lich setting|name=training_abilities:App Careful|desc=See above.}}^{{Lich setting|name=training_abilities:Locks|desc=Train locksmithing by picking pet boxes in combat.}}^{{Lich setting|name=training_abilities:Tactics|desc=Train tactics with weave, bob, and circle.}}^{{Lich setting|name=training_abilities:Analyze|desc=Train tactics by analyzing your opponent.}}^{{Lich setting|name=training_abilities:Hunt|desc=Train perception and possibly scouting with the hunt command.}}^{{Lich setting|name=training_abilities:Pray|desc=Pray to an immortal for theurgy.}}^{{Lich setting|name=training_abilities:Meraud|desc=Maintains the Meraud Commune.}}^{{Lich setting|name=training_abilities:Scream|desc=Train bardic lore with scream conc.}}^{{Lich setting|name=training_abilities:Stealth|desc=Train stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Ret Stealth|desc=Retreat before stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Teach|desc=Teach hunting_buddies if there are any in the room on this timer.}}^{{Lich setting|name=training_abilities:Recall|desc=Uses &#039;recall&#039; on a mob in the room, which trains Scholarship}}^{{Lich setting|name=training_abilities:Khri Prowess|desc=Trains Debilitation with Khri Prowess.}}^{{Lich setting|name=training_abilities:Berserk Avalanche|desc=Trains Utility with Berserk Avalanche.}}^{{Lich setting|name=training_abilities:Berserk Landslide|desc=Trains Warding with Berserk Landslide.}}^{{Lich setting|name=training_abilities:Ambush Stun|desc=Uses settings stun_weapon, stun_weapon_skill and stun_skill}}^{{Lich setting|name=stun_weapon|desc=The weapon you want to use to Ambush Stun. IE club or broadsword}}^{{Lich setting|name=stun_weapon_skill|desc=The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged}}^{{Lich setting|name=stun_skill|desc=Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun}}^{{Lich setting|name=fatigue_regen_action|desc=Action to take when low on fatigue.}}^{{Lich setting|name=dual_load|desc=true if you&#039;re capable of dual load}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}^{{Lich setting|name=cycle_armors|desc=List of armor types and corresponding items from gear to rotate for training purposes}}^{{Lich setting|name=whirlwind_trainables|desc=Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn&#039;t support two handed weapons, and will use the weapon listed under weapon_training.}}^{{Lich setting|name=barb_famine_healing|desc=Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.}}^{{Lich setting|name=barb_famine_healing:health_threshold:|desc=Famine will be used when below this threshold.}}^{{Lich setting|name=barb_famine_healing:inner_fire_threshold|desc=Will not use Berserk Famine unless above this threshold.}}^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=hide_type|desc=Value of &amp;quot;stalk&amp;quot; changes hide type to &amp;quot;slip stalk&amp;quot;. This will perform the command &amp;quot;stalk&amp;quot; instead of &amp;quot;hide&amp;quot; which activates &amp;quot;slip stalk&amp;quot;. &amp;quot;Slip stalk&amp;quot; is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.}}^{{Lich setting|name=force_unhide|desc=Value of true will always unhide after hiding via Stealth timer under training_abilities:.}}^{{Lich setting|name=dont_stalk|desc=Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.}}&lt;br /&gt;
|uservars={{Lich setting|name=combat_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== corn-maze ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs the Hollow Eve corn maze.&lt;br /&gt;
|usage=Run inside the large-form corn maze, anywhere in the starting &#039;labyrinth&#039; or entrance area. This does NOT work with the short/single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot.  Make sure to allow ten minutes between runs for the loot to respawn. &lt;br /&gt;
|args={{Lich setting|name=noloot|desc=Run as normal, but only pick up free corn maze passes from the incidentals.}}^{{Lich setting|name=restart|desc=Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.}}^{{Lich setting|name=manual|desc=Replaces loot-corn-maze.lic.  Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.}}^{{Lich setting|name=short|desc=Runs the fast 10-task challenge for the harried Halfling.}}&lt;br /&gt;
|settings={{Lich setting|name=maze_junk|desc=What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them. }}^{{Lich setting|name=cornmaze_containers|desc=A list of bags to try and put incidental loot into, top ones first. If all of them are full it&#039;ll try and STOW the item, and if that fails it&#039;ll drop it. By default, no bags listed. &lt;br /&gt;
&lt;br /&gt;
 cornmaze_containers:&lt;br /&gt;
   - backpack&lt;br /&gt;
   - rucksack&lt;br /&gt;
   - satchel&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== craft ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts one item.&lt;br /&gt;
|args={{Lich setting|name=outfitting|desc=Knit.}}^{{Lich setting|name=forging|desc=Forge a Blacksmithing item.}}^{{Lich setting|name=engineering|desc=Shape one item.}}&lt;br /&gt;
|settings={{Lich setting|name=yarn_quantity|desc=How much yarn to keep on hand for knitting, defaults to 100.}}^{{Lich setting|name=craft_max_mindstate|desc=What mindstate to make running the script a noop. Defaults to 31}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-repair ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Repair items in your gear list. &lt;br /&gt;
|usage=Originally intended to be used in [[RanikMap1|The Crossing]]. The script now works outside [[RanikMap1|The Crossing]] with hometown set to: [[RanikMap30|Riverhaven]], [[RanikMap42|Therenborough]], [[RanikMap67|Shard]], [[RanikMap99|Aesry]], [[RanikMap107|Mer&#039;Kresh]], [[RanikMap117|Hibarnhvidar]], [[RanikMap121|Boar Clan]], [[RanikMap150|Fang Cove]], [[RanikMap47|Muspar&#039;i]], [[RanikMap106|Hara&#039;jaal]], [[RanikMap61|Leth Deriel]], [[RanikMap34a|Rossman&#039;s Landing]], [[RanikMap40|Langenfirth]], or [[RanikMap90|Ratha]]&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=repair_withdrawal_amount|desc=Amount in coppers to withdraw to cover repairs.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_repair_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-training ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting. &lt;br /&gt;
|usage= Cycles through skills training the lowest one in field experience at the time.&lt;br /&gt;
&lt;br /&gt;
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=train_with_burgle|desc=Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.}}^{{Lich setting|name=classes_to_teach|desc=List of subjects to teach people in your safe room}}^{{Lich setting|name=climbing_target|desc=Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.}}^{{Lich setting|name=use_research|desc=Whether or not to use research when training magic skills. Requires train_with_spells to be true.}}^{{Lich setting|name=outdoor_room|desc=Used for spells requiring moons.}}^{{Lich setting|name=perform_options|desc=List in base-perform.yaml of playstyles sorted by difficulty.}}^{{Lich setting|name=storage_containers|desc=A list of containers to open before starting training.}}^{{Lich setting|name=crossing_training_requires_movement|desc=Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.}}^{{Lich setting|name=trash_nouns|desc=Nouns that can be thrown away without warning}}^{{Lich setting|name=crossing_training|desc=List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).}}^{{Lich setting|name=safe_room|desc=Room Id where you do any stationary training and listen for classes.}}^{{Lich setting|name=exit_on_skills_capped|desc=Whether or not to exit the game when all skills are locked}}^{{Lich setting|name=crossing_training_sorcery_room|desc=The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing &#039;justice&#039;.}}^{{Lich setting|name=crossing_training_sorcery|desc=Action to take when training sorcery}}^{{Lich setting|name=listen|desc=Whether or not you should attempt to listen to classes while training}}^{{Lich setting|name=train_with_spells|desc=}}^{{Lich setting|name=cyclic_training_spells|desc=Cyclic Spells to use when training.}}^{{Lich setting|name=cyclic_cycle_skills|desc=Skills to train with cyclic spells during crossing-training.}}^{{Lich setting|name=training_spells|desc=Spells to use when training magic skills. TODO: Make this its own page.}}^{{Lich setting|name=research_skills|desc=}}^{{Lich setting|name=exp_timers|desc=Cooldown timers between attempts to train a given skill}}^{{Lich setting|name=training_nonspells|desc=}}^{{Lich setting|name=kneel_khri|desc=}}^{{Lich setting|name=khri_preps|desc=If you use Khri for training, make sure their prep messages are recorded here}}^{{Lich setting|name=prep_scaling_factor|desc=This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything &amp;lt; 1.0 will always result in at least one mana removed.}}^{{Lich setting|name=cambrinth_cap|desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=osrel_amount|desc=}}^{{Lich setting|name=osrel_no_harness|desc=}}^{{Lich setting|name=held_cambrinth|desc=Whether or not you need to hold your cambrinth to charge it}}^{{Lich setting|name=stored_cambrinth |desc=Whether or not your cambrinth item is stored (false indicates worn)}}^{{Lich setting|name=cambrinth|desc=The noun for the cambrinth you use. Multiple cambrinth is not yet supported.}}^{{Lich setting|name=prep_messages|desc=If you cast spells for training, make sure their prep messages are recorded here}}^{{Lich setting|name=cambrinth_cap |desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=forage_item|desc=}}^{{Lich setting|name=hand_armor|desc=Noun of any armor that needs to be removed when braiding}}^{{Lich setting|name=braid_item|desc=}}^{{Lich setting|name=athletics_options|desc=}}^{{Lich setting|name=trail_override|desc=}}^{{Lich setting|name=art_options|desc=}}^{{Lich setting|name=train_workorders|desc=Disciplines to train via workorders when training that skill}}^{{Lich setting|name=work_order_disciplines|desc=Disciplines to train via workorders when training Trading}}^{{Lich setting|name=tithe|desc=Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours}}^{{Lich setting|name=cleaning_cloth|desc=The type of cleaning cloth to use when zills are dirty}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}} ^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crowns ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game dice/crowns.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dice_bet_amount|desc=Put this in your yaml and set to some whole number, like dice_bet_amount: 10.}}^{{Lich setting|name=dice_money_on_hand|desc=How much money to withdraw from the bank.}}^{{Lich setting|name=dice_withdraw|desc=Withdraw money from the bank setting.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== dusk-labyrinth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Searches for pets, bloodscrip, and loot in [[Drathrok%27s_Duskruin#Labyrinth|Duskruin Labyrinth]].&lt;br /&gt;
|usage=Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|settings={{Lich setting|name=duskruin:labyrinth:pet_noun|desc=(required) Kind of pet searching for, such as &#039;&#039;&#039;monkey&#039;&#039;&#039; or &#039;&#039;&#039;rat&#039;&#039;&#039;.}}^{{Lich setting|name=duskruin:labyrinth:loot_container|desc=(optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on {{com|STOW}} left/right.}}^{{Lich setting|name=duskruin:labyrinth:redeem_scrip|desc=(optional) Set to &#039;&#039;&#039;true&#039;&#039;&#039; to auto redeem any found bloodscrip. Default is &#039;&#039;false&#039;&#039;.}}&lt;br /&gt;
|uservars={{Lich setting|name=dusk_labyrinth_debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== edityaml ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== empathylink ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.&lt;br /&gt;
|usage=Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.&lt;br /&gt;
&lt;br /&gt;
In your yaml put the following to never heal these people (replace the example names with yours):&lt;br /&gt;
 &lt;br /&gt;
 noheal_empathylink:&lt;br /&gt;
  - Bob&lt;br /&gt;
  - Joe&lt;br /&gt;
  - Jill&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=has_hodierna|desc=Set to true in your yaml to use Hodierna link.}}^{{Lich setting|name=noheal_empathylink|desc=List of names you never want to heal even if in hunting_buddies list. This setting is in this script.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== equipmanager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=equipmanager_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== expreset ==&lt;br /&gt;
Resets your EXP window in Stormfront. This is useful for removing erroneous game output that gets &#039;stuck&#039; in your exp window (usually during connection).&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faux-atmo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Bring your verby items to life! Turn toys and items with fun verbs into [[Atmospheric_item|atmospherics]] by periodically performing a random verb on a random item based on your settings.&lt;br /&gt;
|usage=Configure which items and verbs you want to periodically do then start the script. It runs in the background.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Enable debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Number of minutes to wait between performing a verb on an item.&lt;br /&gt;
faux_atmo_interval: 15&lt;br /&gt;
&lt;br /&gt;
# Set to true to randomly select an item and verb to perform.&lt;br /&gt;
# Set to false to round-robin select items and verbs to perform.&lt;br /&gt;
faux_atmo_random: true&lt;br /&gt;
&lt;br /&gt;
# Items that don&#039;t have an inherent atmo effect&lt;br /&gt;
# but whose verbs if done periodically would.&lt;br /&gt;
faux_atmo_items:&lt;br /&gt;
  - name: blue basilisk&lt;br /&gt;
    verbs:&lt;br /&gt;
    - pet&lt;br /&gt;
    - pinch&lt;br /&gt;
    - poke&lt;br /&gt;
  - name: hooded cloak&lt;br /&gt;
    verbs:&lt;br /&gt;
    - rub&lt;br /&gt;
    - pat&lt;br /&gt;
    - wave&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if these scripts are running.&lt;br /&gt;
faux_atmo_no_use_scripts:&lt;br /&gt;
- combat-trainer&lt;br /&gt;
- go2&lt;br /&gt;
- get2&lt;br /&gt;
- bescort&lt;br /&gt;
- steal&lt;br /&gt;
- burgle&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if in these rooms.&lt;br /&gt;
faux_atmo_no_use_rooms:&lt;br /&gt;
- Carousel Chamber     # Room with vault&lt;br /&gt;
- Carousel Booth       # Room just before vault&lt;br /&gt;
- 1900                 # You can specify room ids, too&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=faux_atmo_debug|desc=Enable debug mode.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== favor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Gets one favor by rubbing an orb repeatedly.&lt;br /&gt;
|usage=&lt;br /&gt;
It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
If an argument is passed to the script, that Immortal&#039;s name will be used. The default is Hodierna.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== fill-dirt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Fills a dirt stacker with dirt.&lt;br /&gt;
|usage=Run the script in any room where dirt is forageable.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dirt_stacker|desc=Name of dirt stacker to fill. Must be worn.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds an NPC in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=npc|desc=A unique name (or noun) of the NPC to find.}}^{{Lich setting|name=follow|desc=If present, the script will follow the NPC around.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find-darkbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds and plays the Hollow Eve&#039;s game Darkbox.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=override|desc=Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.}}&lt;br /&gt;
|settings={{Lich setting|name=he_use_herbs_remedies|desc=Put this as true in your yaml if you want to use heal-remedy.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== first-aid ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill by reading compendiums or textbooks  More in-depth look at first-aid.lic: https://github.com/rpherbig/dr-scripts/wiki/First-Aid-Strategy&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=textbook|desc=False if using a compendium, true otherwise.}}^{{Lich setting|name=textbook_type|desc=If not using a compendium, the name of the thing to study.}}^{{Lich setting|name=compendium_type|desc=Will default to compendium but also supports burgled manuals and guides.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faskinner ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Trainer noun should match exactly, such as crocodile or caracal&lt;br /&gt;
fa_skinning_trainer: &lt;br /&gt;
&lt;br /&gt;
# Container where you store your trainer, if it&#039;s not worn.&lt;br /&gt;
fa_skinning_trainer_container: &lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t wear a skinning knife, this is the&lt;br /&gt;
# bladed weapon you want to use to skin with, such as a dagger.&lt;br /&gt;
fa_skinning_knife: &lt;br /&gt;
&lt;br /&gt;
# If you specify &#039;fa_skinning_knife:&#039; then this is&lt;br /&gt;
# the container where that bladed weapon is stored.&lt;br /&gt;
fa_skinning_knife_container: &lt;br /&gt;
&lt;br /&gt;
# Options:  First Aid, Skinning, Both or leave blank for whichever happens first&lt;br /&gt;
fa_skinning_priority: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== feed-cloak ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Feeds [[living vine cloaks]] that you are wearing so that they stay refreshed and healthy.&lt;br /&gt;
|usage=Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# If your cloak can&#039;t feed in your current room&lt;br /&gt;
# then feed-cloak will move to this specified room id.&lt;br /&gt;
# If not specified, or if the cloak can&#039;t feed here either,&lt;br /&gt;
# then the script will move to your `safe_room`.&lt;br /&gt;
feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== forge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Forges an item. Adapted from a script by Mallitek.&lt;br /&gt;
|usage=&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge weaponsmithing 2 sword steel sword&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 &amp;quot;shallow metal cup&amp;quot; bronze cup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 scratcher bronze scratcher&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge temper sword&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of book (blacksmithing, armorsmithing, weaponsmithing)}}^{{Lich setting|name=chapter|desc=Chapter of the book}}^{{Lich setting|name=recipe|desc=the name of the recipe}}^{{Lich setting|name=metal|desc=metal type of the ingot in your bag}}^{{Lich setting|name=noun|desc=item noun to make}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand all boxes from a container (the first argument) to a character (the second argument).&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=container|desc=The container}}^{{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== glyph-of-mana ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script that will keep glyph of mana up always.&lt;br /&gt;
|usage=Meant to be used as a during: in combat but can be used anywhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example usage:&lt;br /&gt;
hunting_info:&lt;br /&gt;
- :zone: cinder_beasts&lt;br /&gt;
  args:&lt;br /&gt;
  - d1&lt;br /&gt;
  stop_on:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  :duration: 55&lt;br /&gt;
  before:&lt;br /&gt;
  - go2 12345&lt;br /&gt;
  - mech-lore&lt;br /&gt;
  - athletics&lt;br /&gt;
  during:&lt;br /&gt;
  - glyph-of-mana&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gmoney ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.&lt;br /&gt;
|usage=Start the script while you and the other player are standing at a bank teller.&lt;br /&gt;
|args={{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== heal-remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses crafted remedies for healing&lt;br /&gt;
|usage=This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.&lt;br /&gt;
|args={{Lich setting|name=override|desc=Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== healme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A self healing script for empaths.&lt;br /&gt;
|usage=Will heal your own wounds, leaving external bleeders as desired. Uses the &#039;healing&#039; waggle set to configure how to cast your spells. Backwards compatible with &#039;empath_healing&#039; setting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;YAML Configuration&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# healme script specific settings for empaths.&lt;br /&gt;
# Highly recommend that you define a &#039;healing&#039; waggle set&lt;br /&gt;
# for maximum control over how you cast your healing spells.&lt;br /&gt;
# If no &#039;healing&#039; waggle set is defined then healme script&lt;br /&gt;
# will use &#039;empath_healing:&#039; settings as backup.&lt;br /&gt;
healme:&lt;br /&gt;
  # Toggle debug mode. Can also use `debug` script argument.&lt;br /&gt;
  # Default is false.&lt;br /&gt;
  debug: false&lt;br /&gt;
  # Wound severities below this threshold will be ignored.&lt;br /&gt;
  # Range is 0 to 13 based on &#039;perceive health self&#039;.&lt;br /&gt;
  # If you have HEAL or REGENERATE, then you may choose&lt;br /&gt;
  # to set a low threshold (1 or 2) since those can be healed over time&lt;br /&gt;
  # rather than waiting for the script to heal them all in one sitting.&lt;br /&gt;
  # Default is 0.&lt;br /&gt;
  severity_threshold: 1&lt;br /&gt;
  # When waiting for a spell to be prepared and if you have wounds to tend,&lt;br /&gt;
  # such as bleeders or lodged ammo or parasites, then this is the max&lt;br /&gt;
  # number of those wounds to tend before casting to be efficient.&lt;br /&gt;
  # Even if you set this to 0, healme script will tend wounds just not&lt;br /&gt;
  # between preparing and casting a spell.&lt;br /&gt;
  # Default is 1.&lt;br /&gt;
  max_wounds_to_tend_while_prep_spells: 1&lt;br /&gt;
&lt;br /&gt;
# This is a sample &#039;healing&#039; waggle set for the healme script.&lt;br /&gt;
# You can configure which spells you want to use and how to cast them.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  # Used by the &#039;healme&#039; script&lt;br /&gt;
  # Spells are cast as needed, but as you define them here&lt;br /&gt;
  healing:&lt;br /&gt;
    # Required spells&lt;br /&gt;
    Heal Wounds:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    Heal Scars:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    # Important spells (optional)&lt;br /&gt;
    Blood Staunching:       # cast if bleeding&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Vitality Healing:       # cast if low on vitality&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Niche spells (optional)&lt;br /&gt;
    Flush Poisons:          # cast if poisoned&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Cure Disease:           # cast if diseased&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Helpful spells (optional)&lt;br /&gt;
    Heal:                   # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Regenerate:             # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Script Usage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Heal yourself using default settings.&lt;br /&gt;
;healme&lt;br /&gt;
&lt;br /&gt;
# Heal all wounds EXCEPT external wounds of&lt;br /&gt;
# the listed body parts to preserve pet bleeders.&lt;br /&gt;
;healme &amp;quot;chest, left arm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Heal wounds whose severity is greater than 2.&lt;br /&gt;
# Overrides the healme.severity_threshold setting.&lt;br /&gt;
;healme 2&lt;br /&gt;
&lt;br /&gt;
# Echo debug information.&lt;br /&gt;
;healme debug&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== horse-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Teaches all skills to a horse.&lt;br /&gt;
|usage=This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.&lt;br /&gt;
|args=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== hunting-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Trains combat skills (using combat-trainer) in defined hunting areas&lt;br /&gt;
|usage= Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.}}^{{Lich setting|name=hunting_zones|desc=The set of hunting areas defined in base.yaml that can be directly reached with go2.}}^{{Lich setting|name=escort_zones|desc=The set of hunting areas defined in base.yaml that requires custom pathing to reach.}}^{{Lich setting|name=hunting_info|desc=In order list of hunts.}}^{{Lich setting|name=hunting_info:zone|desc=Name of hunting zone, must match one of the two zone lists above.}}^{{Lich setting|name=hunting_info:args|desc=List of arguments to call combat-trainer with at this hunting area.}}^{{Lich setting|name=hunting_info:full_waiting_room|desc=Room to wait in while the zones are full, defaults to safe_room number if not present.}}^{{Lich setting|name=hunting_info:duration|desc=Time in minutes to hunt here if hunting_priority is false.}}^{{Lich setting|name=hunting_info:stop_on|desc=List of skills that will stop hunting when they are all at 32/34}}^{{Lich setting|name=hunting_info:boxes|desc=Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true}}^{{Lich setting|name=hunting_buddies|desc=List of PC&#039;s that you&#039;re ok to share a hunting room with, remember proper Capitalization.}}^{{Lich setting|name=hunting_nemesis|desc=List of PC&#039;s you do not want to hunt with, remember proper Capitalization.}}^{{Lich setting|name=empty_hunting_room_messages|desc=List of messages to use when asking if a room is empty. A random message will be used each hunt.}}^{{Lich setting|name=prehunt_buffs|desc=Room number where you can cast buffs before beginning hunt.  List buffs under waggle_sets: with same heading prehunt_buffs:.}}^{{Lich setting|name=hunting_room_min_mana|desc=Minimum mana level of an acceptable hunting room.}}^{{Lich setting|name=hunting_room_strict_mana|desc=If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.}}^uservars=&lt;br /&gt;
|children=combat-trainer, buff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== inventory-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Stores current &amp;quot;inv list&amp;quot; data in a YAML file for searching from any character... works across multiple accounts.&lt;br /&gt;
|usage= Store and access any character&#039;s &amp;quot;inventory list&amp;quot;. Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).&lt;br /&gt;
|args={{Lich setting|name=save|desc=Executes game command &amp;quot;inv list&amp;quot; and saves all items to database labeled as either worn or in container.}}^{{Lich setting|name=search|desc=Searches database for text provided. Requires an item for which to search.}}^{{Lich setting|name=list|desc=Shows all character(s) names stored within the database. Optional input of a character&#039;s name to list their inventory.}}^{{Lich setting|name=remove|desc=Removes character and associated data from database, requires a name.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== invoke-rune ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Use to cast spells from runestones. The runestones are the ones purchased from Sierack&#039;s Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.&lt;br /&gt;
|usage= ;invoke-rune &amp;quot;&amp;lt;spell name&amp;gt;&amp;quot; example: ;invoke-rune &amp;quot;Clear Vision&amp;quot; &lt;br /&gt;
|args={{Lich setting|name=spell|desc=Name of the spells: &amp;quot;Arc Light&amp;quot; Althleticism Bless Calm &amp;quot;Clear Vision&amp;quot; Compost &amp;quot;Eagle&#039;s Cry&amp;quot; &amp;quot;Fire Shards&amp;quot; &amp;quot;Glythtide&#039;s Gift&amp;quot; Geyser &amp;quot;Protection from Evil&amp;quot; Refresh Shadows Zephyr. Use double quotes for spells with two or more words.}}^{{Lich setting|name=debug|desc=Puts script in debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== jail-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Handles being arrested in the crossing&lt;br /&gt;
|usage= Keep running.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== join-thieves ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Joins the thieves guild in Crossing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== journal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to use an epistemic journal. Best used as an after:&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;journal_noun&#039;&#039;: Set the noun of your journal, defaults to journal&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== lamprey ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== levelup ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks to your guild leader and levels up as many times as you can.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;levelup&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== locksmithing ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains locksmithing independently or with crossing-training.  Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains [[Lich_script_repository#performance|performance]] while picking.&lt;br /&gt;
|usage=Can be used independently or by listing Locksmithing under crossing_training.  If used with crossing_training additional feature &amp;lt;code&amp;gt;train_with_burgle: true&amp;lt;/code&amp;gt; is available.  The [[Lich_script_repository#burgle|burgle_settings: loot_container]] is a shared feature for ease of use with keepsake boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Settings:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Do you use a worn lockpick ring for picking?&lt;br /&gt;
# If true then specify the name of your lockpick ring as the container.&lt;br /&gt;
use_lockpick_ring: true&lt;br /&gt;
lockpick_container: lockpick ring&lt;br /&gt;
&lt;br /&gt;
# If false then the script will get a loose lockpick from the container.&lt;br /&gt;
#use_lockpick_ring: false&lt;br /&gt;
#lockpick_container: backpack&lt;br /&gt;
&lt;br /&gt;
# When done picking boxes that contains coins, gems, and such,&lt;br /&gt;
# do you want to run the ;sell-loot script?&lt;br /&gt;
sell_loot: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick looted boxes from critters and such?&lt;br /&gt;
# If true then the ;pick script is ran using its settings.&lt;br /&gt;
# Refer to that script for how to set up those settings.&lt;br /&gt;
pick_live_boxes: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick a daily use lockbox trainer like a training box or harvest bag?&lt;br /&gt;
# If true then specify your trainer&#039;s name and whether it&#039;s worn or not.&lt;br /&gt;
have_training_box: false&lt;br /&gt;
picking_lockbox: training box&lt;br /&gt;
picking_worn_lockbox: false&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals?&lt;br /&gt;
# If true then list the names of those discardable consumables here.&lt;br /&gt;
# IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container.&lt;br /&gt;
# IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script.&lt;br /&gt;
# IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS.&lt;br /&gt;
consumable_lockboxes:&lt;br /&gt;
  - keepsake box&lt;br /&gt;
  - box puzzle&lt;br /&gt;
  - jewelry box&lt;br /&gt;
&lt;br /&gt;
# If you use a daily use lockpick trainer,&lt;br /&gt;
# be sure to add it to your gear: config.&lt;br /&gt;
gear:&lt;br /&gt;
- :adjective: training&lt;br /&gt;
  :name: box&lt;br /&gt;
  :skip_repair: true&lt;br /&gt;
  :container: backpack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== makesteel ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Makes steel ingots. The script will handle acquiring the needed materials.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;makesteel count [type] [refine]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args= {{Lich setting|name=count|desc= (required) number of ingots to produce}}^{{Lich setting|name=type|desc=Carbon content, defaults to high. Options are: [l, m, h]}}^{{Lich setting|name=refine|desc=If provided, refine the resulting ingot}} &lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=City in which to make the ingots, defaults to Crossing}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mine ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Mines a room while watching for danger&lt;br /&gt;
|usage= Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Perform a single pass through the mines&lt;br /&gt;
|usage= Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried.&lt;br /&gt;
At the beginning of the script it will check for deed packets and buy more if it finds less than 2&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_rooms|desc=Defined in base.yaml, links mine names to a list of rooms}}^{{Lich setting|name=mines_to_mine|desc=List of mine names to mine, matches up against mining_buddy_rooms.}}^{{Lich setting|name=mining_skip_populated|desc=Set to true will NOT prospect and mine in rooms with other players.}}^{{Lich setting|name=mining_buddy_mine_every_room|desc=Set to true will prospect and mine out each room regardless of minerals.}}^{{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars={{Lich setting|name=mining_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=mine,safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=repeatedly mines in defined mining areas (using mining-buddy)&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mm ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A general purpose moon mage utility script&lt;br /&gt;
|usage= Run the script without any arguments to see usage&lt;br /&gt;
|args= {{Lich setting|name=locate &amp;lt;name&amp;gt;|desc=Locates the given name and reports the room number if the locate was successful}}^{{Lich setting|name=rift &amp;lt;name&amp;gt;|desc=Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as &amp;lt;code&amp;gt;;mm locate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
|settings= {{Lich setting|name=waggle_sets[&#039;locate&#039;]|desc=Optional. A waggle set called &#039;locate&#039; with only the locate spell in it. Uses the data in DISCERN locate otherwise.}}^{{Lich setting|name=waggle_sets[&#039;rs&#039;]|desc=Optional. A waggle set called &#039;rs&#039; with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== moonwatch ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=populates UserVars.moons with data related to the moons&lt;br /&gt;
|usage=&lt;br /&gt;
Moonwatch will populate UserVars with the following data:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 UserVars.moons = {&lt;br /&gt;
 &#039;katamba&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Katamba is up for 35 minutes&#039;, &#039;rise&#039; =&amp;gt; nil, &#039;set&#039; =&amp;gt;35 },&lt;br /&gt;
 &#039;yavash&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Yavash will rise in 150 minutes&#039;, &#039;rise&#039; =&amp;gt; 150, &#039;set&#039; =&amp;gt; nil },&lt;br /&gt;
 &#039;xibar&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Xibar is up for 5 minutes&#039;, &#039;rise&#039; =&amp;gt; -1, &#039;set&#039; =&amp;gt; 5 }&lt;br /&gt;
 &#039;visible&#039; =&amp;gt; [&#039;katamba&#039;, &#039;xibar&#039;]&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suggest using an alias such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;alias add moon = ;eq respond(&amp;quot;#{UserVars.moons[&#039;katamba&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;yavash&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;xibar&#039;][&#039;pretty&#039;]}&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can {{com|PERCEIVE}} an individual moon to reset its data or [[Moon_Mage_attunement#Power Perception|PERCEIVE MOONS]] to reset all if this is a first start (or you&#039;ve been offline for a while and the data seems wrong).&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=moon_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== multi ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts multiple times.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2,sit,kneel,stand&lt;br /&gt;
&lt;br /&gt;
# This toggles autosneak flag before/after burgling.&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - multi 1,flag autosneak off&lt;br /&gt;
  after:&lt;br /&gt;
  - multi 1,flag autosneak on&lt;br /&gt;
  ...&lt;br /&gt;
&lt;br /&gt;
# This example combines doing actions and running scripts.&lt;br /&gt;
# To run a script, prefix its name with a colon.&lt;br /&gt;
# It also passes arguments to the script (each argument separated by a space).&lt;br /&gt;
;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== newbie-gear ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts a set of gear for a new character.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=storage|desc=The container in which to store finished items}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== oshu_manor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Navigates you through the Oshu Manor. Used to hunt [[Seordhevor kartais]]. Note there is an underscore in this script&#039;s name, not a dash.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== paladin-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes the paladin Glyph quests for you.&lt;br /&gt;
|args={{Lich setting|name=warding|desc=Complete the Glyph of Warding Quest.}}{{Lich setting|name=bonding|desc=Complete the Glyph of Bonding Quest.}}{{Lich setting|name=light|desc=Complete the Glyph of Light Quest.}}{{Lich setting|name=mana|desc=Complete the Glyph of Mana Quest.}}{{Lich setting|name=ease|desc=Complete the Glyph of Ease Quest.}}{{Lich setting|name=renewal|desc=Complete the Glyph of Renewal Quest.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pattern-hues ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts Warrior Mage Pattern Hues cantrip at set intervals.&lt;br /&gt;
|usage= The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.&lt;br /&gt;
|args= {{Lich setting|name=now|desc=Cast now.}}{{Lich setting|name=debug|desc=Output variable values.}}&lt;br /&gt;
|settings={{Lich setting|name=Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.}}&lt;br /&gt;
  pattern_hues:&lt;br /&gt;
    duration: 600&lt;br /&gt;
    gesture: custom&lt;br /&gt;
    pattern_hues_styles:&lt;br /&gt;
      pattern:&lt;br /&gt;
      - bright&lt;br /&gt;
      - hazy&lt;br /&gt;
      - gleaming&lt;br /&gt;
      - lucent&lt;br /&gt;
      hue:&lt;br /&gt;
      - soot black&lt;br /&gt;
      - emerald&lt;br /&gt;
      - bone white&lt;br /&gt;
      - snowflake white&lt;br /&gt;
      - yellow&lt;br /&gt;
      - charcoal black&lt;br /&gt;
      - sky blue&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pay-debt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Pays your debt. Optionally retrieves your sack of belongings from the guard house.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Script to train performance.  Defaults to worn instrument but accepts an instrument setting&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=instrument|desc=Optional. The instrument you would like to use.  Defaults to worn instrument if none selected}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance-monitor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Logs combat-related events such as damage, roundtime, etc. for later parsing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pick ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Disarms, unlocks, and loots monster boxes&lt;br /&gt;
|usage=The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  # Assuming YAML config matches your goals&lt;br /&gt;
  ;pick&lt;br /&gt;
&lt;br /&gt;
  # Pick boxes in different bag, ignoring exp mind state, skipping identify&lt;br /&gt;
  ;pick source=backpack all careful&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &#039;Simple&#039; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  tend_own_wounds: true&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - encompassing.shadows&lt;br /&gt;
  - lootsack&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  - reaper&lt;br /&gt;
  - concussion&lt;br /&gt;
  blacklist_container:&lt;br /&gt;
  too_hard_container:&lt;br /&gt;
&lt;br /&gt;
lockpick_type: stout iron&lt;br /&gt;
lockpick_dismantle: pray&lt;br /&gt;
stop_pick_on_mindlock: false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &amp;quot;Higher Risk&amp;quot; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  disarm_quick_threshold: 0&lt;br /&gt;
  disarm_normal_threshold: 2&lt;br /&gt;
  disarm_careful_threshold: 5&lt;br /&gt;
  disarm_too_hard_threshold: 12&lt;br /&gt;
  pick_quick_threshold: 0&lt;br /&gt;
  pick_normal_threshold: 4&lt;br /&gt;
  pick_careful_threshold: 8&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - chef&#039;s bag&lt;br /&gt;
  - arm pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=debug|desc=Turns on debug output}}^&lt;br /&gt;
{{Lich setting|name=refill|desc=Refill your lockpick ring}}^&lt;br /&gt;
{{Lich setting|name=source|desc=The container to get boxes from. Overrides &#039;pick.picking_box_sources&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=all|desc=Keep picking after mindlock. Overrides &#039;stop_pick_on_mindlock&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=assume|desc=Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=pick.debug|desc=Turns on debug output. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=pick.use_glance|desc=Set this to false to disable glance if you&#039;re a thief.}}^&lt;br /&gt;
{{Lich setting|name=pick.trash_empty_boxes|desc=Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.}}^&lt;br /&gt;
{{Lich setting|name=pick.assumed_difficulty|desc=Skips identification step and uses this &#039;speed&#039; for disarm and pick. NOTE: Using this will disable blacklist functionality.}}^&lt;br /&gt;
{{Lich setting|name=pick.picking_box_sources|desc=The list of bags that unopened boxes are stored in.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_quick_threshold|desc=Difficulty rating to switch to &#039;pick quick&#039;. Ratings below this will use &#039;pick blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_normal_threshold|desc=Difficulty rating to switch to &#039;pick&#039;. Ratings below this will use &#039;pick quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_careful_threshold|desc=Difficulty rating to switch to &#039;pick careful&#039;. Ratings below this will use &#039;pick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_quick_threshold|desc=Difficulty rating to switch to &#039;disarm quick&#039;. Ratings below this will use &#039;disarm blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_normal_threshold|desc=Difficulty rating to switch to &#039;disarm&#039;. Ratings below this will use &#039;disarm quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_careful_threshold|desc=Difficulty rating to switch to &#039;disarm careful&#039;. Ratings below this will use &#039;disarm&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_too_hard_threshold|desc=Difficulty rating to discard/store the box in the pick.too_hard_container.}}^&lt;br /&gt;
{{Lich setting|name=pick.too_hard_container|desc=The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist|desc=List of trap types to not auto disarm}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist_container|desc=Container to store blacklisted boxes in; discards blacklisted boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.tend_own_wounds|desc=Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=stop_pick_on_mindlock|desc=true to stop after the current box when your mind is full.}}^&lt;br /&gt;
{{Lich setting|name=use_lockpick_ring|desc=Do you wear a lockpick ring?}}^&lt;br /&gt;
{{Lich setting|name=skip_lockpick_ring_refill|desc=Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can&#039;t use lockpicks of differing qualities on the same ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_type|desc=Type of lockpick to stock on ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_dismantle|desc=If you have a custom dismantle type to use, put it here.}}^&lt;br /&gt;
{{Lich setting|name=waggle_sets.pick|desc=waggle set of buffs to use while picking}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== release_cyclic ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Releases all cyclic spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== ranger-companion ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Summons a companion and feeds it milk or corn if it&#039;s a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== researcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Does research on a single subject.&lt;br /&gt;
|usage=Specify the subject as an argument, e.g. ;researcher augmentation&lt;br /&gt;
|args=missing&lt;br /&gt;
|settings=missing&lt;br /&gt;
|uservars=missing&lt;br /&gt;
|children=missing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== register ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for searching your deed register.&lt;br /&gt;
|usage=The script will search your deed register for the specified crafting material.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;;register damite&amp;lt;/code&amp;gt;&lt;br /&gt;
    --- Lich: register active.&lt;br /&gt;
;Output of reading register not shown here to save space.&lt;br /&gt;
       Results:&lt;br /&gt;
        45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu)&lt;br /&gt;
        46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu)&lt;br /&gt;
    [register]&amp;gt;stow right&lt;br /&gt;
    You put your register in your hunting pack.&lt;br /&gt;
    --- Lich: register has exited.&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=query|desc=The material you want to search for.  Can also be information you entered in the deed note.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=The name of the container where you store your deed register.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for crafting remedies using alchemy.&lt;br /&gt;
|usage = See examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; &amp;quot;red flower&amp;quot; nemoih bar mortar cream&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; nemoih &amp;quot;not used&amp;quot; bar mortar cream  - for when only herb is required&lt;br /&gt;
 remedy &amp;lt;book type&amp;gt; &amp;lt;chapter&amp;gt; &amp;lt;recipe name&amp;gt; &amp;lt;herb1&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 Book type:    What alchemy type is this item. [remedies]&lt;br /&gt;
 Chapter: containing the item. &lt;br /&gt;
 Recipe name:  Name of the recipe, wrap in double quotes if this is multiple words. &lt;br /&gt;
 Herb1:        Prepared herb, wrap in double quotes if this is multiple words.. &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
 remedy &amp;lt;continue&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 continue      &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Overrides for foraging (all setting in base):&lt;br /&gt;
 # container used to hold herbs for remedy.lic (optional) Not optional if overriding&lt;br /&gt;
 herb_container:&lt;br /&gt;
 # Following settings, including herb_container:, are required to override workorders for remedies&lt;br /&gt;
 # container used for raw herbs foraged - used by alchemy.lic script&lt;br /&gt;
 alchemy_herb_storage:&lt;br /&gt;
 # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product&lt;br /&gt;
 # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4,&lt;br /&gt;
 # set this setting to 100.&lt;br /&gt;
 alchemy_herb_quantity:&lt;br /&gt;
 # How many prepared herbs you want:&lt;br /&gt;
 alchemy_prep_quantity:&lt;br /&gt;
 # if you want to forage careful&lt;br /&gt;
 alchemy_forage_type:&lt;br /&gt;
 # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere&lt;br /&gt;
 forage_override_room:&lt;br /&gt;
 # Set an override for town&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 # Set this to true if you want to always forage for your herbs for workorders&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
&lt;br /&gt;
 workorder_recipes:&lt;br /&gt;
   remedies:&lt;br /&gt;
   - some skin ungent&lt;br /&gt;
   #- some skin tonic&lt;br /&gt;
&lt;br /&gt;
 My guy&#039;s example:&lt;br /&gt;
 # Used by alchemy script #####&lt;br /&gt;
 alchemy_herb_storage: *back&lt;br /&gt;
 alchemy_herb_quantity: 25&lt;br /&gt;
 herb_container: *back&lt;br /&gt;
 alchemy_prep_quantity: 25&lt;br /&gt;
 #alchemy_forage_type:&lt;br /&gt;
 forage_override_room: 909 #8860&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
 ##############################&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== repeat ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for repeating a sequence of up to 10 commands. Does not take scripts.&lt;br /&gt;
|usage=&amp;gt;;repeat &amp;quot;get my rock&amp;quot; &amp;quot;drop my rock&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== restock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for restocking your supply of stackable and nonstackable items.&lt;br /&gt;
|usage= Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=restock|desc=list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising &amp;quot;arrow&amp;quot; will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30)&lt;br /&gt;
restock:&lt;br /&gt;
  arrow&lt;br /&gt;
&lt;br /&gt;
# This is the same as above, but with a custom quantity&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 45&lt;br /&gt;
&lt;br /&gt;
# this is a completely custom item not contained in base-consumables. It will not change based on hometown. &lt;br /&gt;
restock:&lt;br /&gt;
  super_cool_thing:&lt;br /&gt;
     name: cool thing&lt;br /&gt;
     room: 1337&lt;br /&gt;
     price: 10&lt;br /&gt;
     size: 3&lt;br /&gt;
     stackable: true&lt;br /&gt;
     quantity: 4&lt;br /&gt;
&lt;br /&gt;
# Here are a list of generic items in base-consumables:&lt;br /&gt;
arrow&lt;br /&gt;
bolt&lt;br /&gt;
tk_ammo&lt;br /&gt;
rock&lt;br /&gt;
&lt;br /&gt;
# Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom.&lt;br /&gt;
&lt;br /&gt;
hometown: Shard&lt;br /&gt;
&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 50&lt;br /&gt;
  bolt:&lt;br /&gt;
    quantity: 50    &lt;br /&gt;
  rock:&lt;br /&gt;
    hometown: Hibarnhvidar&lt;br /&gt;
    name: smooth rocks&lt;br /&gt;
    room: 12172&lt;br /&gt;
    price: 45&lt;br /&gt;
    size: 30&lt;br /&gt;
    stackable: true&lt;br /&gt;
    quantity: 50&lt;br /&gt;
&lt;br /&gt;
# restock can probably handle items with &amp;quot;charges&amp;quot; (i.e ritual foci) if they disappear/consumed once all charges are gone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;}} &lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rezz ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to rezz corpses&lt;br /&gt;
|usage=The script will either raise the person you specify, or if you don&#039;t specify someone it will raise all of the corpses in the room.  You should add a rezz: waggle set so that it doesn&#039;t use default values for rejuv and rezz.&lt;br /&gt;
|args={{Lich setting|name=player|desc=The person you want to raise.  Optional argument}}&lt;br /&gt;
|settings={{Lich setting|name=osrel_no_harness|desc=true to infuse directly, false to harness first.}}&lt;br /&gt;
&lt;br /&gt;
Waggle set to add.  Customize the mana and cambrinth values to your skill level:&lt;br /&gt;
&lt;br /&gt;
 waggle_sets:&lt;br /&gt;
   rezz:&lt;br /&gt;
     Resurrection:&lt;br /&gt;
       abbrev: rezz&lt;br /&gt;
       mana: 17&lt;br /&gt;
     Rejuvenation:&lt;br /&gt;
       abbrev: rejuv&lt;br /&gt;
       mana: 10&lt;br /&gt;
       cambrinth:&lt;br /&gt;
       - 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== roomnumbers ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look.&lt;br /&gt;
|usage=&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;[Whistling Wood, Barrows]                                                                                                                          &lt;br /&gt;
A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees.  Barren of all but the hardiest of grasses, the mound has several small&lt;br /&gt;
holes in its side.  You also see an Adan&#039;f blood warrior, a chipped and weather-beaten sign, an Adan&#039;f blood warrior and an Adan&#039;f blood warrior.&lt;br /&gt;
Obvious paths: southeast, southwest, northwest.&lt;br /&gt;
Room Number: 9471&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== safe-room ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room&lt;br /&gt;
|usage= Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;How to determine your health threshold&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage&lt;br /&gt;
&lt;br /&gt;
1. insignificant&amp;lt;br&amp;gt;&lt;br /&gt;
2. negligible&amp;lt;br&amp;gt;&lt;br /&gt;
3. minor&amp;lt;br&amp;gt;&lt;br /&gt;
4. harmful (bleeding wounds)&amp;lt;br&amp;gt;&lt;br /&gt;
5. damaging&amp;lt;br&amp;gt;&lt;br /&gt;
6. severe&amp;lt;br&amp;gt;&lt;br /&gt;
7. devastating&amp;lt;br&amp;gt;&lt;br /&gt;
8. useless&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; yaml setting.&lt;br /&gt;
If yes, it gets you healed.&lt;br /&gt;
If no, it skips healing.&lt;br /&gt;
&lt;br /&gt;
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, &amp;quot;some minor abrasions to the head&amp;quot; are considered &#039;&#039;insignificant&#039;&#039; and &amp;quot;cuts and bruises about the head&amp;quot; are considered &#039;&#039;minor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.&lt;br /&gt;
&lt;br /&gt;
would be grouped out to be:&lt;br /&gt;
&lt;br /&gt;
 1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3&lt;br /&gt;
 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4&lt;br /&gt;
 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18&lt;br /&gt;
 4. harmful x 0 = 0&lt;br /&gt;
 5. damaging x 0 = 0&lt;br /&gt;
 6. severe x 0 = 0&lt;br /&gt;
 7. devastating x 0 = 0&lt;br /&gt;
 8. useless x 0 = 0&lt;br /&gt;
&lt;br /&gt;
The grand total of all those groupings is compared to your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; setting. In this example, the grand total is 3 + 4 + 18 = 25.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=safe_room_tip_threshold|desc=Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.}}^{{Lich setting|name=safe_room_id|desc=Id of room for player empath healer or item exchanges.}}^{{Lich setting|name=saferoom_health_threshold|desc=Skips saferoom healing unless the &#039;force&#039; argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level^2 * number of wounds at that level).}}^{{Lich setting|name=safe_room_empath|desc=Name of PC empath healer.}}^{{Lich setting|name=safe_room_empaths|desc=A list of PC empaths with their name and room ID}}^{{Lich setting|name=safe_room_tip_amount|desc=Amount in coppers to donate player empath.}}^{{Lich setting|name=safe_room|desc=Id of room to heal self at as empath.}}^{{Lich setting|name=safe_room_give|desc=List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don&#039;t use for anything valuable.}}^{{Lich setting|name=safe_room_take|desc=List of nouns to pick up in safe_room_id.}}^{{Lich setting|name=force_healer_town|desc=Override your hometown: setting to use an auto empath in a different town.}}^{{Lich setting|name=heal_with_divine_charm|desc=true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=healme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sanowret-crystal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background, gazing or exhaling your sanowret crystal to train [[Arcana]]. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.&lt;br /&gt;
|usage=This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.&lt;br /&gt;
&lt;br /&gt;
Run once on-demand: &amp;lt;code&amp;gt;;sanowret-crystal run=true&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run in the background: &amp;lt;code&amp;gt;;sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auto start: &amp;lt;code&amp;gt;;autostart add sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=run|desc=If present, only run the script once (instead of in passive mode).}}&lt;br /&gt;
|settings=In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don&#039;t want the script to run, such as when burgling or in a room that prevents magical device usage.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sanowret_adjective: sanowret&lt;br /&gt;
    sanowret_no_use_scripts: # Don&#039;t try to use crystal while these scripts are active.&lt;br /&gt;
    - sew&lt;br /&gt;
    - carve&lt;br /&gt;
    - tinker&lt;br /&gt;
    - forge&lt;br /&gt;
    - remedy&lt;br /&gt;
    - shape&lt;br /&gt;
    - enchant&lt;br /&gt;
    - outdoorsmanship&lt;br /&gt;
    - combat-trainer&lt;br /&gt;
    - buff&lt;br /&gt;
    - burgle&lt;br /&gt;
    - go2&lt;br /&gt;
    sanowret_no_use_rooms: # Don&#039;t try to use crystal while in these rooms.&lt;br /&gt;
    - Carousel Chamber     # Room with vault&lt;br /&gt;
    - Carousel Booth       # Room just before vault&lt;br /&gt;
    - 1900                 # You can specify room ids, too (Crossing bank window)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== schedule ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts (via &#039;&#039;&#039;multi&#039;&#039;&#039; script) if at least N minutes have elapsed since the last time they were done.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2. Whatever you can do with &#039;&#039;&#039;multi&#039;&#039;&#039;, you can do with &#039;&#039;&#039;schedule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;schedule [timer-label], [timer-interval], [arguments for multi script]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This does the same as the above example but only if 5 minutes have elapsed since the last time this ran.&lt;br /&gt;
;schedule aerobics, 5, 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This configures crossing-repair to not run more often than every 2 hours&lt;br /&gt;
training_list:&lt;br /&gt;
- skill:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  ...&lt;br /&gt;
  start: 10&lt;br /&gt;
  scripts:&lt;br /&gt;
  - schedule repairs, 120, 1, :crossing-repair&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== scroll-search ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.&lt;br /&gt;
|usage= Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml&lt;br /&gt;
|args={{Lich setting|name=search &amp;lt;container&amp;gt;|desc=Searches the given container}}^{{Lich setting|name=display|desc=Displays the scrolls in all searched containers. Must have already searched or the list will be empty!}}&lt;br /&gt;
|settings={{Lich setting|name=scroll_nouns|desc=List of scroll nouns to search container for.}}&lt;br /&gt;
|uservars={{Lich setting|name=owned_scrolls|desc=Hashset of the scroll name and the container it resides in.}}^{{Lich setting|name=scroll_counter|desc=Global counter for the amount of scrolls owned.}}^{{Lich setting|name=scroll_search_debug|desc=Turns on debug messaging for scroll-search.lic script.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-loot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).&lt;br /&gt;
|usage= Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot&amp;lt;/code&amp;gt; # Uses the default: keeps 3 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 12&amp;lt;/code&amp;gt; # Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 4 g&amp;lt;/code&amp;gt; # Uses two arguments: keeps 4 gold&lt;br /&gt;
|args={{Lich setting|name=Withdraw|desc=Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.}}&lt;br /&gt;
|settings={{Lich setting|name=sell_loot_money_on_hand|desc=Same as the Withdraw argument, overridden by the argument if both exist.}}^{{Lich setting|name=sell_loot_pouch|desc=Set true to sell any gems in a worn pouch.}}^{{Lich setting|name=sell_loot_bundle|desc=Set to true to sell a worn bundle.}}^{{Lich setting|name=sell_loot_metals_and_stones|desc=Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).}}^{{Lich setting|name=sell_loot_metals_and_stones_container|desc=The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.}}^{{Lich setting|name=sell_loot_ignored_metals_and_stones|desc=List of metal or stone nuggets and bars NOT to sell.}}^{{Lich setting|name=sell_loot_traps|desc=Sell harvested traps from boxes that are in your &#039;component_container&#039;.}}^{{Lich setting|name=spare_gem_pouch_container|desc=The container to store a spare gem pouch in, should NOT be the container a pouch stows to.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.}}^{{Lich setting|name=sell_loot_skip_bank|desc=If true, skip bank parts of the script (currency exchange, deposit, withdrawal).}}^{{Lich setting|name=sell_loot_skip_exchange|desc=If true, skip currency exchange.}}^{{Lich setting|name=bankbot_name|desc=The name of the bankbot with whom you would like to deposit coin.}}^{{Lich setting|name=bankbot_deposit_threshold|desc=An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.}}^{{Lich setting|name=bankbot_room_id|desc=The room ID of the bankbot.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-pouches ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Sell gem pouches for trading experience&lt;br /&gt;
|usage=This script is called by crossing-training when you have &#039;Trading&#039; listed as a training skill and &#039;sell_pouches_for_trading&#039; set to true. You can also call it to sell a pouch.&lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=Your hometown. This is used to determine which gemshop you will sell your pouches to}}^{{Lich setting|name=sale_pouches_container|desc=Container where your pouches for sale are stored}}^{{Lich setting|name=waggle_set named &#039;sell-pouches&#039;|desc=Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== setupaliases ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adds a useful selection of aliases to the global list:&lt;br /&gt;
|usage=&lt;br /&gt;
* &amp;lt;code&amp;gt;as&amp;lt;/code&amp;gt; - accepts a trade offer and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;gs&amp;lt;/code&amp;gt; - gets the given item and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;cc&amp;lt;/code&amp;gt; - runs ;circlecheck to show your leveling status. it can take args, like cc 200&lt;br /&gt;
* &amp;lt;code&amp;gt;ct&amp;lt;/code&amp;gt; - toggles crossing-training on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;tm&amp;lt;/code&amp;gt; - toggles training-manager on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;fr&amp;lt;/code&amp;gt; - find room, searches for a room description matching provided text&lt;br /&gt;
* &amp;lt;code&amp;gt;ids&amp;lt;/code&amp;gt; - echos the current mapped connections from the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lr&amp;lt;/code&amp;gt; - echos the full data of the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lfr&amp;lt;/code&amp;gt; - echos the full data of the room a remote room number, pass the number to it&lt;br /&gt;
* &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; - shows all items in the current room you are in that are stealable that are not in base-stealing&lt;br /&gt;
* &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; - these work as a pair, for recording room numbers (like setting up a hunting area); run &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; to start, then &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; in each room you want to record&lt;br /&gt;
* &amp;lt;code&amp;gt;hz&amp;lt;/code&amp;gt; - list all hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;ez&amp;lt;/code&amp;gt; - list all escort hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;fz&amp;lt;/code&amp;gt; - search hunting zones and get room numbers, e.g. &amp;lt;code&amp;gt;fz wark&amp;lt;/code&amp;gt; returns a list of room numbers for warklins&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sew ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== skill-recorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== slackbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.&lt;br /&gt;
|usage= This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=slack_username|desc=Your Slack username. It should be all lowercase.}}&lt;br /&gt;
|uservars={{Lich setting|name=slack_token|desc=The token used to authenticate to a Slack team.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smartlisten ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=If someone teaches you an approved class you&#039;ll start listening.&lt;br /&gt;
|usage=The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smarttransfer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=safely transfer wounds from the target, avoiding useless injuries in fatal areas&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=bleed|desc=If present, leave external bleeders.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smash-pumpkins ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Smelt the contents of a crucible. Assumes that material has already been placed into the crucible.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt-deeds ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=combines deeds of like metals to save inventory space&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smith ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smoke ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=smokes an item&lt;br /&gt;
|usage=&lt;br /&gt;
You can run the script two ways, one from command line and the other from a YAML.&lt;br /&gt;
&lt;br /&gt;
Command line: &lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also run it from a YAML setting:&lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;cigar noun&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args=Command Line:&lt;br /&gt;
  &lt;br /&gt;
 &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
YAML:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;cigar noun&amp;gt; (When running from YAML)&lt;br /&gt;
&lt;br /&gt;
|settings=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  smoke:&lt;br /&gt;
    cigar_container: humidor&lt;br /&gt;
    smoke_image:&lt;br /&gt;
    lighter:&lt;br /&gt;
      type: flint&lt;br /&gt;
      container: humidor&lt;br /&gt;
      blade: dagger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorcery ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sort-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls [container]&amp;lt;/code&amp;gt; Script will search container specified for scrolls.^&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls find [spell]&amp;lt;/code&amp;gt; Script will try to find a scroll matching the spell specified and remove a copy if one exists.  You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.&lt;br /&gt;
&lt;br /&gt;
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names.&lt;br /&gt;
They should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Bard&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Cleric&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Empath&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Moon Mage&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Necromancer&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Paladin&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Ranger&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Trader&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Warrior Mage&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Extras&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Extras&amp;quot; case is for overflow if any of the other cases get full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;scroll_sorter:&lt;br /&gt;
    stacker: scroll folio&lt;br /&gt;
    stacker_container: haversack&lt;br /&gt;
    scroll_nouns: [&#039;cerulean scroll&#039;, &#039;glittery-pink scroll&#039;, &#039;silver-stippled scroll&#039;, &#039;gold-stippled scroll&#039;]&lt;br /&gt;
    close_container: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stacker|desc=The noun or adjective and noun of the case type you&#039;re using.}}^&lt;br /&gt;
{{Lich setting|name=stacker_container|desc=Where you have your cases stored.  The script will put them back there as well. If you don&#039;t specify this setting, it will use default_container: instead.}}^&lt;br /&gt;
{{Lich setting|name=scroll_nouns|desc=Specify any custom scroll types that come from different cases and also from custom papers you can use.}}^&lt;br /&gt;
{{Lich setting|name=close_container|desc=Closes the stacker container when the script ends if this is true.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== spin ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stabbity ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It&#039;s useful in invasions and events.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without a mode specified  (e.g. &amp;lt;code&amp;gt;;stabbity&amp;lt;/code&amp;gt;), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;stabbity:&lt;br /&gt;
  eliminate: true&lt;br /&gt;
  weapons:&lt;br /&gt;
    preferred: glaes pasabas&lt;br /&gt;
    alternate: judge&#039;s gavel&lt;br /&gt;
    thrown: throwing club&lt;br /&gt;
  use_alternate_on:&lt;br /&gt;
    - archer&lt;br /&gt;
    - soldier&lt;br /&gt;
    - dryad&lt;br /&gt;
    - oshu&lt;br /&gt;
    - frostweaver&lt;br /&gt;
    - guardian&lt;br /&gt;
  use_thrown_on:&lt;br /&gt;
    - hawk&lt;br /&gt;
    - gryphon&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=mode|desc=Optional, can be one of:^&lt;br /&gt;
* &#039;&#039;equip&#039;&#039;: Wields your preferred weapon.^&lt;br /&gt;
* &#039;&#039;cleanup&#039;&#039;: Sheathes your preferred weapon.^&lt;br /&gt;
* &#039;&#039;single&#039;&#039;: Kills all mobs in the current room and exits. Does not wait for mob to arrive.^&lt;br /&gt;
* &#039;&#039;arena&#039;&#039;: Used to run the Dusk Ruin arena.}}^&lt;br /&gt;
{{Lich setting|name=noloot|desc=Do not loot mobs when killed.}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stabbity:eliminate|desc=True/False.  Only used during arena.  Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. &#039;&#039;&#039;Only include if you are a thief with khri eliminate.&#039;&#039;&#039;}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:preferred|desc=The name of the weapon you wish to backstab with.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:alternate|desc=The name of the weapon you wish to use for mobs defined in use_alternate_on.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:thrown|desc=The name of the weapon you wish to use for mobs defined in use_thrown_on.  If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_alternate_on|desc=List of mobs on which to use your alternate weapon.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_thrown_on|desc=List of mobs on which to use your thrown weapon.}}&lt;br /&gt;
|uservars={{Lich setting|name=stabbity_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stack-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Scroll stacker manager script that stores and retrieves scrolls using stackers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== status-monitor ==&lt;br /&gt;
&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.&lt;br /&gt;
|usage=Trust status monitor then run it. &lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== steal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=hide_to_steal|desc=set to false if you do not wish to hide to steal.}}^{{Lich setting|name=bin_stolen|desc=set to true for Thieves who wish to bin stolen goods.}}^{{Lich setting|name=stealing_bag|desc=storage bag for stolen goods if bin_stolen: true}}^{{Lich setting|name=slow_bin_speed|desc=set to true to bin items slower.  Resolves type-ahead issue for Genie users.}}^{{Lich setting|name=steal_past_mindlock|desc=set to true if you wish to continue stealing after Thievery is locked.}}^{{Lich setting|name=dont_steal_list|desc=list items by id# identified in &#039;&#039;&#039;base-stealing.yaml&#039;&#039;&#039; to skip these items when stealing.}}^{{Lich setting|name=stealing_buffs|desc=list of buffs to use before starting stealing run.}}^{{Lich setting|name=stealing_high_acceptable_count|desc=.}}^{{Lich setting|name=stealing_low_acceptable_count|desc=.}}^{{Lich setting|name=npc_stealing_attempt_count|desc=Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)}}^{{Lich setting|name=stealing_options|desc=list of stealable items in base-stealing.yaml}}^&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== study-art ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.&lt;br /&gt;
|usage=Just run it. e.g. &amp;lt;code&amp;gt;;study-art&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== summoning ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. [[Warrior Mages]] must have already {{com|align}}ed to an element.&lt;br /&gt;
|settings={{Lich setting|name=summoning_target_increment|desc=The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tarantula ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.&lt;br /&gt;
|usage=Run &amp;lt;code&amp;gt;;tarantula&amp;lt;/code&amp;gt; after adjusting YAML settings as desired.  Can be added to startup.  The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you&#039;re in combat or not.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=tarantula_startup_delay|desc=Number of seconds to wait after first starting before it will eat skills.  Useful when tarantula is added to autostarts, so that it doesn&#039;t eat skills on first login, before login drain.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_noun|desc=Change if you&#039;ve had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_debug|desc=Set true if you wish to see debug messages}}^&lt;br /&gt;
{{Lich setting|name=tarantula_excluded_skills|desc=A list of skills never to sacrifice to the tarantula.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_no_use_scripts|desc=A list of scripts defined by you, during which the tarantula will not activate.}}^&lt;br /&gt;
{{Lich setting|name=tarantula|desc=A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running.  These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in &amp;lt;code&amp;gt;tarantula_excluded_skills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tarantula:&lt;br /&gt;
  Armor:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Chain Armor&lt;br /&gt;
    - Brigandine&lt;br /&gt;
    - Plate Armor&lt;br /&gt;
    - Light Armor&lt;br /&gt;
    - Defending&lt;br /&gt;
  Weapon:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Melee Mastery&lt;br /&gt;
    - Missile Mastery&lt;br /&gt;
  Magic:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Utility&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Lunar Magic&lt;br /&gt;
    - Warding&lt;br /&gt;
    - Augmentation&lt;br /&gt;
    - Utility&lt;br /&gt;
  Survival:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Evasion&lt;br /&gt;
    - Skinning&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Outdoorsmanship&lt;br /&gt;
  Lore:&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Appraisal&lt;br /&gt;
    - Performance&lt;br /&gt;
    - Scholarship&lt;br /&gt;
&lt;br /&gt;
An example of exclusions added to a yaml:&lt;br /&gt;
&lt;br /&gt;
tarantula_excluded_skills:&lt;br /&gt;
  - Large Edged&lt;br /&gt;
  - Brawling&lt;br /&gt;
  - Evasion&lt;br /&gt;
  - Parry&lt;br /&gt;
  - Shield&lt;br /&gt;
  - Athletics&lt;br /&gt;
  - Crossbow&lt;br /&gt;
  - Slings&lt;br /&gt;
  - Light Thrown&lt;br /&gt;
  - Bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}^&lt;br /&gt;
|uservars={{Lich setting|name=tarantula_last_use|desc=The last time the tarantula was sacrificed to.}}^{{Lich setting|name=tarantula_last_skillset|desc=The last sphere sacrificed to, since the tarantula can&#039;t be used on the same sphere twice in a row.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for self. On start, checks {{com|health}} for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=train|desc=If present, unwrap and rebind wounds for optimum learning.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendother ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=player|desc=Name of the player to tend.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== textsubs ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).&lt;br /&gt;
|usage=&lt;br /&gt;
Example of adding a sub: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;TextSubs.add(&#039;^(\s+)no (puncture|slice|impact|fire|cold|electric) damage&#039;,&#039;\1no (0/27) \2 damage&#039;)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clear out all stored subs with &amp;lt;code&amp;gt;TextSubs.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== theurgy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=train theurgy by working up devotion and doing communes&lt;br /&gt;
|usage= Recommended - Eluned (holy water)&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=theurgy_supply_container|desc=Container for storing wine, flint, and incense.}}^{{Lich setting|name=water_holder|desc=Vessel that you store holy water in.}}^{{Lich setting|name=flint_lighter|desc=Blade for lighting flint.}}^{{Lich setting|name=immortal_aspect|desc=for bead carving/meditation (must be aspect of god you last got a favor from).}}^{{Lich setting|name=theurgy_prayer_mat_room|desc=Room in which to use your prayer mat. Requires an object defined with an `id: roomid` format, ex.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
theurgy_prayer_mat_room:&lt;br /&gt;
 id: 1234&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== titlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks for new titles since the last time you ran the script.&lt;br /&gt;
|usage=Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.&lt;br /&gt;
|args=title_set&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=titles&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Do caravan trading in Zoluren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== train ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Train the given attributes. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):&lt;br /&gt;
* &amp;lt;code&amp;gt;;train&amp;lt;/code&amp;gt; &lt;br /&gt;
No arguments: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train st&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;quot;st&amp;quot; is ambiguious between stamina and strength: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train sta w2&amp;lt;/code&amp;gt;&lt;br /&gt;
Trains stamina once and wisdom twice&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== training-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= High level script for managing combat and non combat training&lt;br /&gt;
|usage= Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true will cause it to focus on combat training at the expense of out of combat.}}^{{Lich setting|name=training_manager_priority_skills|desc=List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.}}^{{Lich setting|name=training_manager_town_duration|desc=Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false}}^{{Lich setting|name=mine_while_training|desc=Set to true will cause town training to start with a mining loop.}}^{{Lich setting|name=favor_goal|desc=Number of favors to work towards, if this is set will work on favors while training.}}^{{Lich setting|name=favor_god|desc=Desired immortal to request favor orb for Must be set for favor gathering to work properly.}}^{{Lich setting|name=repair_timer|desc=Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.}}^{{Lich setting|name=repair_withdrawal_amount|desc=Amount of currency to withdrawal for each repair. Default amount is 10,000.}}^{{Lich setting|name=skip_repair|desc=True/false setting. Use true to skip all crossing-repair functionality. Default is false.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=mining-buddy,sell-loot,hunting-buddy,crossing-training,safe-room,crossing-repair&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== transfer-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Transfer all items from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items backpack haversack&lt;br /&gt;
&lt;br /&gt;
* Transfer only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
  ;transfer-items backpack quiver arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=If specified, only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== truffenyi-commune-quest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== validate ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks character yamls for common mistakes.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== vanity-pet ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Some [[vanity pet|vanity pets]], like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before [[Breaking_and_Entering|burgling]] so that they aren&#039;t lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).&lt;br /&gt;
|usage=Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you. &lt;br /&gt;
|args=&lt;br /&gt;
&lt;br /&gt;
* Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  vanity-pet pet_action pet_name pet_container [debug]&lt;br /&gt;
&lt;br /&gt;
   pet_action     STOW or DROP to either stow your pet in their container or drop them to the ground. &lt;br /&gt;
&lt;br /&gt;
   pet_name       Name of your pet. &lt;br /&gt;
&lt;br /&gt;
   pet_container  Container for your pet. &lt;br /&gt;
&lt;br /&gt;
   debug          Enable debug output &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drop Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog from my woven.sack&lt;br /&gt;
&lt;br /&gt;
You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;drop my farm.hog&lt;br /&gt;
&lt;br /&gt;
You set the farm hog on the ground.  It trots around you in a circle, happily oinking.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Stow Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet stow farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog&lt;br /&gt;
&lt;br /&gt;
You scoop the farm hog up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;put my farm.hog in my woven.sack&lt;br /&gt;
&lt;br /&gt;
You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
&lt;br /&gt;
Hook into hunting-buddy:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hunting_info:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hook into burgle:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Designed for use with the &#039;&#039;&#039;multi&#039;&#039;&#039; script to pause N seconds between commands.&lt;br /&gt;
|usage=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Runs &#039;somescript&#039; 20 times with a 100 second interval between each run.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 20,:wait 100,:somescript&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== walkingastro ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.&lt;br /&gt;
|usage=On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.&lt;br /&gt;
&lt;br /&gt;
Note, walkingastro will wait and not fire while the following scripts are running: &#039;steal&#039;, &#039;combat-trainer&#039;, &#039;pick&#039;, &#039;craft&#039;, &#039;shape&#039;, &#039;sew&#039;,&#039;bescort&#039;, &#039;remedy&#039;, &#039;forge&#039;, &#039;carve&#039;, &#039;performance&#039;, &#039;theurgy&#039;, &#039;hlctheurgy&#039;, &#039;astrology&#039;, &#039;astrology2&#039;, &#039;study-art&#039;, &#039;mech-lore&#039;, &#039;first-aid&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up. &lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you add PG to your list of in/out of combat buff spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wand-watcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Activates wands automatically based on cooldown timer&lt;br /&gt;
|usage=Best added to character autostart.&lt;br /&gt;
&lt;br /&gt;
You need to be intelligent about how cooldown / count interact.  If you only have 1 and the cooldown is 60 minutes, don&#039;t set a value less than 60 minutes.&lt;br /&gt;
&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wands:&lt;br /&gt;
  # magic wand:                     #Adj + Noun of the wand.  Must be unique  [Mandatory]&lt;br /&gt;
  #   activation message: Foo Bar   #Spell activation message                 [Mandatory]&lt;br /&gt;
  #   activate verb: tap            #Verb used to activate the wand           [Optional - defaults to &#039;tap&#039;]&lt;br /&gt;
  #   container: backpack           #Container where the wand(s) are stored   [Mandatory]&lt;br /&gt;
  #   cooldown: 32                  #minutes between activation attempts      [Optional - defaults to 30]&lt;br /&gt;
  #   count: 2                      #number of wands you have                 [Optional - defaults to 2]&lt;br /&gt;
  bloodwood branch:&lt;br /&gt;
    activation message: The world around you seems to slow as the spell grips your mind.&lt;br /&gt;
    activate verb: tap&lt;br /&gt;
    container: rucksack&lt;br /&gt;
    cooldown: 32&lt;br /&gt;
    count: 2&lt;br /&gt;
  ironwood wand:&lt;br /&gt;
    activation message: A glistening net of coiling tendrils interlaces itself across your muscles&lt;br /&gt;
    activate verb: rub&lt;br /&gt;
    container: haversack&lt;br /&gt;
    cooldown: 34&lt;br /&gt;
    count: 2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while these scripts are running.&lt;br /&gt;
wand_watcher_no_use_scripts:&lt;br /&gt;
  - burgle&lt;br /&gt;
  - go2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title.&lt;br /&gt;
wand_watcher_no_use_rooms:&lt;br /&gt;
  - 1900                                          # Crossing bank teller - included with regex below but shown for example&lt;br /&gt;
  - Knife Clan, Triage                            # Dokt - silenced room&lt;br /&gt;
  - !ruby/regexp &#039;/^(?:First )?Provincial Bank,/&#039; # Crossing Bank - mapped, but 1 regex- -&amp;gt; 3 rooms&lt;br /&gt;
  - !ruby/regexp &#039;/Carousel (?:Booth|r)$/&#039;        # Vaults - unmapped silenced / nomagic&lt;br /&gt;
&lt;br /&gt;
# Wait n seconds on startup before doing anything [Optional - defaults to 10 s]&lt;br /&gt;
wand_watcher_startup_delay: 10  &lt;br /&gt;
# Wait n seconds between checks for reusing wands [Optional - defaults to 60 s]&lt;br /&gt;
wand_watcher_passive_delay: 60  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=See example for explanation.&lt;br /&gt;
|uservars={{Lich setting|name=wand_watcher_timers|desc=Persistent storage for next use time for all wands.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== weave-cloth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== workorders ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=completes a workorder for the given discipline.  Supplemental information: https://github.com/rpherbig/dr-scripts/wiki/Crafting-Setup&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of workorder to do, blacksmithing, tailoring, shaping.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=Bag that materials, tools, and books are stored in.}}^{{Lich setting|name=workorder_diff|desc=difficulty of workorder to request.}}^{{Lich setting|name=crafting_recipes|desc=List of crafting recipes in base-crafting.yaml.}}^{{Lich setting|name=forging_tools|desc=List of tools used in forging.}}^{{Lich setting|name=forging_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=forging_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=forging_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=knitting_tools|desc=List of tools used in knitting.}}^{{Lich setting|name=outfitting_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=outfitting_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=outfitting_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=shaping_tools|desc=List of tools used in shaping.}}^{{Lich setting|name=engineering_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=engineering_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=engineering_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=carving_tools|desc=List of tools used in carving.}}^{{Lich setting|name=workorder_min_items|desc=Minimum number of items in the workorder required to accept.}}^{{Lich setting|name=workorder_max_items|desc=Maximum number of items in the workorder required to accept.}}^{{Lich setting|name=workorders_repair|desc= Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.}}&lt;br /&gt;
workorders_repair: true&lt;br /&gt;
&lt;br /&gt;
#CARAVAN SETTINGS&lt;br /&gt;
# container holding caravan contracts for ;trade&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=smith, shape, sew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Lich scripts}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576319</id>
		<title>Lich script repository</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576319"/>
		<updated>2021-11-29T01:44:07Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* setupaliases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
This page documents the collection of scripts that are available from an external repository located at [https://github.com/rpherbig/dr-scripts https://github.com/rpherbig/dr-scripts], and not through the in-game &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; functionality.&lt;br /&gt;
&lt;br /&gt;
== Setup and Installation ==&lt;br /&gt;
In the DR Lich Discord Server [https://discord.gg/AXhcahpdnN https://discord.gg/AXhcahpdnN]. &lt;br /&gt;
Go to the #Installation Channel, in this channel click on &#039;&#039;&#039;pinned messages&#039;&#039;&#039; (the thumbtack on the top right). &lt;br /&gt;
It will provide you with an All-In-One-Installer, updated maps, and dependencies.&lt;br /&gt;
&lt;br /&gt;
For script-specific documentation, see the appropriate section, below. For YAML documentation, see [https://github.com/rpherbig/dr-scripts/wiki/Introduction-to-Character-Settings Introduction-to-Character-Settings].&lt;br /&gt;
&lt;br /&gt;
If you have some feedback or suggestions, please contact us in-game (Sheltim or Etreu) or [https://github.com/rpherbig/dr-scripts/issues open an issue on GitHub]. We look forward to hearing from you!&lt;br /&gt;
&lt;br /&gt;
= Introduction to Character Settings = &lt;br /&gt;
Character settings are read from a YAML file.&lt;br /&gt;
&lt;br /&gt;
== What is YAML? == &lt;br /&gt;
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain&#039;t Markup Language (the name references itself as a kind of computer science joke). It&#039;s got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:&lt;br /&gt;
&lt;br /&gt;
Indentation matters. Use two spaces for each level of indentation.&lt;br /&gt;
&lt;br /&gt;
If you see a line like &amp;lt;code&amp;gt;train_with_spells: true&amp;lt;/code&amp;gt;, that means that the &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; setting is being assigned a value of &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. This may also be referred to as a hash in which &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; is mapped to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Values can be true/false, numbers, text, hashes, or lists (see below).&lt;br /&gt;
&lt;br /&gt;
A list (or array) is a series of values. For example, this creates a list named &amp;lt;code&amp;gt;loot_additions&amp;lt;/code&amp;gt; of item nouns that you want to loot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loot_additions:&lt;br /&gt;
- card&lt;br /&gt;
- dira&lt;br /&gt;
- bolt&lt;br /&gt;
- arrow&lt;br /&gt;
- stone&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comment is any line that starts with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, it&#039;ll make more sense if you go look at a YAML file. Try taking a look at [https://github.com/rpherbig/dr-scripts/tree/master/profiles some of these.]&lt;br /&gt;
&lt;br /&gt;
== Loading YAML Files ==&lt;br /&gt;
YAML files are loaded in a predefined order. &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; is loaded first, then &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt;. If any arguments are given to a script (for example, &amp;lt;code&amp;gt;;combat-trainer BacktrainWeapons&amp;lt;/code&amp;gt;), then &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt; will be loaded last.&lt;br /&gt;
&lt;br /&gt;
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define &amp;lt;code&amp;gt;dance_threshold&amp;lt;/code&amp;gt; to be 1 in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; and then redefine it to be 0 in &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; provides defaults for many (but not all) of the settings. You should never modify &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; directly; instead override settings in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;YourCharacterName-SomethingElse.yaml&amp;lt;/code&amp;gt;. If you think something should be changed in &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt;, please contact us in-game or open a [https://github.com/rpherbig/dr-scripts/pulls pull request]. We welcome all feedback and suggestions.&lt;br /&gt;
&lt;br /&gt;
== Debugging YAML files ==&lt;br /&gt;
Its helpful to use a YAML parser for diagnosing issues.&lt;br /&gt;
http://yaml-online-parser.appspot.com/&lt;br /&gt;
&lt;br /&gt;
= Autostart =&lt;br /&gt;
There are &#039;&#039;&#039;two&#039;&#039;&#039; autostart scripts. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;autostart&amp;lt;/code&amp;gt; is part of core &#039;&#039;&#039;lich&#039;&#039;&#039;.  It should only be used for scripts that are also a part of core lich.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;e autostart&amp;lt;/code&amp;gt; is part of &#039;&#039;&#039;dependency&#039;&#039;&#039;, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there. &lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;dependency&#039;&#039; autostart (the second one) for any script on this page. This means you should use &amp;lt;code&amp;gt;;e autostart &#039;scriptname&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;e autostart(&#039;scriptname&#039;)&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;;autostart add scriptname&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If any of the scripts on this page are in &amp;lt;code&amp;gt;;autostart list&amp;lt;/code&amp;gt;, you should remove them. Try the command &amp;lt;code&amp;gt;;autostart help&amp;lt;/code&amp;gt; if you need help.&lt;br /&gt;
&lt;br /&gt;
== Add an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e autostart(&#039;script-name&#039;) will start the script called &#039;script-name&#039; for all of your characters&lt;br /&gt;
;e autostart &#039;script-name&#039;&lt;br /&gt;
;e autostart(&#039;script-name&#039;, false) will start the script for only this character&lt;br /&gt;
;e autostart &#039;script-name&#039;, false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Parenthesis do not matter&lt;br /&gt;
== List autostart scripts ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e echo(list_autostarts) will show you the files being autostarted on a given character&lt;br /&gt;
;e echo list_autostarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remove an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e stop_autostart(&#039;script-name&#039;) will remove an autostarted file from the list&lt;br /&gt;
;e stop_autostart &#039;script-name&#039; parenthesis do not matter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scripts =&lt;br /&gt;
== accept-sell ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.&lt;br /&gt;
|usage= Call the script when you have empty hands and an outstanding trade offer.&lt;br /&gt;
|args={{Lich setting|name=skip|desc=Don&#039;t appraise and send profit summary to seller, faster for multiple pouches/bundles.}}^{{Lich setting|name=buy|desc=Pay for the pouch out of your own money and keep it.}}^{{Lich setting|name=dump|desc=Dump item after sale.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== addroom ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.&lt;br /&gt;
|usage=&lt;br /&gt;
To use this script send it an ordered set of directions to map. If you don&#039;t provide a direction no mapping will be provided.&lt;br /&gt;
&lt;br /&gt;
For example, to add a Y branch to the north:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;north, northeast, southwest, northwest, southeast, south&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add a store:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;go shop, out&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The travel delay defaults to 0.2.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=add_room_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== afk ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=health_threshold|desc=Threshold at which you will exit (the same threshold is used for health and spirit)}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== almanac ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== appraisal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the Appraisal skill by appraising your gear, zills, bundles, gem pouches, and studying the art in the Crossing art gallery. Use the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; setting to specify a training regimen.&lt;br /&gt;
|usage=Define the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; list in your settings file. It will train in the order listed.&lt;br /&gt;
* Example Settings&lt;br /&gt;
&amp;lt;pre&amp;gt;appraisal_training:&lt;br /&gt;
- gear&lt;br /&gt;
- zills&lt;br /&gt;
- art&lt;br /&gt;
- bundle&lt;br /&gt;
- pouches&lt;br /&gt;
full_pouch_container: backpack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; setting appraises everything listed in &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; (where your armor and weapons are listed). &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt; setting appraises zills up to 250 appraisal ranks; after that you will get a warning to remove zills from your training list. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt; setting runs the study-art script which appraises art in the Crossing art gallery. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt; setting appraises a worn bundle quick.&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt; setting appraises gem pouches stored in the container you list as &amp;lt;code&amp;gt;full_pouch_container&amp;lt;/code&amp;gt;. Up to eleven gem pouches can be appraised. This has been updated to also appraise your worn gem pouch if &amp;lt;code&amp;gt;gem_pouch_adjective&amp;lt;/code&amp;gt; is defined, making the total pouches appraised twelve.&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=appraisal_training|desc=List of training options. Valid options are &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt;}}^{{Lich setting|name=full_gem_pouch_container|desc=The container where you store gem pouches for appraisal. This should not be the same container where you store empty ones}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=study-art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== arrows ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, arrowheads, and arrows all in one script. &lt;br /&gt;
Syntax: ;arrows type lumber tools&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;arrows drake-fang maple&lt;br /&gt;
 ;arrows drake-fang balsa yes&lt;br /&gt;
 ;arrows continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== astrology ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.&lt;br /&gt;
|usage=Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
astrology_training:&lt;br /&gt;
- ways&lt;br /&gt;
- observe&lt;br /&gt;
- rtr&lt;br /&gt;
- weather&lt;br /&gt;
- events&lt;br /&gt;
- moons&lt;br /&gt;
astral_plane_training:&lt;br /&gt;
  train_destination: crossing &lt;br /&gt;
  train_source: shard&lt;br /&gt;
&lt;br /&gt;
have_telescope: true&lt;br /&gt;
#Choose one, container or tie&lt;br /&gt;
telescope_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tie:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container, tied, or worn&lt;br /&gt;
divination_tool:&lt;br /&gt;
  name:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
  worn:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container or tied&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!!&lt;br /&gt;
&lt;br /&gt;
EXAMPLE YAML IF NOT USING:&lt;br /&gt;
divination_tool:&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=astrology_training|desc=A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed}}^{{Lich setting|name=have_telescope|desc=Set to true to indicate you have a telescope on you and it will be used to observe the heavens.}}^{{Lich setting|name=astral_plane_training|desc=Hash which contains the settings for astral training.}}^{{Lich setting|name=train_destination|desc=indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes}}^{{Lich setting|name=train_source|desc=indicates the shard you wish to return to after arriving at the destination shard, options are the same as in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|uservars={{Lich setting|name=astral_plane_exp_timer|desc=This is set to the current time on your computer once you emerge from the shard indicated in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;. It&#039;s used to check how long its been since you last walked.}}&lt;br /&gt;
|children=bescort&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== athletics ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Athletics training script&lt;br /&gt;
|args={{Lich setting|name=wyvern|desc=Climb wyverns instead of undergondola.}}^{{Lich setting|name=undergondola|desc=Climb undergondola.}}^{{Lich setting|name=xalas|desc=Climb in xalas}}&lt;br /&gt;
|settings={{Lich setting|name=have_climbing_rope|desc=Set this to true to use a magic climbing rope for training. This currently requires zills.}}^{{Lich setting|name=held_athletics_items|desc=A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don&#039;t need to be weapons.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== attunement ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains [[attunement]] via power walking or perceiving in a single room. Empaths can optionally train [[empathy]] via health walking.&lt;br /&gt;
|usage=&lt;br /&gt;
* attunement - &#039;&#039;run with no arguments to power walk&#039;&#039;&lt;br /&gt;
* attunement health - &#039;&#039;run with &#039;health&#039; argument to health walk&#039;&#039; (Empaths only)&lt;br /&gt;
|args=&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
* health - As an Empath, specify this argument to perform a health walk to train empathy and attunement&lt;br /&gt;
|settings=&lt;br /&gt;
&#039;&#039;Example Config&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Town to train attunement in.&lt;br /&gt;
# Most towns have a pre-defined list of rooms in base-towns.yaml.&lt;br /&gt;
hometown: Crossing&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where magic users will visit to&lt;br /&gt;
# train attunement via &#039;perceive&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is ignored for lunar mages and instead they train in their current room.&lt;br /&gt;
# This is useful for power walking near your safe room, such as&lt;br /&gt;
# non-justice areas, which may be preferrable to Necromancers&lt;br /&gt;
# or if your hometown does not have any room data yet.&lt;br /&gt;
attunement_rooms:&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where Empaths will visit to&lt;br /&gt;
# train empathy via &#039;perceive health&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is useful if your hometown does not have any room data yet.&lt;br /&gt;
perceive_health_rooms:&lt;br /&gt;
- 100&lt;br /&gt;
- 200&lt;br /&gt;
- 300&lt;br /&gt;
&lt;br /&gt;
# If true then you will perform the perceive commands&lt;br /&gt;
# in your current room rather than walk to different rooms.&lt;br /&gt;
# This setting is ignored for Lunar mages (Traders and Moon Mages)&lt;br /&gt;
# and is treated as if it were set to true.&lt;br /&gt;
crossing_training_stationary_skills_only: true|false&lt;br /&gt;
&lt;br /&gt;
# The max learning rate of attunement (power walking) or empathy (health walking)&lt;br /&gt;
# at which point the script will exit.&lt;br /&gt;
crossing_training_max_threshold: 30 &lt;br /&gt;
&lt;br /&gt;
# The desired number of mind states to increase by.&lt;br /&gt;
# Respects crossing_training_max_threshold as an upper threshold.&lt;br /&gt;
attunement_target_increment: 17&lt;br /&gt;
&lt;br /&gt;
# The script will cast the spells listed in the &#039;attunement&#039; waggle&lt;br /&gt;
# at the beginning of training.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  attunement:&lt;br /&gt;
    Aura Sight:&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autocontingency ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Moon Mages only.  It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. &amp;lt;code&amp;gt;autocontingency Eteu 798&amp;lt;/code&amp;gt;. Contingency established, you can then go about your business. &lt;br /&gt;
&lt;br /&gt;
The other method is &amp;lt;code&amp;gt;autocontingency invoke&amp;lt;/code&amp;gt;. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.&lt;br /&gt;
|usage= Ensure that a waggle titled `contingency` is present in your YAML. Example below:&lt;br /&gt;
   contingency:&lt;br /&gt;
    Seer&#039;s Sense:&lt;br /&gt;
      abbrev: SEER&lt;br /&gt;
      recast: 2&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
    Contingency:&lt;br /&gt;
      abbrev: CONTINGENCY&lt;br /&gt;
      recast: 1&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 7&lt;br /&gt;
      - 7&lt;br /&gt;
&lt;br /&gt;
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as a &amp;lt;code&amp;gt;before&amp;lt;/code&amp;gt; in a hunt:&lt;br /&gt;
   hunting_info:&lt;br /&gt;
   - :zone:&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     :duration: 30&lt;br /&gt;
     args:&lt;br /&gt;
       - d0&lt;br /&gt;
       - combat&lt;br /&gt;
     before:&lt;br /&gt;
     - go2 798&lt;br /&gt;
     - autocontingency Etreu&lt;br /&gt;
     after:&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     stop_on:&lt;br /&gt;
     - Large Blunt&lt;br /&gt;
     - Large Edged&lt;br /&gt;
     - Small Edged&lt;br /&gt;
     - Staves&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as part of T2&#039;s &amp;lt;code&amp;gt;training_list&amp;lt;/code&amp;gt;:&lt;br /&gt;
   training_list:&lt;br /&gt;
   - skill: &lt;br /&gt;
     - Targeted Magic&lt;br /&gt;
     start: 4&lt;br /&gt;
     scripts:&lt;br /&gt;
     - autocontingency Etreu 798&lt;br /&gt;
     - buff main&lt;br /&gt;
     - hunting-buddy&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     - safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== automap ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Mapping assistance script&lt;br /&gt;
|usage=Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== avtalia ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Traders only.  When run, it watches cambrinth defined in avtalia_array:.  It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.&lt;br /&gt;
|usage= Define a list of cambrinth as below:&lt;br /&gt;
  avtalia_array:&lt;br /&gt;
  - name: cambrinth bracer&lt;br /&gt;
    cap: 32&lt;br /&gt;
  - name: watersilk bag&lt;br /&gt;
    cap: 108&lt;br /&gt;
  - name: cambrinth anklet&lt;br /&gt;
    cap: 12&lt;br /&gt;
  - name: tattered robe&lt;br /&gt;
    cap: 50&lt;br /&gt;
  - name: cambrinth chains&lt;br /&gt;
    cap: 50&lt;br /&gt;
&lt;br /&gt;
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=avtalia_array: defines the array of worn cambrinth.&lt;br /&gt;
|uservars=avtalia&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bankbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Have a character act as a banker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bescort ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.&lt;br /&gt;
|usage= Start this script with no arguments to see a list of supported areas and destinations.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;citizenship&#039;&#039;: Set citizenship to &#039;Zoluren&#039; to skip a money check. Set to &#039;Ilithi&#039; to use the north, west, south gates of Shard&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, boltheads, and bolts all in one script. &lt;br /&gt;
Syntax: ;bolts type lumber yes&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;bolts drake-fang maple&lt;br /&gt;
 ;bolts drake-fang balsa yes&lt;br /&gt;
 ;bolts continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== buff ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://github.com/rpherbig/dr-scripts/wiki/Waggle-Sets&lt;br /&gt;
&lt;br /&gt;
== burgle ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=[[Breaking and Entering]] - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick).   &#039;&#039;&#039;Extremely high fines if you are caught.  Be sure to read the [[Breaking and Entering]] page to understand how the system works prior to using this script.&#039;&#039;&#039;&lt;br /&gt;
|usage=Script can be started anywhere that can path the room you set in the settings.&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth&lt;br /&gt;
# Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc.&lt;br /&gt;
train_with_burgle: true&lt;br /&gt;
&lt;br /&gt;
#Plead guilty for lower fines if caught in normal justice.&lt;br /&gt;
guilty_plea: guilty&lt;br /&gt;
&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  room: nnn                                 # pick your own room, you should pick a room that no guard will &#039;&#039;ever&#039;&#039; enter.  Picking rooms guards can come to is a failure on setup, not the script.&lt;br /&gt;
  entry_type: lockpick                      # lockpick | rope | cycle | prioritylockpick | priorityrope&lt;br /&gt;
  max_priority_mindstate: 26                # only used if priority setting for entry_type is used.  Sets max midstate value before switchover to other entry_method. Default: 26&lt;br /&gt;
  use_lockpick_ring: true                   # if you use a worn lockpick stacker&lt;br /&gt;
  lockpick_container: lockpick ring         # name of your lockpick stacker&lt;br /&gt;
  max_search_count: 2                       # max number of total searches to do including retries&lt;br /&gt;
  retry: false                              # retry if you don&#039;t find loot.  default: false&lt;br /&gt;
  loot: keep                                # drop | keep | bin | pawn   default: keep &lt;br /&gt;
  loot_container: duffel bag                # container to keep loot in while burglering&lt;br /&gt;
  safe_mode: true                           # stop searching and try to get out as quickly as possible when hearing footsteps.  Default: true&lt;br /&gt;
  room_blacklist:                           # array of rooms to ignore. Case sensitive.&lt;br /&gt;
  item_whitelist:     # array of **full item names** (adj + noun) of items to keep no matter what.  Case Sensitive.  Default: empty list&lt;br /&gt;
    - blunt-tipped arrows   # armory - non-lodging ammo&lt;br /&gt;
    - blunt-tipped bolts    # armory - non-lodging ammo&lt;br /&gt;
    - blunt stones          # armory - non-lodging ammo&lt;br /&gt;
    - keepsake box          # bedroom - limited use (35) locksmithing trainer&lt;br /&gt;
    # - mixing bowl           # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mixing stick          # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic mortar         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic pestle         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mesh sieve            # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - butcher&#039;s knife       # kitchen - wrist worn &#039;belt&#039; knife&lt;br /&gt;
    - worn book             # library - scroll stacker (15 page, 10 copies per page)&lt;br /&gt;
    # - contract case         # library - Trader Jewelry&lt;br /&gt;
    # - dainty cowbell        # library - wrist worn weatherproof instrument&lt;br /&gt;
    # - writing quill         # library - writing instrument (ledgers, etc)&lt;br /&gt;
    # - thumb ring            # library - Trader Jewelry&lt;br /&gt;
    # - glass lens            # sanctum - minion identifier&lt;br /&gt;
    # - letter opener         # sanctum - belt worn belt knife&lt;br /&gt;
    - memory orb            # sanctum - random skill absorber&lt;br /&gt;
    # - crystal prism         # sanctum - divination tool&lt;br /&gt;
    # - celestial charts      # sanctum - divination tool&lt;br /&gt;
    # - tool case             # work room - belt worn lockspick stacker - 25 ct&lt;br /&gt;
    # - stirring rod          # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - carving knife         # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - wood shaper           # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - metal rasp            # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - imbuement rod         # work room - enchanting tool&lt;br /&gt;
    # - !ruby/regexp &#039;/\S+ fabric/&#039;  # Bedroom - illustrates REGEX syntax for items&lt;br /&gt;
  before:                                   # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing)&lt;br /&gt;
    - yourscripthere with args here&lt;br /&gt;
  after:                                    # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends)&lt;br /&gt;
    - anotherscript here&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  burgle:&lt;br /&gt;
    - Plunder&lt;br /&gt;
    - Slight&lt;br /&gt;
    - Sight&lt;br /&gt;
    - Silence&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=start|desc=Required to run the script.  Protects against accidental starting/typos.}}^{{Lich setting|name=entry|desc=Optional.  Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.}}^{{Lich setting|name=roomid|desc=Optional.  Override yaml setting for room to burgle from.}}^{{Lich setting|name=loot_type|desc=Optional.  Override yaml setting what to do with loot.  Items in your item_whitelist are always kept.  Valid options: drop, keep, pawn bin.}}^{{Lich setting|name=hometown|desc=Optional.  Override yaml hometown setting when using pawn or bin options.}}^{{Lich setting|name=follow|desc=Optional.  Puts brugle into group follow mode.  To be used when you&#039;ve already joined someone to do a group burglary.  This will buff, then hide if needed and then wait for the leader to burgle.  Will attempt to leave the group if you are following once in, to prevent getting lost.}}&lt;br /&gt;
|settings={{Lich setting|name=burgle_settings|desc=Hash of all the burgle settings}}^{{Lich setting|name=burgle_settings:room|desc=The Room id that burgle should be done in.  Guards should never come to this room, so pick carefully}}^{{Lich setting|name=burgle_settings:entry_type|desc=The type of entry - &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;  You must have a heavy rope if using &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have a lockpick, or a worn lockpick stacker with lockpicks on it if using &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have both if you are using the &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; settings.  the priority settings will use that entry method unless your mindstate is above the max value.}}^{{Lich setting|name=burgle_settings:max_priority_mindstate|desc=Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.}}^{{Lich setting|name=burgle_settings:use_lockpick_ring|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;Check for a lockpick ring/stacker if using lockpick as entry_type. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:lockpick_container|desc=The name of your lockpick ring/stacker.}}^{{Lich setting|name=burgle_settings:max_search_count|desc=Limits the number of searches you do. Setting this too high will result in arrest, and large fine.  Start low and increase as needed.)}}^{{Lich setting|name=burgle_settings:retry|desc=Retry searches if you don&#039;t find loot.  &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:loot|desc=What to do with loot.  Supported options: &amp;lt;code&amp;gt;drop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;keep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt;.  Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.  &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt; is only supported for thieves.}}^{{Lich setting|name=burgle_settings:loot_container|desc=Where to put loot while in the house.  This is required as the script will not attempt to drop loot in the house.}}^{{Lich setting|name=burgle_settings:safe_mode|desc=Stop searching and try to get out as quickly as possible when hearing footsteps. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:room_blacklist|desc=List of room types (using Sentence Case) that you don&#039;t want to search for loot in.}}^{{Lich setting|name=burgle_settings:item_whitelist|desc=List of full item names (adj + noun) that you want to keep regardless of any other setting.}}^{{Lich setting|name=burgle_settings:before|desc=List of scripts you want to run before burglary.  This is run right before the waggle set.}}^{{Lich setting|name=burgle_settings:after|desc=List of scripts you want to run after burglary.  This is run right after the burglary before processing the loot.}}^{{Lich setting|name=waggle_sets[&#039;burgle&#039;]|desc=Optional. A waggle set called &#039;burgle&#039; to cast right before burglary.}}&lt;br /&gt;
|children=jail-buddy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-bead ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Automates the creation of a prayer bead, either from a held block or foraged and crafted block.&lt;br /&gt;
|usage= Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Optional. Forces script into debug mode}}^{{Lich setting|name=primer|desc=Optional.  Override yaml setting for primer use.}}^{{Lich setting|name=aspect|desc=Optional.  Override yaml setting for animal to carve.}}^{{Lich setting|name=help|desc=Optional. Displays usage information and exits}}&lt;br /&gt;
|settings={{Lich setting|name=carve-bead|desc=Main setting block which holds the other settings.}}^{{Lich setting|name=carve-bead:debug|desc=Turns on debug logging}}^{{Lich setting|name=carve-bead:primer|desc=True/False for if a primer should be used. Defaults to false.}}^{{Lich setting|name=carve-bead:knife-adjective|desc=Optional. Adjective for the knife to use for carving, if not &#039;carving&#039;.}}^{{Lich setting|name=theurgy_supply_container|desc=}}^{{Lich setting|name=immortal_aspect|desc=}}^{{Lich setting|name=crafting_container|desc=}}^{{Lich setting|name=crafting_items_in_container|desc=}}^{{Lich setting|name=engineering_belt|desc=}}^{{Lich setting|name=water_holder|desc=}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-holy-weapon ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle &amp;amp; charisma, this could be bad. Best used independently on lower circle Paladins.&lt;br /&gt;
|usage= Run it as a before or after within training manager, as a normal part of T2&#039;s system, or as an independent script.&lt;br /&gt;
|settings={{Lich setting|name=holy_weapon|desc=Main setting which holds the other settings.}}^{{Lich setting|name=holy_weapon:weapon_name|desc=Name of the holy weapon, MUST match gear setting entry exactly.}}^{{Lich setting|name=holy_weapon:icon_name|desc=Name of the icon to use for the ritual.}}^{{Lich setting|name=holy_weapon:icon_container|desc=Name of the container which holds the icon, optional.}}^{{Lich setting|name=holy_weapon:icon_room|desc=Room number to use for the icon ritual.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== chop-wood ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Chops trees in a room while watching for danger&lt;br /&gt;
|usage= Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== circlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Circle check tells you how far you are from your next or target circle.&lt;br /&gt;
|usage=&lt;br /&gt;
Display circle progress:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display only skills needed for the next circle:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck short&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck brief&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck next&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display progress towards circle 35&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}^{{Lich setting|name=short|desc=Uses short output mode, aliases brief, next}}^{{Lich setting|name=target|desc=Display progress towards target circle.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cleric-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== coordinator ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Training manager script&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== combat-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Train combat skills in your current room.&lt;br /&gt;
|usage= Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.&lt;br /&gt;
|args={{Lich setting|name=d#|desc=Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.}}^{{Lich setting|name=r#|desc=Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.}}^{{Lich setting|name=construct|desc=overrides empath non attack settings.}}^{{Lich setting|name=debug|desc=Enables debug mode.}}^{{Lich setting|name=custom|desc= Extra arguments will be used to load in extra yaml files. &amp;lt;code&amp;gt;;combat-trainer back&amp;lt;/code&amp;gt; would load in &amp;lt;code&amp;gt;YourName-back.yaml&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|settings={{Lich setting|name=aiming_trainables|desc=Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.}}^{{Lich setting|name=using_light_crossbow|desc=Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.}}^{{Lich setting|name=storage_containers|desc=List of containers to make sure are open before starting hunting.}}^{{Lich setting|name=dance_threshold|desc=Same as d# argument.}}^{{Lich setting|name=retreat_threshold|desc=Same as r# argument.}}^{{Lich setting|name=dance_skill|desc=Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.}}^{{Lich setting|name=combat_trainer_action_count|desc=Cycles to next weapon after specified number of actions (generally offensive actions).}}^{{Lich setting|name=combat_trainer_target_increment|desc=Number of mind states of exp to get before cycling weapons.}}^{{Lich setting|name=weapon_training|desc=Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:skip_repair|desc=true if you want to skip repairing this item.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}^{{Lich setting|name=gear_sets:standard|desc=A list of ADJ NAME for each item that should show up in INV COMBAT when you&#039;re ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.}}^{{Lich setting|name=summoned_weapons|desc=List of summoned weapons/moonblades.}}^{{Lich setting|name=summoned_weapons:name|desc=The skill to make a summoned weapon for.}}^{{Lich setting|name=summoned_weapons:turn|desc= true to turn the summoned weapon}}^{{Lich setting|name=summoned_weapons:pull|desc=true to pull the summoned weapon}}^{{Lich setting|name=summoned_weapons:push|desc=true to pull the summoned weapon.}}^{{Lich setting|name=summoned_weapons_element|desc=Element to summon your weapon as, defaults to stone.}}^{{Lich setting|name=summoned_weapons_ingot|desc=noun of ingot to use for rare metal summoning.}}^{{Lich setting|name=stances|desc=Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.}}^{{Lich setting|name=use_stealth_attacks|desc=true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.}}^{{Lich setting|name=ambush|desc=true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time}}^{{Lich setting|name=ambush_location|desc=Set the ambush target for better backstab training for thieves.}}^{{Lich setting|name=backstab|desc=Valid settings are &#039;Small Edged&#039;, &#039;Offhand Weapon&#039; or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your &#039;weapon_training:&#039; section for the desired weapon skill(s). This defaults to ambush if the mob can&#039;t be backstabbed.}}^{{Lich setting|name=charged_maneuvers|desc=Hash of charged maneuvers to use for each weapon skill.}}^{{Lich setting|name=fatigue_regen_threshold|desc=Will use bob instead of an attack when fatigue drops below this.}}^{{Lich setting|name=aim_fillers|desc=list of actions to take to fill time while aiming.}}^{{Lich setting|name=aim_fillers_stealth|desc=Used in place of aim fillers if stealth experience is not capped.}}^{{Lich setting|name=dance_actions|desc=List of actions to take while dancing with enemies.}}^{{Lich setting|name=dance_actions_stealth|desc=Used in place of dance actions while stealth is not capped.}}^{{Lich setting|name=ignored_npcs|desc=List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.}}^{{Lich setting|name=stance_override|desc=remove custom stance logic and simply set stance to provided string. E.g. 100 80 0}}^{{Lich setting|name=skinning|desc=Hash of skinning related settings.}}^{{Lich setting|name=skinning:skin|desc=true to skin kills.}}^{{Lich setting|name=skinning:arrange_all|desc=true if you can use the arrange ALL command.}}^{{Lich setting|name=skinning:arrange_count|desc=Number of times to arrange}}^{{Lich setting|name=skinning:arrange_types|desc=Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.}}^{{Lich setting|name=skinning:tie_bundle|desc=true to tie your bundles up to reduce weight and item count.}}^{{Lich setting|name=lootables|desc=Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot &amp;quot;a tiny yellow pearl&amp;quot; but not &amp;quot;a pearl studded coat&amp;quot; nor would rock cause you to loot &amp;quot;a large crock&amp;quot;.}}^{{Lich setting|name=loot_additions|desc=List of nouns to add into the base loot list, a common example is box nouns.}}^{{Lich setting|name=loot_subtractions|desc=List of things to remove from your looting list, for example ammunition you don&#039;t use.}}^{{Lich setting|name=thanatology|desc=Necromancer related settings, only partially implemented.}}^{{Lich setting|name=thanatology:heal|desc=If true, use necromancer-specific healing rituals and spells.}}^{{Lich setting|name=thanatology:ritual_type|desc=Name of the ritual to perform, i.e dissect}}^{{Lich setting|name=spare_gem_pouch_container|desc=Container that holds your spare gem pouch should your equipped one become full.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective your gem pouch responds too.}}^{{Lich setting|name=buff_spells|desc=Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.}}^{{Lich setting|name=buff_spells:Spell Name:abbrev|desc=Abbreviation to use for prepping the spell.}}^{{Lich setting|name=buff_spells:Spell Name:recast|desc=Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.}}^{{Lich setting|name=buff_spells:Spell Name:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=buff_spells:Spell Name:expire|desc=A string that when seen will trigger this spell to be recast}}^{{Lich setting|name=buff_spells:Spell Name:mana|desc=Amount of mana to prep the spell with.}}^{{Lich setting|name=buff_spells:Spell Name:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=buff_spells:Spell Name:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=buff_spells:Spell Name:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:before:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:after:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:moon|desc=true if spell requires a moon to cast.}}^{{Lich setting|name=buff_nonspells|desc=Nonspell buffs. Each has the format &amp;quot;action: timer&amp;quot;, where &#039;action&#039; will be output to the game every &#039;timer&#039; number seconds.}}^{{Lich setting|name=buff_nonspells:barb_buffs|desc=Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. &amp;quot;Python&amp;quot;, capitalization required.}}^{{Lich setting|name=buff_nonspells:khri|desc=Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.}}^{{Lich setting|name=offensive_spells|desc=TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.}}^{{Lich setting|name=offensive_spells:skill|desc=Targeted Magic or Debilitation.}}^{{Lich setting|name=offensive_spells:abbrev|desc=Abbreviation used for preparing the spell.}}^{{Lich setting|name=offensive_spells:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=offensive_spells:expire|desc=String that will trigger a recast of the spell when seen.}}^{{Lich setting|name=offensive_spells:mana|desc=Amount of mana to prep the spell with}}^{{Lich setting|name=offensive_spells:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=offensive_spells:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=offensive_spells:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=offensive_spells:before:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=offensive_spells:after:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:tattoo_tm|desc=Will tell the system to target the invoked tattoo spell, if it&#039;s Targeted Magic.}}^{{Lich setting|name=cambrinth|desc=Cambrinth item to charge for casting.}}^{{Lich setting|name=cast_messages|desc=Casting messages, if we&#039;re missing your custom message let us know!}}^{{Lich setting|name=prep_messages|desc=Spell Prep messages, see cast_messages.}}^{{Lich setting|name=empath_healing|desc=a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.}}^{{Lich setting|name=osrel_amount|desc=Amount to infuse into OM each try.}}^{{Lich setting|name=osrel_no_harness|desc=true if you don&#039;t need to harness before infusing.}}^{{Lich setting|name=kneel_khri|desc=true if you have to kneel to activate khri.}}^{{Lich setting|name=khri_preps|desc=Khri activation messages, let us know if yours is missing.}}^{{Lich setting|name=manipulate_threshold|desc=Number of enemies before attempting to manipulate.}}^{{Lich setting|name=training_abilities|desc=Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.}}^{{Lich setting|name=training_abilities:PercMana|desc=Moon mage attunement training, retreats first.}}^{{Lich setting|name=training_abilities:Perc|desc=Attunement training with perc.}}^{{Lich setting|name=training_abilities:Perc Health|desc=Empathy training with perc heal.}}^{{Lich setting|name=training_abilities:Astro|desc=Predict weather for astrology training.}}^{{Lich setting|name=training_abilities:App|desc=Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.}}^{{Lich setting|name=training_abilities:App Quick|desc=See above.}}^{{Lich setting|name=training_abilities:App Careful|desc=See above.}}^{{Lich setting|name=training_abilities:Locks|desc=Train locksmithing by picking pet boxes in combat.}}^{{Lich setting|name=training_abilities:Tactics|desc=Train tactics with weave, bob, and circle.}}^{{Lich setting|name=training_abilities:Analyze|desc=Train tactics by analyzing your opponent.}}^{{Lich setting|name=training_abilities:Hunt|desc=Train perception and possibly scouting with the hunt command.}}^{{Lich setting|name=training_abilities:Pray|desc=Pray to an immortal for theurgy.}}^{{Lich setting|name=training_abilities:Meraud|desc=Maintains the Meraud Commune.}}^{{Lich setting|name=training_abilities:Scream|desc=Train bardic lore with scream conc.}}^{{Lich setting|name=training_abilities:Stealth|desc=Train stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Ret Stealth|desc=Retreat before stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Teach|desc=Teach hunting_buddies if there are any in the room on this timer.}}^{{Lich setting|name=training_abilities:Recall|desc=Uses &#039;recall&#039; on a mob in the room, which trains Scholarship}}^{{Lich setting|name=training_abilities:Khri Prowess|desc=Trains Debilitation with Khri Prowess.}}^{{Lich setting|name=training_abilities:Berserk Avalanche|desc=Trains Utility with Berserk Avalanche.}}^{{Lich setting|name=training_abilities:Berserk Landslide|desc=Trains Warding with Berserk Landslide.}}^{{Lich setting|name=training_abilities:Ambush Stun|desc=Uses settings stun_weapon, stun_weapon_skill and stun_skill}}^{{Lich setting|name=stun_weapon|desc=The weapon you want to use to Ambush Stun. IE club or broadsword}}^{{Lich setting|name=stun_weapon_skill|desc=The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged}}^{{Lich setting|name=stun_skill|desc=Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun}}^{{Lich setting|name=fatigue_regen_action|desc=Action to take when low on fatigue.}}^{{Lich setting|name=dual_load|desc=true if you&#039;re capable of dual load}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}^{{Lich setting|name=cycle_armors|desc=List of armor types and corresponding items from gear to rotate for training purposes}}^{{Lich setting|name=whirlwind_trainables|desc=Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn&#039;t support two handed weapons, and will use the weapon listed under weapon_training.}}^{{Lich setting|name=barb_famine_healing|desc=Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.}}^{{Lich setting|name=barb_famine_healing:health_threshold:|desc=Famine will be used when below this threshold.}}^{{Lich setting|name=barb_famine_healing:inner_fire_threshold|desc=Will not use Berserk Famine unless above this threshold.}}^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=hide_type|desc=Value of &amp;quot;stalk&amp;quot; changes hide type to &amp;quot;slip stalk&amp;quot;. This will perform the command &amp;quot;stalk&amp;quot; instead of &amp;quot;hide&amp;quot; which activates &amp;quot;slip stalk&amp;quot;. &amp;quot;Slip stalk&amp;quot; is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.}}^{{Lich setting|name=force_unhide|desc=Value of true will always unhide after hiding via Stealth timer under training_abilities:.}}^{{Lich setting|name=dont_stalk|desc=Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.}}&lt;br /&gt;
|uservars={{Lich setting|name=combat_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== corn-maze ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs the Hollow Eve corn maze.&lt;br /&gt;
|usage=Run inside the large-form corn maze, anywhere in the starting &#039;labyrinth&#039; or entrance area. This does NOT work with the short/single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot.  Make sure to allow ten minutes between runs for the loot to respawn. &lt;br /&gt;
|args={{Lich setting|name=noloot|desc=Run as normal, but only pick up free corn maze passes from the incidentals.}}^{{Lich setting|name=restart|desc=Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.}}^{{Lich setting|name=manual|desc=Replaces loot-corn-maze.lic.  Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.}}^{{Lich setting|name=short|desc=Runs the fast 10-task challenge for the harried Halfling.}}&lt;br /&gt;
|settings={{Lich setting|name=maze_junk|desc=What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them. }}^{{Lich setting|name=cornmaze_containers|desc=A list of bags to try and put incidental loot into, top ones first. If all of them are full it&#039;ll try and STOW the item, and if that fails it&#039;ll drop it. By default, no bags listed. &lt;br /&gt;
&lt;br /&gt;
 cornmaze_containers:&lt;br /&gt;
   - backpack&lt;br /&gt;
   - rucksack&lt;br /&gt;
   - satchel&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== craft ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts one item.&lt;br /&gt;
|args={{Lich setting|name=outfitting|desc=Knit.}}^{{Lich setting|name=forging|desc=Forge a Blacksmithing item.}}^{{Lich setting|name=engineering|desc=Shape one item.}}&lt;br /&gt;
|settings={{Lich setting|name=yarn_quantity|desc=How much yarn to keep on hand for knitting, defaults to 100.}}^{{Lich setting|name=craft_max_mindstate|desc=What mindstate to make running the script a noop. Defaults to 31}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-repair ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Repair items in your gear list. &lt;br /&gt;
|usage=Originally intended to be used in [[RanikMap1|The Crossing]]. The script now works outside [[RanikMap1|The Crossing]] with hometown set to: [[RanikMap30|Riverhaven]], [[RanikMap42|Therenborough]], [[RanikMap67|Shard]], [[RanikMap99|Aesry]], [[RanikMap107|Mer&#039;Kresh]], [[RanikMap117|Hibarnhvidar]], [[RanikMap121|Boar Clan]], [[RanikMap150|Fang Cove]], [[RanikMap47|Muspar&#039;i]], [[RanikMap106|Hara&#039;jaal]], [[RanikMap61|Leth Deriel]], [[RanikMap34a|Rossman&#039;s Landing]], [[RanikMap40|Langenfirth]], or [[RanikMap90|Ratha]]&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=repair_withdrawal_amount|desc=Amount in coppers to withdraw to cover repairs.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_repair_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-training ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting. &lt;br /&gt;
|usage= Cycles through skills training the lowest one in field experience at the time.&lt;br /&gt;
&lt;br /&gt;
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=train_with_burgle|desc=Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.}}^{{Lich setting|name=classes_to_teach|desc=List of subjects to teach people in your safe room}}^{{Lich setting|name=climbing_target|desc=Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.}}^{{Lich setting|name=use_research|desc=Whether or not to use research when training magic skills. Requires train_with_spells to be true.}}^{{Lich setting|name=outdoor_room|desc=Used for spells requiring moons.}}^{{Lich setting|name=perform_options|desc=List in base-perform.yaml of playstyles sorted by difficulty.}}^{{Lich setting|name=storage_containers|desc=A list of containers to open before starting training.}}^{{Lich setting|name=crossing_training_requires_movement|desc=Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.}}^{{Lich setting|name=trash_nouns|desc=Nouns that can be thrown away without warning}}^{{Lich setting|name=crossing_training|desc=List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).}}^{{Lich setting|name=safe_room|desc=Room Id where you do any stationary training and listen for classes.}}^{{Lich setting|name=exit_on_skills_capped|desc=Whether or not to exit the game when all skills are locked}}^{{Lich setting|name=crossing_training_sorcery_room|desc=The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing &#039;justice&#039;.}}^{{Lich setting|name=crossing_training_sorcery|desc=Action to take when training sorcery}}^{{Lich setting|name=listen|desc=Whether or not you should attempt to listen to classes while training}}^{{Lich setting|name=train_with_spells|desc=}}^{{Lich setting|name=cyclic_training_spells|desc=Cyclic Spells to use when training.}}^{{Lich setting|name=cyclic_cycle_skills|desc=Skills to train with cyclic spells during crossing-training.}}^{{Lich setting|name=training_spells|desc=Spells to use when training magic skills. TODO: Make this its own page.}}^{{Lich setting|name=research_skills|desc=}}^{{Lich setting|name=exp_timers|desc=Cooldown timers between attempts to train a given skill}}^{{Lich setting|name=training_nonspells|desc=}}^{{Lich setting|name=kneel_khri|desc=}}^{{Lich setting|name=khri_preps|desc=If you use Khri for training, make sure their prep messages are recorded here}}^{{Lich setting|name=prep_scaling_factor|desc=This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything &amp;lt; 1.0 will always result in at least one mana removed.}}^{{Lich setting|name=cambrinth_cap|desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=osrel_amount|desc=}}^{{Lich setting|name=osrel_no_harness|desc=}}^{{Lich setting|name=held_cambrinth|desc=Whether or not you need to hold your cambrinth to charge it}}^{{Lich setting|name=stored_cambrinth |desc=Whether or not your cambrinth item is stored (false indicates worn)}}^{{Lich setting|name=cambrinth|desc=The noun for the cambrinth you use. Multiple cambrinth is not yet supported.}}^{{Lich setting|name=prep_messages|desc=If you cast spells for training, make sure their prep messages are recorded here}}^{{Lich setting|name=cambrinth_cap |desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=forage_item|desc=}}^{{Lich setting|name=hand_armor|desc=Noun of any armor that needs to be removed when braiding}}^{{Lich setting|name=braid_item|desc=}}^{{Lich setting|name=athletics_options|desc=}}^{{Lich setting|name=trail_override|desc=}}^{{Lich setting|name=art_options|desc=}}^{{Lich setting|name=train_workorders|desc=Disciplines to train via workorders when training that skill}}^{{Lich setting|name=work_order_disciplines|desc=Disciplines to train via workorders when training Trading}}^{{Lich setting|name=tithe|desc=Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours}}^{{Lich setting|name=cleaning_cloth|desc=The type of cleaning cloth to use when zills are dirty}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}} ^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crowns ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game dice/crowns.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dice_bet_amount|desc=Put this in your yaml and set to some whole number, like dice_bet_amount: 10.}}^{{Lich setting|name=dice_money_on_hand|desc=How much money to withdraw from the bank.}}^{{Lich setting|name=dice_withdraw|desc=Withdraw money from the bank setting.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== dusk-labyrinth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Searches for pets, bloodscrip, and loot in [[Drathrok%27s_Duskruin#Labyrinth|Duskruin Labyrinth]].&lt;br /&gt;
|usage=Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|settings={{Lich setting|name=duskruin:labyrinth:pet_noun|desc=(required) Kind of pet searching for, such as &#039;&#039;&#039;monkey&#039;&#039;&#039; or &#039;&#039;&#039;rat&#039;&#039;&#039;.}}^{{Lich setting|name=duskruin:labyrinth:loot_container|desc=(optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on {{com|STOW}} left/right.}}^{{Lich setting|name=duskruin:labyrinth:redeem_scrip|desc=(optional) Set to &#039;&#039;&#039;true&#039;&#039;&#039; to auto redeem any found bloodscrip. Default is &#039;&#039;false&#039;&#039;.}}&lt;br /&gt;
|uservars={{Lich setting|name=dusk_labyrinth_debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== edityaml ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== empathylink ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.&lt;br /&gt;
|usage=Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.&lt;br /&gt;
&lt;br /&gt;
In your yaml put the following to never heal these people (replace the example names with yours):&lt;br /&gt;
 &lt;br /&gt;
 noheal_empathylink:&lt;br /&gt;
  - Bob&lt;br /&gt;
  - Joe&lt;br /&gt;
  - Jill&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=has_hodierna|desc=Set to true in your yaml to use Hodierna link.}}^{{Lich setting|name=noheal_empathylink|desc=List of names you never want to heal even if in hunting_buddies list. This setting is in this script.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== equipmanager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=equipmanager_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== expreset ==&lt;br /&gt;
Resets your EXP window in Stormfront. This is useful for removing erroneous game output that gets &#039;stuck&#039; in your exp window (usually during connection).&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faux-atmo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Bring your verby items to life! Turn toys and items with fun verbs into [[Atmospheric_item|atmospherics]] by periodically performing a random verb on a random item based on your settings.&lt;br /&gt;
|usage=Configure which items and verbs you want to periodically do then start the script. It runs in the background.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Enable debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Number of minutes to wait between performing a verb on an item.&lt;br /&gt;
faux_atmo_interval: 15&lt;br /&gt;
&lt;br /&gt;
# Set to true to randomly select an item and verb to perform.&lt;br /&gt;
# Set to false to round-robin select items and verbs to perform.&lt;br /&gt;
faux_atmo_random: true&lt;br /&gt;
&lt;br /&gt;
# Items that don&#039;t have an inherent atmo effect&lt;br /&gt;
# but whose verbs if done periodically would.&lt;br /&gt;
faux_atmo_items:&lt;br /&gt;
  - name: blue basilisk&lt;br /&gt;
    verbs:&lt;br /&gt;
    - pet&lt;br /&gt;
    - pinch&lt;br /&gt;
    - poke&lt;br /&gt;
  - name: hooded cloak&lt;br /&gt;
    verbs:&lt;br /&gt;
    - rub&lt;br /&gt;
    - pat&lt;br /&gt;
    - wave&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if these scripts are running.&lt;br /&gt;
faux_atmo_no_use_scripts:&lt;br /&gt;
- combat-trainer&lt;br /&gt;
- go2&lt;br /&gt;
- get2&lt;br /&gt;
- bescort&lt;br /&gt;
- steal&lt;br /&gt;
- burgle&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if in these rooms.&lt;br /&gt;
faux_atmo_no_use_rooms:&lt;br /&gt;
- Carousel Chamber     # Room with vault&lt;br /&gt;
- Carousel Booth       # Room just before vault&lt;br /&gt;
- 1900                 # You can specify room ids, too&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=faux_atmo_debug|desc=Enable debug mode.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== favor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Gets one favor by rubbing an orb repeatedly.&lt;br /&gt;
|usage=&lt;br /&gt;
It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
If an argument is passed to the script, that Immortal&#039;s name will be used. The default is Hodierna.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== fill-dirt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Fills a dirt stacker with dirt.&lt;br /&gt;
|usage=Run the script in any room where dirt is forageable.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dirt_stacker|desc=Name of dirt stacker to fill. Must be worn.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds an NPC in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=npc|desc=A unique name (or noun) of the NPC to find.}}^{{Lich setting|name=follow|desc=If present, the script will follow the NPC around.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find-darkbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds and plays the Hollow Eve&#039;s game Darkbox.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=override|desc=Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.}}&lt;br /&gt;
|settings={{Lich setting|name=he_use_herbs_remedies|desc=Put this as true in your yaml if you want to use heal-remedy.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== first-aid ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill by reading compendiums or textbooks  More in-depth look at first-aid.lic: https://github.com/rpherbig/dr-scripts/wiki/First-Aid-Strategy&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=textbook|desc=False if using a compendium, true otherwise.}}^{{Lich setting|name=textbook_type|desc=If not using a compendium, the name of the thing to study.}}^{{Lich setting|name=compendium_type|desc=Will default to compendium but also supports burgled manuals and guides.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faskinner ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Trainer noun should match exactly, such as crocodile or caracal&lt;br /&gt;
fa_skinning_trainer: &lt;br /&gt;
&lt;br /&gt;
# Container where you store your trainer, if it&#039;s not worn.&lt;br /&gt;
fa_skinning_trainer_container: &lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t wear a skinning knife, this is the&lt;br /&gt;
# bladed weapon you want to use to skin with, such as a dagger.&lt;br /&gt;
fa_skinning_knife: &lt;br /&gt;
&lt;br /&gt;
# If you specify &#039;fa_skinning_knife:&#039; then this is&lt;br /&gt;
# the container where that bladed weapon is stored.&lt;br /&gt;
fa_skinning_knife_container: &lt;br /&gt;
&lt;br /&gt;
# Options:  First Aid, Skinning, Both or leave blank for whichever happens first&lt;br /&gt;
fa_skinning_priority: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== feed-cloak ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Feeds [[living vine cloaks]] that you are wearing so that they stay refreshed and healthy.&lt;br /&gt;
|usage=Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# If your cloak can&#039;t feed in your current room&lt;br /&gt;
# then feed-cloak will move to this specified room id.&lt;br /&gt;
# If not specified, or if the cloak can&#039;t feed here either,&lt;br /&gt;
# then the script will move to your `safe_room`.&lt;br /&gt;
feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== forge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Forges an item. Adapted from a script by Mallitek.&lt;br /&gt;
|usage=&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge weaponsmithing 2 sword steel sword&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 &amp;quot;shallow metal cup&amp;quot; bronze cup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 scratcher bronze scratcher&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge temper sword&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of book (blacksmithing, armorsmithing, weaponsmithing)}}^{{Lich setting|name=chapter|desc=Chapter of the book}}^{{Lich setting|name=recipe|desc=the name of the recipe}}^{{Lich setting|name=metal|desc=metal type of the ingot in your bag}}^{{Lich setting|name=noun|desc=item noun to make}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand all boxes from a container (the first argument) to a character (the second argument).&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=container|desc=The container}}^{{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== glyph-of-mana ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script that will keep glyph of mana up always.&lt;br /&gt;
|usage=Meant to be used as a during: in combat but can be used anywhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example usage:&lt;br /&gt;
hunting_info:&lt;br /&gt;
- :zone: cinder_beasts&lt;br /&gt;
  args:&lt;br /&gt;
  - d1&lt;br /&gt;
  stop_on:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  :duration: 55&lt;br /&gt;
  before:&lt;br /&gt;
  - go2 12345&lt;br /&gt;
  - mech-lore&lt;br /&gt;
  - athletics&lt;br /&gt;
  during:&lt;br /&gt;
  - glyph-of-mana&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gmoney ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.&lt;br /&gt;
|usage=Start the script while you and the other player are standing at a bank teller.&lt;br /&gt;
|args={{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== heal-remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses crafted remedies for healing&lt;br /&gt;
|usage=This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.&lt;br /&gt;
|args={{Lich setting|name=override|desc=Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== healme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A self healing script for empaths.&lt;br /&gt;
|usage=Will heal your own wounds, leaving external bleeders as desired. Uses the &#039;healing&#039; waggle set to configure how to cast your spells. Backwards compatible with &#039;empath_healing&#039; setting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;YAML Configuration&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# healme script specific settings for empaths.&lt;br /&gt;
# Highly recommend that you define a &#039;healing&#039; waggle set&lt;br /&gt;
# for maximum control over how you cast your healing spells.&lt;br /&gt;
# If no &#039;healing&#039; waggle set is defined then healme script&lt;br /&gt;
# will use &#039;empath_healing:&#039; settings as backup.&lt;br /&gt;
healme:&lt;br /&gt;
  # Toggle debug mode. Can also use `debug` script argument.&lt;br /&gt;
  # Default is false.&lt;br /&gt;
  debug: false&lt;br /&gt;
  # Wound severities below this threshold will be ignored.&lt;br /&gt;
  # Range is 0 to 13 based on &#039;perceive health self&#039;.&lt;br /&gt;
  # If you have HEAL or REGENERATE, then you may choose&lt;br /&gt;
  # to set a low threshold (1 or 2) since those can be healed over time&lt;br /&gt;
  # rather than waiting for the script to heal them all in one sitting.&lt;br /&gt;
  # Default is 0.&lt;br /&gt;
  severity_threshold: 1&lt;br /&gt;
  # When waiting for a spell to be prepared and if you have wounds to tend,&lt;br /&gt;
  # such as bleeders or lodged ammo or parasites, then this is the max&lt;br /&gt;
  # number of those wounds to tend before casting to be efficient.&lt;br /&gt;
  # Even if you set this to 0, healme script will tend wounds just not&lt;br /&gt;
  # between preparing and casting a spell.&lt;br /&gt;
  # Default is 1.&lt;br /&gt;
  max_wounds_to_tend_while_prep_spells: 1&lt;br /&gt;
&lt;br /&gt;
# This is a sample &#039;healing&#039; waggle set for the healme script.&lt;br /&gt;
# You can configure which spells you want to use and how to cast them.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  # Used by the &#039;healme&#039; script&lt;br /&gt;
  # Spells are cast as needed, but as you define them here&lt;br /&gt;
  healing:&lt;br /&gt;
    # Required spells&lt;br /&gt;
    Heal Wounds:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    Heal Scars:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    # Important spells (optional)&lt;br /&gt;
    Blood Staunching:       # cast if bleeding&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Vitality Healing:       # cast if low on vitality&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Niche spells (optional)&lt;br /&gt;
    Flush Poisons:          # cast if poisoned&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Cure Disease:           # cast if diseased&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Helpful spells (optional)&lt;br /&gt;
    Heal:                   # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Regenerate:             # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Script Usage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Heal yourself using default settings.&lt;br /&gt;
;healme&lt;br /&gt;
&lt;br /&gt;
# Heal all wounds EXCEPT external wounds of&lt;br /&gt;
# the listed body parts to preserve pet bleeders.&lt;br /&gt;
;healme &amp;quot;chest, left arm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Heal wounds whose severity is greater than 2.&lt;br /&gt;
# Overrides the healme.severity_threshold setting.&lt;br /&gt;
;healme 2&lt;br /&gt;
&lt;br /&gt;
# Echo debug information.&lt;br /&gt;
;healme debug&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== horse-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Teaches all skills to a horse.&lt;br /&gt;
|usage=This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.&lt;br /&gt;
|args=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== hunting-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Trains combat skills (using combat-trainer) in defined hunting areas&lt;br /&gt;
|usage= Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.}}^{{Lich setting|name=hunting_zones|desc=The set of hunting areas defined in base.yaml that can be directly reached with go2.}}^{{Lich setting|name=escort_zones|desc=The set of hunting areas defined in base.yaml that requires custom pathing to reach.}}^{{Lich setting|name=hunting_info|desc=In order list of hunts.}}^{{Lich setting|name=hunting_info:zone|desc=Name of hunting zone, must match one of the two zone lists above.}}^{{Lich setting|name=hunting_info:args|desc=List of arguments to call combat-trainer with at this hunting area.}}^{{Lich setting|name=hunting_info:full_waiting_room|desc=Room to wait in while the zones are full, defaults to safe_room number if not present.}}^{{Lich setting|name=hunting_info:duration|desc=Time in minutes to hunt here if hunting_priority is false.}}^{{Lich setting|name=hunting_info:stop_on|desc=List of skills that will stop hunting when they are all at 32/34}}^{{Lich setting|name=hunting_info:boxes|desc=Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true}}^{{Lich setting|name=hunting_buddies|desc=List of PC&#039;s that you&#039;re ok to share a hunting room with, remember proper Capitalization.}}^{{Lich setting|name=hunting_nemesis|desc=List of PC&#039;s you do not want to hunt with, remember proper Capitalization.}}^{{Lich setting|name=empty_hunting_room_messages|desc=List of messages to use when asking if a room is empty. A random message will be used each hunt.}}^{{Lich setting|name=prehunt_buffs|desc=Room number where you can cast buffs before beginning hunt.  List buffs under waggle_sets: with same heading prehunt_buffs:.}}^{{Lich setting|name=hunting_room_min_mana|desc=Minimum mana level of an acceptable hunting room.}}^{{Lich setting|name=hunting_room_strict_mana|desc=If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.}}^uservars=&lt;br /&gt;
|children=combat-trainer, buff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== inventory-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Stores current &amp;quot;inv list&amp;quot; data in a YAML file for searching from any character... works across multiple accounts.&lt;br /&gt;
|usage= Store and access any character&#039;s &amp;quot;inventory list&amp;quot;. Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).&lt;br /&gt;
|args={{Lich setting|name=save|desc=Executes game command &amp;quot;inv list&amp;quot; and saves all items to database labeled as either worn or in container.}}^{{Lich setting|name=search|desc=Searches database for text provided. Requires an item for which to search.}}^{{Lich setting|name=list|desc=Shows all character(s) names stored within the database. Optional input of a character&#039;s name to list their inventory.}}^{{Lich setting|name=remove|desc=Removes character and associated data from database, requires a name.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== invoke-rune ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Use to cast spells from runestones. The runestones are the ones purchased from Sierack&#039;s Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.&lt;br /&gt;
|usage= ;invoke-rune &amp;quot;&amp;lt;spell name&amp;gt;&amp;quot; example: ;invoke-rune &amp;quot;Clear Vision&amp;quot; &lt;br /&gt;
|args={{Lich setting|name=spell|desc=Name of the spells: &amp;quot;Arc Light&amp;quot; Althleticism Bless Calm &amp;quot;Clear Vision&amp;quot; Compost &amp;quot;Eagle&#039;s Cry&amp;quot; &amp;quot;Fire Shards&amp;quot; &amp;quot;Glythtide&#039;s Gift&amp;quot; Geyser &amp;quot;Protection from Evil&amp;quot; Refresh Shadows Zephyr. Use double quotes for spells with two or more words.}}^{{Lich setting|name=debug|desc=Puts script in debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== jail-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Handles being arrested in the crossing&lt;br /&gt;
|usage= Keep running.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== join-thieves ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Joins the thieves guild in Crossing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== journal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to use an epistemic journal. Best used as an after:&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;journal_noun&#039;&#039;: Set the noun of your journal, defaults to journal&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== lamprey ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== levelup ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks to your guild leader and levels up as many times as you can.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;levelup&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== locksmithing ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains locksmithing independently or with crossing-training.  Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains [[Lich_script_repository#performance|performance]] while picking.&lt;br /&gt;
|usage=Can be used independently or by listing Locksmithing under crossing_training.  If used with crossing_training additional feature &amp;lt;code&amp;gt;train_with_burgle: true&amp;lt;/code&amp;gt; is available.  The [[Lich_script_repository#burgle|burgle_settings: loot_container]] is a shared feature for ease of use with keepsake boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Settings:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Do you use a worn lockpick ring for picking?&lt;br /&gt;
# If true then specify the name of your lockpick ring as the container.&lt;br /&gt;
use_lockpick_ring: true&lt;br /&gt;
lockpick_container: lockpick ring&lt;br /&gt;
&lt;br /&gt;
# If false then the script will get a loose lockpick from the container.&lt;br /&gt;
#use_lockpick_ring: false&lt;br /&gt;
#lockpick_container: backpack&lt;br /&gt;
&lt;br /&gt;
# When done picking boxes that contains coins, gems, and such,&lt;br /&gt;
# do you want to run the ;sell-loot script?&lt;br /&gt;
sell_loot: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick looted boxes from critters and such?&lt;br /&gt;
# If true then the ;pick script is ran using its settings.&lt;br /&gt;
# Refer to that script for how to set up those settings.&lt;br /&gt;
pick_live_boxes: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick a daily use lockbox trainer like a training box or harvest bag?&lt;br /&gt;
# If true then specify your trainer&#039;s name and whether it&#039;s worn or not.&lt;br /&gt;
have_training_box: false&lt;br /&gt;
picking_lockbox: training box&lt;br /&gt;
picking_worn_lockbox: false&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals?&lt;br /&gt;
# If true then list the names of those discardable consumables here.&lt;br /&gt;
# IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container.&lt;br /&gt;
# IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script.&lt;br /&gt;
# IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS.&lt;br /&gt;
consumable_lockboxes:&lt;br /&gt;
  - keepsake box&lt;br /&gt;
  - box puzzle&lt;br /&gt;
  - jewelry box&lt;br /&gt;
&lt;br /&gt;
# If you use a daily use lockpick trainer,&lt;br /&gt;
# be sure to add it to your gear: config.&lt;br /&gt;
gear:&lt;br /&gt;
- :adjective: training&lt;br /&gt;
  :name: box&lt;br /&gt;
  :skip_repair: true&lt;br /&gt;
  :container: backpack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== makesteel ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Makes steel ingots. The script will handle acquiring the needed materials.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;makesteel count [type] [refine]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args= {{Lich setting|name=count|desc= (required) number of ingots to produce}}^{{Lich setting|name=type|desc=Carbon content, defaults to high. Options are: [l, m, h]}}^{{Lich setting|name=refine|desc=If provided, refine the resulting ingot}} &lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=City in which to make the ingots, defaults to Crossing}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mine ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Mines a room while watching for danger&lt;br /&gt;
|usage= Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Perform a single pass through the mines&lt;br /&gt;
|usage= Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried.&lt;br /&gt;
At the beginning of the script it will check for deed packets and buy more if it finds less than 2&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_rooms|desc=Defined in base.yaml, links mine names to a list of rooms}}^{{Lich setting|name=mines_to_mine|desc=List of mine names to mine, matches up against mining_buddy_rooms.}}^{{Lich setting|name=mining_skip_populated|desc=Set to true will NOT prospect and mine in rooms with other players.}}^{{Lich setting|name=mining_buddy_mine_every_room|desc=Set to true will prospect and mine out each room regardless of minerals.}}^{{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars={{Lich setting|name=mining_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=mine,safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=repeatedly mines in defined mining areas (using mining-buddy)&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mm ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A general purpose moon mage utility script&lt;br /&gt;
|usage= Run the script without any arguments to see usage&lt;br /&gt;
|args= {{Lich setting|name=locate &amp;lt;name&amp;gt;|desc=Locates the given name and reports the room number if the locate was successful}}^{{Lich setting|name=rift &amp;lt;name&amp;gt;|desc=Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as &amp;lt;code&amp;gt;;mm locate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
|settings= {{Lich setting|name=waggle_sets[&#039;locate&#039;]|desc=Optional. A waggle set called &#039;locate&#039; with only the locate spell in it. Uses the data in DISCERN locate otherwise.}}^{{Lich setting|name=waggle_sets[&#039;rs&#039;]|desc=Optional. A waggle set called &#039;rs&#039; with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== moonwatch ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=populates UserVars.moons with data related to the moons&lt;br /&gt;
|usage=&lt;br /&gt;
Moonwatch will populate UserVars with the following data:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 UserVars.moons = {&lt;br /&gt;
 &#039;katamba&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Katamba is up for 35 minutes&#039;, &#039;rise&#039; =&amp;gt; nil, &#039;set&#039; =&amp;gt;35 },&lt;br /&gt;
 &#039;yavash&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Yavash will rise in 150 minutes&#039;, &#039;rise&#039; =&amp;gt; 150, &#039;set&#039; =&amp;gt; nil },&lt;br /&gt;
 &#039;xibar&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Xibar is up for 5 minutes&#039;, &#039;rise&#039; =&amp;gt; -1, &#039;set&#039; =&amp;gt; 5 }&lt;br /&gt;
 &#039;visible&#039; =&amp;gt; [&#039;katamba&#039;, &#039;xibar&#039;]&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suggest using an alias such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;alias add moon = ;eq respond(&amp;quot;#{UserVars.moons[&#039;katamba&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;yavash&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;xibar&#039;][&#039;pretty&#039;]}&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can {{com|PERCEIVE}} an individual moon to reset its data or [[Moon_Mage_attunement#Power Perception|PERCEIVE MOONS]] to reset all if this is a first start (or you&#039;ve been offline for a while and the data seems wrong).&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=moon_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== multi ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts multiple times.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2,sit,kneel,stand&lt;br /&gt;
&lt;br /&gt;
# This toggles autosneak flag before/after burgling.&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - multi 1,flag autosneak off&lt;br /&gt;
  after:&lt;br /&gt;
  - multi 1,flag autosneak on&lt;br /&gt;
  ...&lt;br /&gt;
&lt;br /&gt;
# This example combines doing actions and running scripts.&lt;br /&gt;
# To run a script, prefix its name with a colon.&lt;br /&gt;
# It also passes arguments to the script (each argument separated by a space).&lt;br /&gt;
;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== newbie-gear ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts a set of gear for a new character.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=storage|desc=The container in which to store finished items}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== oshu_manor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Navigates you through the Oshu Manor. Used to hunt [[Seordhevor kartais]]. Note there is an underscore in this script&#039;s name, not a dash.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== paladin-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes the paladin Glyph quests for you.&lt;br /&gt;
|args={{Lich setting|name=warding|desc=Complete the Glyph of Warding Quest.}}{{Lich setting|name=bonding|desc=Complete the Glyph of Bonding Quest.}}{{Lich setting|name=light|desc=Complete the Glyph of Light Quest.}}{{Lich setting|name=mana|desc=Complete the Glyph of Mana Quest.}}{{Lich setting|name=ease|desc=Complete the Glyph of Ease Quest.}}{{Lich setting|name=renewal|desc=Complete the Glyph of Renewal Quest.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pattern-hues ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts Warrior Mage Pattern Hues cantrip at set intervals.&lt;br /&gt;
|usage= The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.&lt;br /&gt;
|args= {{Lich setting|name=now|desc=Cast now.}}{{Lich setting|name=debug|desc=Output variable values.}}&lt;br /&gt;
|settings={{Lich setting|name=Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.}}&lt;br /&gt;
  pattern_hues:&lt;br /&gt;
    duration: 600&lt;br /&gt;
    gesture: custom&lt;br /&gt;
    pattern_hues_styles:&lt;br /&gt;
      pattern:&lt;br /&gt;
      - bright&lt;br /&gt;
      - hazy&lt;br /&gt;
      - gleaming&lt;br /&gt;
      - lucent&lt;br /&gt;
      hue:&lt;br /&gt;
      - soot black&lt;br /&gt;
      - emerald&lt;br /&gt;
      - bone white&lt;br /&gt;
      - snowflake white&lt;br /&gt;
      - yellow&lt;br /&gt;
      - charcoal black&lt;br /&gt;
      - sky blue&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pay-debt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Pays your debt. Optionally retrieves your sack of belongings from the guard house.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Script to train performance.  Defaults to worn instrument but accepts an instrument setting&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=instrument|desc=Optional. The instrument you would like to use.  Defaults to worn instrument if none selected}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance-monitor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Logs combat-related events such as damage, roundtime, etc. for later parsing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pick ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Disarms, unlocks, and loots monster boxes&lt;br /&gt;
|usage=The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  # Assuming YAML config matches your goals&lt;br /&gt;
  ;pick&lt;br /&gt;
&lt;br /&gt;
  # Pick boxes in different bag, ignoring exp mind state, skipping identify&lt;br /&gt;
  ;pick source=backpack all careful&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &#039;Simple&#039; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  tend_own_wounds: true&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - encompassing.shadows&lt;br /&gt;
  - lootsack&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  - reaper&lt;br /&gt;
  - concussion&lt;br /&gt;
  blacklist_container:&lt;br /&gt;
  too_hard_container:&lt;br /&gt;
&lt;br /&gt;
lockpick_type: stout iron&lt;br /&gt;
lockpick_dismantle: pray&lt;br /&gt;
stop_pick_on_mindlock: false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &amp;quot;Higher Risk&amp;quot; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  disarm_quick_threshold: 0&lt;br /&gt;
  disarm_normal_threshold: 2&lt;br /&gt;
  disarm_careful_threshold: 5&lt;br /&gt;
  disarm_too_hard_threshold: 12&lt;br /&gt;
  pick_quick_threshold: 0&lt;br /&gt;
  pick_normal_threshold: 4&lt;br /&gt;
  pick_careful_threshold: 8&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - chef&#039;s bag&lt;br /&gt;
  - arm pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=debug|desc=Turns on debug output}}^&lt;br /&gt;
{{Lich setting|name=refill|desc=Refill your lockpick ring}}^&lt;br /&gt;
{{Lich setting|name=source|desc=The container to get boxes from. Overrides &#039;pick.picking_box_sources&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=all|desc=Keep picking after mindlock. Overrides &#039;stop_pick_on_mindlock&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=assume|desc=Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=pick.debug|desc=Turns on debug output. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=pick.use_glance|desc=Set this to false to disable glance if you&#039;re a thief.}}^&lt;br /&gt;
{{Lich setting|name=pick.trash_empty_boxes|desc=Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.}}^&lt;br /&gt;
{{Lich setting|name=pick.assumed_difficulty|desc=Skips identification step and uses this &#039;speed&#039; for disarm and pick. NOTE: Using this will disable blacklist functionality.}}^&lt;br /&gt;
{{Lich setting|name=pick.picking_box_sources|desc=The list of bags that unopened boxes are stored in.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_quick_threshold|desc=Difficulty rating to switch to &#039;pick quick&#039;. Ratings below this will use &#039;pick blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_normal_threshold|desc=Difficulty rating to switch to &#039;pick&#039;. Ratings below this will use &#039;pick quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_careful_threshold|desc=Difficulty rating to switch to &#039;pick careful&#039;. Ratings below this will use &#039;pick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_quick_threshold|desc=Difficulty rating to switch to &#039;disarm quick&#039;. Ratings below this will use &#039;disarm blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_normal_threshold|desc=Difficulty rating to switch to &#039;disarm&#039;. Ratings below this will use &#039;disarm quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_careful_threshold|desc=Difficulty rating to switch to &#039;disarm careful&#039;. Ratings below this will use &#039;disarm&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_too_hard_threshold|desc=Difficulty rating to discard/store the box in the pick.too_hard_container.}}^&lt;br /&gt;
{{Lich setting|name=pick.too_hard_container|desc=The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist|desc=List of trap types to not auto disarm}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist_container|desc=Container to store blacklisted boxes in; discards blacklisted boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.tend_own_wounds|desc=Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=stop_pick_on_mindlock|desc=true to stop after the current box when your mind is full.}}^&lt;br /&gt;
{{Lich setting|name=use_lockpick_ring|desc=Do you wear a lockpick ring?}}^&lt;br /&gt;
{{Lich setting|name=skip_lockpick_ring_refill|desc=Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can&#039;t use lockpicks of differing qualities on the same ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_type|desc=Type of lockpick to stock on ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_dismantle|desc=If you have a custom dismantle type to use, put it here.}}^&lt;br /&gt;
{{Lich setting|name=waggle_sets.pick|desc=waggle set of buffs to use while picking}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== release_cyclic ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Releases all cyclic spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== ranger-companion ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Summons a companion and feeds it milk or corn if it&#039;s a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== researcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Does research on a single subject.&lt;br /&gt;
|usage=Specify the subject as an argument, e.g. ;researcher augmentation&lt;br /&gt;
|args=missing&lt;br /&gt;
|settings=missing&lt;br /&gt;
|uservars=missing&lt;br /&gt;
|children=missing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== register ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for searching your deed register.&lt;br /&gt;
|usage=The script will search your deed register for the specified crafting material.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;;register damite&amp;lt;/code&amp;gt;&lt;br /&gt;
    --- Lich: register active.&lt;br /&gt;
;Output of reading register not shown here to save space.&lt;br /&gt;
       Results:&lt;br /&gt;
        45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu)&lt;br /&gt;
        46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu)&lt;br /&gt;
    [register]&amp;gt;stow right&lt;br /&gt;
    You put your register in your hunting pack.&lt;br /&gt;
    --- Lich: register has exited.&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=query|desc=The material you want to search for.  Can also be information you entered in the deed note.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=The name of the container where you store your deed register.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for crafting remedies using alchemy.&lt;br /&gt;
|usage = See examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; &amp;quot;red flower&amp;quot; nemoih bar mortar cream&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; nemoih &amp;quot;not used&amp;quot; bar mortar cream  - for when only herb is required&lt;br /&gt;
 remedy &amp;lt;book type&amp;gt; &amp;lt;chapter&amp;gt; &amp;lt;recipe name&amp;gt; &amp;lt;herb1&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 Book type:    What alchemy type is this item. [remedies]&lt;br /&gt;
 Chapter: containing the item. &lt;br /&gt;
 Recipe name:  Name of the recipe, wrap in double quotes if this is multiple words. &lt;br /&gt;
 Herb1:        Prepared herb, wrap in double quotes if this is multiple words.. &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
 remedy &amp;lt;continue&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 continue      &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Overrides for foraging (all setting in base):&lt;br /&gt;
 # container used to hold herbs for remedy.lic (optional) Not optional if overriding&lt;br /&gt;
 herb_container:&lt;br /&gt;
 # Following settings, including herb_container:, are required to override workorders for remedies&lt;br /&gt;
 # container used for raw herbs foraged - used by alchemy.lic script&lt;br /&gt;
 alchemy_herb_storage:&lt;br /&gt;
 # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product&lt;br /&gt;
 # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4,&lt;br /&gt;
 # set this setting to 100.&lt;br /&gt;
 alchemy_herb_quantity:&lt;br /&gt;
 # How many prepared herbs you want:&lt;br /&gt;
 alchemy_prep_quantity:&lt;br /&gt;
 # if you want to forage careful&lt;br /&gt;
 alchemy_forage_type:&lt;br /&gt;
 # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere&lt;br /&gt;
 forage_override_room:&lt;br /&gt;
 # Set an override for town&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 # Set this to true if you want to always forage for your herbs for workorders&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
&lt;br /&gt;
 workorder_recipes:&lt;br /&gt;
   remedies:&lt;br /&gt;
   - some skin ungent&lt;br /&gt;
   #- some skin tonic&lt;br /&gt;
&lt;br /&gt;
 My guy&#039;s example:&lt;br /&gt;
 # Used by alchemy script #####&lt;br /&gt;
 alchemy_herb_storage: *back&lt;br /&gt;
 alchemy_herb_quantity: 25&lt;br /&gt;
 herb_container: *back&lt;br /&gt;
 alchemy_prep_quantity: 25&lt;br /&gt;
 #alchemy_forage_type:&lt;br /&gt;
 forage_override_room: 909 #8860&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
 ##############################&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== repeat ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for repeating a sequence of up to 10 commands. Does not take scripts.&lt;br /&gt;
|usage=&amp;gt;;repeat &amp;quot;get my rock&amp;quot; &amp;quot;drop my rock&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== restock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for restocking your supply of stackable and nonstackable items.&lt;br /&gt;
|usage= Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=restock|desc=list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising &amp;quot;arrow&amp;quot; will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30)&lt;br /&gt;
restock:&lt;br /&gt;
  arrow&lt;br /&gt;
&lt;br /&gt;
# This is the same as above, but with a custom quantity&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 45&lt;br /&gt;
&lt;br /&gt;
# this is a completely custom item not contained in base-consumables. It will not change based on hometown. &lt;br /&gt;
restock:&lt;br /&gt;
  super_cool_thing:&lt;br /&gt;
     name: cool thing&lt;br /&gt;
     room: 1337&lt;br /&gt;
     price: 10&lt;br /&gt;
     size: 3&lt;br /&gt;
     stackable: true&lt;br /&gt;
     quantity: 4&lt;br /&gt;
&lt;br /&gt;
# Here are a list of generic items in base-consumables:&lt;br /&gt;
arrow&lt;br /&gt;
bolt&lt;br /&gt;
tk_ammo&lt;br /&gt;
rock&lt;br /&gt;
&lt;br /&gt;
# Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom.&lt;br /&gt;
&lt;br /&gt;
hometown: Shard&lt;br /&gt;
&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 50&lt;br /&gt;
  bolt:&lt;br /&gt;
    quantity: 50    &lt;br /&gt;
  rock:&lt;br /&gt;
    hometown: Hibarnhvidar&lt;br /&gt;
    name: smooth rocks&lt;br /&gt;
    room: 12172&lt;br /&gt;
    price: 45&lt;br /&gt;
    size: 30&lt;br /&gt;
    stackable: true&lt;br /&gt;
    quantity: 50&lt;br /&gt;
&lt;br /&gt;
# restock can probably handle items with &amp;quot;charges&amp;quot; (i.e ritual foci) if they disappear/consumed once all charges are gone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;}} &lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rezz ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to rezz corpses&lt;br /&gt;
|usage=The script will either raise the person you specify, or if you don&#039;t specify someone it will raise all of the corpses in the room.  You should add a rezz: waggle set so that it doesn&#039;t use default values for rejuv and rezz.&lt;br /&gt;
|args={{Lich setting|name=player|desc=The person you want to raise.  Optional argument}}&lt;br /&gt;
|settings={{Lich setting|name=osrel_no_harness|desc=true to infuse directly, false to harness first.}}&lt;br /&gt;
&lt;br /&gt;
Waggle set to add.  Customize the mana and cambrinth values to your skill level:&lt;br /&gt;
&lt;br /&gt;
 waggle_sets:&lt;br /&gt;
   rezz:&lt;br /&gt;
     Resurrection:&lt;br /&gt;
       abbrev: rezz&lt;br /&gt;
       mana: 17&lt;br /&gt;
     Rejuvenation:&lt;br /&gt;
       abbrev: rejuv&lt;br /&gt;
       mana: 10&lt;br /&gt;
       cambrinth:&lt;br /&gt;
       - 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== roomnumbers ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look. Example: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Whistling Wood, Barrows]                                                                                                                          &lt;br /&gt;
A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees.  Barren of all but the hardiest of grasses, the mound has several small&lt;br /&gt;
holes in its side.  You also see an Adan&#039;f blood warrior, a chipped and weather-beaten sign, an Adan&#039;f blood warrior and an Adan&#039;f blood warrior.&lt;br /&gt;
Obvious paths: southeast, southwest, northwest.&lt;br /&gt;
Room Number: 9471&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== safe-room ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room&lt;br /&gt;
|usage= Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;How to determine your health threshold&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage&lt;br /&gt;
&lt;br /&gt;
1. insignificant&amp;lt;br&amp;gt;&lt;br /&gt;
2. negligible&amp;lt;br&amp;gt;&lt;br /&gt;
3. minor&amp;lt;br&amp;gt;&lt;br /&gt;
4. harmful (bleeding wounds)&amp;lt;br&amp;gt;&lt;br /&gt;
5. damaging&amp;lt;br&amp;gt;&lt;br /&gt;
6. severe&amp;lt;br&amp;gt;&lt;br /&gt;
7. devastating&amp;lt;br&amp;gt;&lt;br /&gt;
8. useless&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; yaml setting.&lt;br /&gt;
If yes, it gets you healed.&lt;br /&gt;
If no, it skips healing.&lt;br /&gt;
&lt;br /&gt;
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, &amp;quot;some minor abrasions to the head&amp;quot; are considered &#039;&#039;insignificant&#039;&#039; and &amp;quot;cuts and bruises about the head&amp;quot; are considered &#039;&#039;minor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.&lt;br /&gt;
&lt;br /&gt;
would be grouped out to be:&lt;br /&gt;
&lt;br /&gt;
 1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3&lt;br /&gt;
 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4&lt;br /&gt;
 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18&lt;br /&gt;
 4. harmful x 0 = 0&lt;br /&gt;
 5. damaging x 0 = 0&lt;br /&gt;
 6. severe x 0 = 0&lt;br /&gt;
 7. devastating x 0 = 0&lt;br /&gt;
 8. useless x 0 = 0&lt;br /&gt;
&lt;br /&gt;
The grand total of all those groupings is compared to your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; setting. In this example, the grand total is 3 + 4 + 18 = 25.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=safe_room_tip_threshold|desc=Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.}}^{{Lich setting|name=safe_room_id|desc=Id of room for player empath healer or item exchanges.}}^{{Lich setting|name=saferoom_health_threshold|desc=Skips saferoom healing unless the &#039;force&#039; argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level^2 * number of wounds at that level).}}^{{Lich setting|name=safe_room_empath|desc=Name of PC empath healer.}}^{{Lich setting|name=safe_room_empaths|desc=A list of PC empaths with their name and room ID}}^{{Lich setting|name=safe_room_tip_amount|desc=Amount in coppers to donate player empath.}}^{{Lich setting|name=safe_room|desc=Id of room to heal self at as empath.}}^{{Lich setting|name=safe_room_give|desc=List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don&#039;t use for anything valuable.}}^{{Lich setting|name=safe_room_take|desc=List of nouns to pick up in safe_room_id.}}^{{Lich setting|name=force_healer_town|desc=Override your hometown: setting to use an auto empath in a different town.}}^{{Lich setting|name=heal_with_divine_charm|desc=true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=healme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sanowret-crystal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background, gazing or exhaling your sanowret crystal to train [[Arcana]]. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.&lt;br /&gt;
|usage=This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.&lt;br /&gt;
&lt;br /&gt;
Run once on-demand: &amp;lt;code&amp;gt;;sanowret-crystal run=true&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run in the background: &amp;lt;code&amp;gt;;sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auto start: &amp;lt;code&amp;gt;;autostart add sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=run|desc=If present, only run the script once (instead of in passive mode).}}&lt;br /&gt;
|settings=In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don&#039;t want the script to run, such as when burgling or in a room that prevents magical device usage.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sanowret_adjective: sanowret&lt;br /&gt;
    sanowret_no_use_scripts: # Don&#039;t try to use crystal while these scripts are active.&lt;br /&gt;
    - sew&lt;br /&gt;
    - carve&lt;br /&gt;
    - tinker&lt;br /&gt;
    - forge&lt;br /&gt;
    - remedy&lt;br /&gt;
    - shape&lt;br /&gt;
    - enchant&lt;br /&gt;
    - outdoorsmanship&lt;br /&gt;
    - combat-trainer&lt;br /&gt;
    - buff&lt;br /&gt;
    - burgle&lt;br /&gt;
    - go2&lt;br /&gt;
    sanowret_no_use_rooms: # Don&#039;t try to use crystal while in these rooms.&lt;br /&gt;
    - Carousel Chamber     # Room with vault&lt;br /&gt;
    - Carousel Booth       # Room just before vault&lt;br /&gt;
    - 1900                 # You can specify room ids, too (Crossing bank window)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== schedule ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts (via &#039;&#039;&#039;multi&#039;&#039;&#039; script) if at least N minutes have elapsed since the last time they were done.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2. Whatever you can do with &#039;&#039;&#039;multi&#039;&#039;&#039;, you can do with &#039;&#039;&#039;schedule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;schedule [timer-label], [timer-interval], [arguments for multi script]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This does the same as the above example but only if 5 minutes have elapsed since the last time this ran.&lt;br /&gt;
;schedule aerobics, 5, 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This configures crossing-repair to not run more often than every 2 hours&lt;br /&gt;
training_list:&lt;br /&gt;
- skill:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  ...&lt;br /&gt;
  start: 10&lt;br /&gt;
  scripts:&lt;br /&gt;
  - schedule repairs, 120, 1, :crossing-repair&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== scroll-search ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.&lt;br /&gt;
|usage= Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml&lt;br /&gt;
|args={{Lich setting|name=search &amp;lt;container&amp;gt;|desc=Searches the given container}}^{{Lich setting|name=display|desc=Displays the scrolls in all searched containers. Must have already searched or the list will be empty!}}&lt;br /&gt;
|settings={{Lich setting|name=scroll_nouns|desc=List of scroll nouns to search container for.}}&lt;br /&gt;
|uservars={{Lich setting|name=owned_scrolls|desc=Hashset of the scroll name and the container it resides in.}}^{{Lich setting|name=scroll_counter|desc=Global counter for the amount of scrolls owned.}}^{{Lich setting|name=scroll_search_debug|desc=Turns on debug messaging for scroll-search.lic script.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-loot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).&lt;br /&gt;
|usage= Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot&amp;lt;/code&amp;gt; # Uses the default: keeps 3 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 12&amp;lt;/code&amp;gt; # Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 4 g&amp;lt;/code&amp;gt; # Uses two arguments: keeps 4 gold&lt;br /&gt;
|args={{Lich setting|name=Withdraw|desc=Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.}}&lt;br /&gt;
|settings={{Lich setting|name=sell_loot_money_on_hand|desc=Same as the Withdraw argument, overridden by the argument if both exist.}}^{{Lich setting|name=sell_loot_pouch|desc=Set true to sell any gems in a worn pouch.}}^{{Lich setting|name=sell_loot_bundle|desc=Set to true to sell a worn bundle.}}^{{Lich setting|name=sell_loot_metals_and_stones|desc=Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).}}^{{Lich setting|name=sell_loot_metals_and_stones_container|desc=The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.}}^{{Lich setting|name=sell_loot_ignored_metals_and_stones|desc=List of metal or stone nuggets and bars NOT to sell.}}^{{Lich setting|name=sell_loot_traps|desc=Sell harvested traps from boxes that are in your &#039;component_container&#039;.}}^{{Lich setting|name=spare_gem_pouch_container|desc=The container to store a spare gem pouch in, should NOT be the container a pouch stows to.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.}}^{{Lich setting|name=sell_loot_skip_bank|desc=If true, skip bank parts of the script (currency exchange, deposit, withdrawal).}}^{{Lich setting|name=sell_loot_skip_exchange|desc=If true, skip currency exchange.}}^{{Lich setting|name=bankbot_name|desc=The name of the bankbot with whom you would like to deposit coin.}}^{{Lich setting|name=bankbot_deposit_threshold|desc=An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.}}^{{Lich setting|name=bankbot_room_id|desc=The room ID of the bankbot.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-pouches ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Sell gem pouches for trading experience&lt;br /&gt;
|usage=This script is called by crossing-training when you have &#039;Trading&#039; listed as a training skill and &#039;sell_pouches_for_trading&#039; set to true. You can also call it to sell a pouch.&lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=Your hometown. This is used to determine which gemshop you will sell your pouches to}}^{{Lich setting|name=sale_pouches_container|desc=Container where your pouches for sale are stored}}^{{Lich setting|name=waggle_set named &#039;sell-pouches&#039;|desc=Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== setupaliases ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adds a useful selection of aliases to the global list:&lt;br /&gt;
|usage=&lt;br /&gt;
* &amp;lt;code&amp;gt;as&amp;lt;/code&amp;gt; - accepts a trade offer and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;gs&amp;lt;/code&amp;gt; - gets the given item and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;cc&amp;lt;/code&amp;gt; - runs ;circlecheck to show your leveling status. it can take args, like cc 200&lt;br /&gt;
* &amp;lt;code&amp;gt;ct&amp;lt;/code&amp;gt; - toggles crossing-training on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;tm&amp;lt;/code&amp;gt; - toggles training-manager on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;fr&amp;lt;/code&amp;gt; - find room, searches for a room description matching provided text&lt;br /&gt;
* &amp;lt;code&amp;gt;ids&amp;lt;/code&amp;gt; - echos the current mapped connections from the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lr&amp;lt;/code&amp;gt; - echos the full data of the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lfr&amp;lt;/code&amp;gt; - echos the full data of the room a remote room number, pass the number to it&lt;br /&gt;
* &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; - shows all items in the current room you are in that are stealable that are not in base-stealing&lt;br /&gt;
* &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; - these work as a pair, for recording room numbers (like setting up a hunting area); run &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; to start, then &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; in each room you want to record&lt;br /&gt;
* &amp;lt;code&amp;gt;hz&amp;lt;/code&amp;gt; - list all hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;ez&amp;lt;/code&amp;gt; - list all escort hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;fz&amp;lt;/code&amp;gt; - search hunting zones and get room numbers, e.g. &amp;lt;code&amp;gt;fz wark&amp;lt;/code&amp;gt; returns a list of room numbers for warklins&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sew ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== skill-recorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== slackbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.&lt;br /&gt;
|usage= This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=slack_username|desc=Your Slack username. It should be all lowercase.}}&lt;br /&gt;
|uservars={{Lich setting|name=slack_token|desc=The token used to authenticate to a Slack team.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smartlisten ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=If someone teaches you an approved class you&#039;ll start listening.&lt;br /&gt;
|usage=The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smarttransfer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=safely transfer wounds from the target, avoiding useless injuries in fatal areas&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=bleed|desc=If present, leave external bleeders.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smash-pumpkins ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Smelt the contents of a crucible. Assumes that material has already been placed into the crucible.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt-deeds ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=combines deeds of like metals to save inventory space&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smith ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smoke ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=smokes an item&lt;br /&gt;
|usage=&lt;br /&gt;
You can run the script two ways, one from command line and the other from a YAML.&lt;br /&gt;
&lt;br /&gt;
Command line: &lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also run it from a YAML setting:&lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;cigar noun&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args=Command Line:&lt;br /&gt;
  &lt;br /&gt;
 &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
YAML:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;cigar noun&amp;gt; (When running from YAML)&lt;br /&gt;
&lt;br /&gt;
|settings=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  smoke:&lt;br /&gt;
    cigar_container: humidor&lt;br /&gt;
    smoke_image:&lt;br /&gt;
    lighter:&lt;br /&gt;
      type: flint&lt;br /&gt;
      container: humidor&lt;br /&gt;
      blade: dagger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorcery ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sort-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls [container]&amp;lt;/code&amp;gt; Script will search container specified for scrolls.^&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls find [spell]&amp;lt;/code&amp;gt; Script will try to find a scroll matching the spell specified and remove a copy if one exists.  You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.&lt;br /&gt;
&lt;br /&gt;
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names.&lt;br /&gt;
They should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Bard&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Cleric&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Empath&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Moon Mage&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Necromancer&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Paladin&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Ranger&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Trader&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Warrior Mage&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Extras&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Extras&amp;quot; case is for overflow if any of the other cases get full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;scroll_sorter:&lt;br /&gt;
    stacker: scroll folio&lt;br /&gt;
    stacker_container: haversack&lt;br /&gt;
    scroll_nouns: [&#039;cerulean scroll&#039;, &#039;glittery-pink scroll&#039;, &#039;silver-stippled scroll&#039;, &#039;gold-stippled scroll&#039;]&lt;br /&gt;
    close_container: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stacker|desc=The noun or adjective and noun of the case type you&#039;re using.}}^&lt;br /&gt;
{{Lich setting|name=stacker_container|desc=Where you have your cases stored.  The script will put them back there as well. If you don&#039;t specify this setting, it will use default_container: instead.}}^&lt;br /&gt;
{{Lich setting|name=scroll_nouns|desc=Specify any custom scroll types that come from different cases and also from custom papers you can use.}}^&lt;br /&gt;
{{Lich setting|name=close_container|desc=Closes the stacker container when the script ends if this is true.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== spin ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stabbity ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It&#039;s useful in invasions and events.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without a mode specified  (e.g. &amp;lt;code&amp;gt;;stabbity&amp;lt;/code&amp;gt;), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;stabbity:&lt;br /&gt;
  eliminate: true&lt;br /&gt;
  weapons:&lt;br /&gt;
    preferred: glaes pasabas&lt;br /&gt;
    alternate: judge&#039;s gavel&lt;br /&gt;
    thrown: throwing club&lt;br /&gt;
  use_alternate_on:&lt;br /&gt;
    - archer&lt;br /&gt;
    - soldier&lt;br /&gt;
    - dryad&lt;br /&gt;
    - oshu&lt;br /&gt;
    - frostweaver&lt;br /&gt;
    - guardian&lt;br /&gt;
  use_thrown_on:&lt;br /&gt;
    - hawk&lt;br /&gt;
    - gryphon&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=mode|desc=Optional, can be one of:^&lt;br /&gt;
* &#039;&#039;equip&#039;&#039;: Wields your preferred weapon.^&lt;br /&gt;
* &#039;&#039;cleanup&#039;&#039;: Sheathes your preferred weapon.^&lt;br /&gt;
* &#039;&#039;single&#039;&#039;: Kills all mobs in the current room and exits. Does not wait for mob to arrive.^&lt;br /&gt;
* &#039;&#039;arena&#039;&#039;: Used to run the Dusk Ruin arena.}}^&lt;br /&gt;
{{Lich setting|name=noloot|desc=Do not loot mobs when killed.}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stabbity:eliminate|desc=True/False.  Only used during arena.  Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. &#039;&#039;&#039;Only include if you are a thief with khri eliminate.&#039;&#039;&#039;}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:preferred|desc=The name of the weapon you wish to backstab with.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:alternate|desc=The name of the weapon you wish to use for mobs defined in use_alternate_on.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:thrown|desc=The name of the weapon you wish to use for mobs defined in use_thrown_on.  If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_alternate_on|desc=List of mobs on which to use your alternate weapon.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_thrown_on|desc=List of mobs on which to use your thrown weapon.}}&lt;br /&gt;
|uservars={{Lich setting|name=stabbity_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stack-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Scroll stacker manager script that stores and retrieves scrolls using stackers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== status-monitor ==&lt;br /&gt;
&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.&lt;br /&gt;
|usage=Trust status monitor then run it. &lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== steal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=hide_to_steal|desc=set to false if you do not wish to hide to steal.}}^{{Lich setting|name=bin_stolen|desc=set to true for Thieves who wish to bin stolen goods.}}^{{Lich setting|name=stealing_bag|desc=storage bag for stolen goods if bin_stolen: true}}^{{Lich setting|name=slow_bin_speed|desc=set to true to bin items slower.  Resolves type-ahead issue for Genie users.}}^{{Lich setting|name=steal_past_mindlock|desc=set to true if you wish to continue stealing after Thievery is locked.}}^{{Lich setting|name=dont_steal_list|desc=list items by id# identified in &#039;&#039;&#039;base-stealing.yaml&#039;&#039;&#039; to skip these items when stealing.}}^{{Lich setting|name=stealing_buffs|desc=list of buffs to use before starting stealing run.}}^{{Lich setting|name=stealing_high_acceptable_count|desc=.}}^{{Lich setting|name=stealing_low_acceptable_count|desc=.}}^{{Lich setting|name=npc_stealing_attempt_count|desc=Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)}}^{{Lich setting|name=stealing_options|desc=list of stealable items in base-stealing.yaml}}^&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== study-art ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.&lt;br /&gt;
|usage=Just run it. e.g. &amp;lt;code&amp;gt;;study-art&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== summoning ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. [[Warrior Mages]] must have already {{com|align}}ed to an element.&lt;br /&gt;
|settings={{Lich setting|name=summoning_target_increment|desc=The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tarantula ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.&lt;br /&gt;
|usage=Run &amp;lt;code&amp;gt;;tarantula&amp;lt;/code&amp;gt; after adjusting YAML settings as desired.  Can be added to startup.  The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you&#039;re in combat or not.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=tarantula_startup_delay|desc=Number of seconds to wait after first starting before it will eat skills.  Useful when tarantula is added to autostarts, so that it doesn&#039;t eat skills on first login, before login drain.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_noun|desc=Change if you&#039;ve had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_debug|desc=Set true if you wish to see debug messages}}^&lt;br /&gt;
{{Lich setting|name=tarantula_excluded_skills|desc=A list of skills never to sacrifice to the tarantula.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_no_use_scripts|desc=A list of scripts defined by you, during which the tarantula will not activate.}}^&lt;br /&gt;
{{Lich setting|name=tarantula|desc=A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running.  These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in &amp;lt;code&amp;gt;tarantula_excluded_skills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tarantula:&lt;br /&gt;
  Armor:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Chain Armor&lt;br /&gt;
    - Brigandine&lt;br /&gt;
    - Plate Armor&lt;br /&gt;
    - Light Armor&lt;br /&gt;
    - Defending&lt;br /&gt;
  Weapon:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Melee Mastery&lt;br /&gt;
    - Missile Mastery&lt;br /&gt;
  Magic:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Utility&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Lunar Magic&lt;br /&gt;
    - Warding&lt;br /&gt;
    - Augmentation&lt;br /&gt;
    - Utility&lt;br /&gt;
  Survival:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Evasion&lt;br /&gt;
    - Skinning&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Outdoorsmanship&lt;br /&gt;
  Lore:&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Appraisal&lt;br /&gt;
    - Performance&lt;br /&gt;
    - Scholarship&lt;br /&gt;
&lt;br /&gt;
An example of exclusions added to a yaml:&lt;br /&gt;
&lt;br /&gt;
tarantula_excluded_skills:&lt;br /&gt;
  - Large Edged&lt;br /&gt;
  - Brawling&lt;br /&gt;
  - Evasion&lt;br /&gt;
  - Parry&lt;br /&gt;
  - Shield&lt;br /&gt;
  - Athletics&lt;br /&gt;
  - Crossbow&lt;br /&gt;
  - Slings&lt;br /&gt;
  - Light Thrown&lt;br /&gt;
  - Bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}^&lt;br /&gt;
|uservars={{Lich setting|name=tarantula_last_use|desc=The last time the tarantula was sacrificed to.}}^{{Lich setting|name=tarantula_last_skillset|desc=The last sphere sacrificed to, since the tarantula can&#039;t be used on the same sphere twice in a row.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for self. On start, checks {{com|health}} for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=train|desc=If present, unwrap and rebind wounds for optimum learning.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendother ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=player|desc=Name of the player to tend.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== textsubs ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).&lt;br /&gt;
|usage=&lt;br /&gt;
Example of adding a sub: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;TextSubs.add(&#039;^(\s+)no (puncture|slice|impact|fire|cold|electric) damage&#039;,&#039;\1no (0/27) \2 damage&#039;)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clear out all stored subs with &amp;lt;code&amp;gt;TextSubs.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== theurgy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=train theurgy by working up devotion and doing communes&lt;br /&gt;
|usage= Recommended - Eluned (holy water)&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=theurgy_supply_container|desc=Container for storing wine, flint, and incense.}}^{{Lich setting|name=water_holder|desc=Vessel that you store holy water in.}}^{{Lich setting|name=flint_lighter|desc=Blade for lighting flint.}}^{{Lich setting|name=immortal_aspect|desc=for bead carving/meditation (must be aspect of god you last got a favor from).}}^{{Lich setting|name=theurgy_prayer_mat_room|desc=Room in which to use your prayer mat. Requires an object defined with an `id: roomid` format, ex.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
theurgy_prayer_mat_room:&lt;br /&gt;
 id: 1234&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== titlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks for new titles since the last time you ran the script.&lt;br /&gt;
|usage=Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.&lt;br /&gt;
|args=title_set&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=titles&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Do caravan trading in Zoluren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== train ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Train the given attributes. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):&lt;br /&gt;
* &amp;lt;code&amp;gt;;train&amp;lt;/code&amp;gt; &lt;br /&gt;
No arguments: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train st&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;quot;st&amp;quot; is ambiguious between stamina and strength: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train sta w2&amp;lt;/code&amp;gt;&lt;br /&gt;
Trains stamina once and wisdom twice&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== training-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= High level script for managing combat and non combat training&lt;br /&gt;
|usage= Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true will cause it to focus on combat training at the expense of out of combat.}}^{{Lich setting|name=training_manager_priority_skills|desc=List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.}}^{{Lich setting|name=training_manager_town_duration|desc=Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false}}^{{Lich setting|name=mine_while_training|desc=Set to true will cause town training to start with a mining loop.}}^{{Lich setting|name=favor_goal|desc=Number of favors to work towards, if this is set will work on favors while training.}}^{{Lich setting|name=favor_god|desc=Desired immortal to request favor orb for Must be set for favor gathering to work properly.}}^{{Lich setting|name=repair_timer|desc=Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.}}^{{Lich setting|name=repair_withdrawal_amount|desc=Amount of currency to withdrawal for each repair. Default amount is 10,000.}}^{{Lich setting|name=skip_repair|desc=True/false setting. Use true to skip all crossing-repair functionality. Default is false.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=mining-buddy,sell-loot,hunting-buddy,crossing-training,safe-room,crossing-repair&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== transfer-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Transfer all items from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items backpack haversack&lt;br /&gt;
&lt;br /&gt;
* Transfer only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
  ;transfer-items backpack quiver arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=If specified, only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== truffenyi-commune-quest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== validate ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks character yamls for common mistakes.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== vanity-pet ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Some [[vanity pet|vanity pets]], like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before [[Breaking_and_Entering|burgling]] so that they aren&#039;t lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).&lt;br /&gt;
|usage=Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you. &lt;br /&gt;
|args=&lt;br /&gt;
&lt;br /&gt;
* Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  vanity-pet pet_action pet_name pet_container [debug]&lt;br /&gt;
&lt;br /&gt;
   pet_action     STOW or DROP to either stow your pet in their container or drop them to the ground. &lt;br /&gt;
&lt;br /&gt;
   pet_name       Name of your pet. &lt;br /&gt;
&lt;br /&gt;
   pet_container  Container for your pet. &lt;br /&gt;
&lt;br /&gt;
   debug          Enable debug output &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drop Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog from my woven.sack&lt;br /&gt;
&lt;br /&gt;
You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;drop my farm.hog&lt;br /&gt;
&lt;br /&gt;
You set the farm hog on the ground.  It trots around you in a circle, happily oinking.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Stow Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet stow farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog&lt;br /&gt;
&lt;br /&gt;
You scoop the farm hog up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;put my farm.hog in my woven.sack&lt;br /&gt;
&lt;br /&gt;
You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
&lt;br /&gt;
Hook into hunting-buddy:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hunting_info:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hook into burgle:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Designed for use with the &#039;&#039;&#039;multi&#039;&#039;&#039; script to pause N seconds between commands.&lt;br /&gt;
|usage=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Runs &#039;somescript&#039; 20 times with a 100 second interval between each run.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 20,:wait 100,:somescript&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== walkingastro ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.&lt;br /&gt;
|usage=On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.&lt;br /&gt;
&lt;br /&gt;
Note, walkingastro will wait and not fire while the following scripts are running: &#039;steal&#039;, &#039;combat-trainer&#039;, &#039;pick&#039;, &#039;craft&#039;, &#039;shape&#039;, &#039;sew&#039;,&#039;bescort&#039;, &#039;remedy&#039;, &#039;forge&#039;, &#039;carve&#039;, &#039;performance&#039;, &#039;theurgy&#039;, &#039;hlctheurgy&#039;, &#039;astrology&#039;, &#039;astrology2&#039;, &#039;study-art&#039;, &#039;mech-lore&#039;, &#039;first-aid&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up. &lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you add PG to your list of in/out of combat buff spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wand-watcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Activates wands automatically based on cooldown timer&lt;br /&gt;
|usage=Best added to character autostart.&lt;br /&gt;
&lt;br /&gt;
You need to be intelligent about how cooldown / count interact.  If you only have 1 and the cooldown is 60 minutes, don&#039;t set a value less than 60 minutes.&lt;br /&gt;
&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wands:&lt;br /&gt;
  # magic wand:                     #Adj + Noun of the wand.  Must be unique  [Mandatory]&lt;br /&gt;
  #   activation message: Foo Bar   #Spell activation message                 [Mandatory]&lt;br /&gt;
  #   activate verb: tap            #Verb used to activate the wand           [Optional - defaults to &#039;tap&#039;]&lt;br /&gt;
  #   container: backpack           #Container where the wand(s) are stored   [Mandatory]&lt;br /&gt;
  #   cooldown: 32                  #minutes between activation attempts      [Optional - defaults to 30]&lt;br /&gt;
  #   count: 2                      #number of wands you have                 [Optional - defaults to 2]&lt;br /&gt;
  bloodwood branch:&lt;br /&gt;
    activation message: The world around you seems to slow as the spell grips your mind.&lt;br /&gt;
    activate verb: tap&lt;br /&gt;
    container: rucksack&lt;br /&gt;
    cooldown: 32&lt;br /&gt;
    count: 2&lt;br /&gt;
  ironwood wand:&lt;br /&gt;
    activation message: A glistening net of coiling tendrils interlaces itself across your muscles&lt;br /&gt;
    activate verb: rub&lt;br /&gt;
    container: haversack&lt;br /&gt;
    cooldown: 34&lt;br /&gt;
    count: 2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while these scripts are running.&lt;br /&gt;
wand_watcher_no_use_scripts:&lt;br /&gt;
  - burgle&lt;br /&gt;
  - go2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title.&lt;br /&gt;
wand_watcher_no_use_rooms:&lt;br /&gt;
  - 1900                                          # Crossing bank teller - included with regex below but shown for example&lt;br /&gt;
  - Knife Clan, Triage                            # Dokt - silenced room&lt;br /&gt;
  - !ruby/regexp &#039;/^(?:First )?Provincial Bank,/&#039; # Crossing Bank - mapped, but 1 regex- -&amp;gt; 3 rooms&lt;br /&gt;
  - !ruby/regexp &#039;/Carousel (?:Booth|r)$/&#039;        # Vaults - unmapped silenced / nomagic&lt;br /&gt;
&lt;br /&gt;
# Wait n seconds on startup before doing anything [Optional - defaults to 10 s]&lt;br /&gt;
wand_watcher_startup_delay: 10  &lt;br /&gt;
# Wait n seconds between checks for reusing wands [Optional - defaults to 60 s]&lt;br /&gt;
wand_watcher_passive_delay: 60  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=See example for explanation.&lt;br /&gt;
|uservars={{Lich setting|name=wand_watcher_timers|desc=Persistent storage for next use time for all wands.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== weave-cloth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== workorders ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=completes a workorder for the given discipline.  Supplemental information: https://github.com/rpherbig/dr-scripts/wiki/Crafting-Setup&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of workorder to do, blacksmithing, tailoring, shaping.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=Bag that materials, tools, and books are stored in.}}^{{Lich setting|name=workorder_diff|desc=difficulty of workorder to request.}}^{{Lich setting|name=crafting_recipes|desc=List of crafting recipes in base-crafting.yaml.}}^{{Lich setting|name=forging_tools|desc=List of tools used in forging.}}^{{Lich setting|name=forging_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=forging_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=forging_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=knitting_tools|desc=List of tools used in knitting.}}^{{Lich setting|name=outfitting_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=outfitting_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=outfitting_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=shaping_tools|desc=List of tools used in shaping.}}^{{Lich setting|name=engineering_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=engineering_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=engineering_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=carving_tools|desc=List of tools used in carving.}}^{{Lich setting|name=workorder_min_items|desc=Minimum number of items in the workorder required to accept.}}^{{Lich setting|name=workorder_max_items|desc=Maximum number of items in the workorder required to accept.}}^{{Lich setting|name=workorders_repair|desc= Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.}}&lt;br /&gt;
workorders_repair: true&lt;br /&gt;
&lt;br /&gt;
#CARAVAN SETTINGS&lt;br /&gt;
# container holding caravan contracts for ;trade&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=smith, shape, sew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Lich scripts}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576318</id>
		<title>Lich script repository</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=576318"/>
		<updated>2021-11-29T01:43:15Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* remedy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
This page documents the collection of scripts that are available from an external repository located at [https://github.com/rpherbig/dr-scripts https://github.com/rpherbig/dr-scripts], and not through the in-game &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; functionality.&lt;br /&gt;
&lt;br /&gt;
== Setup and Installation ==&lt;br /&gt;
In the DR Lich Discord Server [https://discord.gg/AXhcahpdnN https://discord.gg/AXhcahpdnN]. &lt;br /&gt;
Go to the #Installation Channel, in this channel click on &#039;&#039;&#039;pinned messages&#039;&#039;&#039; (the thumbtack on the top right). &lt;br /&gt;
It will provide you with an All-In-One-Installer, updated maps, and dependencies.&lt;br /&gt;
&lt;br /&gt;
For script-specific documentation, see the appropriate section, below. For YAML documentation, see [https://github.com/rpherbig/dr-scripts/wiki/Introduction-to-Character-Settings Introduction-to-Character-Settings].&lt;br /&gt;
&lt;br /&gt;
If you have some feedback or suggestions, please contact us in-game (Sheltim or Etreu) or [https://github.com/rpherbig/dr-scripts/issues open an issue on GitHub]. We look forward to hearing from you!&lt;br /&gt;
&lt;br /&gt;
= Introduction to Character Settings = &lt;br /&gt;
Character settings are read from a YAML file.&lt;br /&gt;
&lt;br /&gt;
== What is YAML? == &lt;br /&gt;
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain&#039;t Markup Language (the name references itself as a kind of computer science joke). It&#039;s got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:&lt;br /&gt;
&lt;br /&gt;
Indentation matters. Use two spaces for each level of indentation.&lt;br /&gt;
&lt;br /&gt;
If you see a line like &amp;lt;code&amp;gt;train_with_spells: true&amp;lt;/code&amp;gt;, that means that the &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; setting is being assigned a value of &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. This may also be referred to as a hash in which &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; is mapped to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Values can be true/false, numbers, text, hashes, or lists (see below).&lt;br /&gt;
&lt;br /&gt;
A list (or array) is a series of values. For example, this creates a list named &amp;lt;code&amp;gt;loot_additions&amp;lt;/code&amp;gt; of item nouns that you want to loot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loot_additions:&lt;br /&gt;
- card&lt;br /&gt;
- dira&lt;br /&gt;
- bolt&lt;br /&gt;
- arrow&lt;br /&gt;
- stone&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comment is any line that starts with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, it&#039;ll make more sense if you go look at a YAML file. Try taking a look at [https://github.com/rpherbig/dr-scripts/tree/master/profiles some of these.]&lt;br /&gt;
&lt;br /&gt;
== Loading YAML Files ==&lt;br /&gt;
YAML files are loaded in a predefined order. &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; is loaded first, then &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt;. If any arguments are given to a script (for example, &amp;lt;code&amp;gt;;combat-trainer BacktrainWeapons&amp;lt;/code&amp;gt;), then &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt; will be loaded last.&lt;br /&gt;
&lt;br /&gt;
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define &amp;lt;code&amp;gt;dance_threshold&amp;lt;/code&amp;gt; to be 1 in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; and then redefine it to be 0 in &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; provides defaults for many (but not all) of the settings. You should never modify &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; directly; instead override settings in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;YourCharacterName-SomethingElse.yaml&amp;lt;/code&amp;gt;. If you think something should be changed in &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt;, please contact us in-game or open a [https://github.com/rpherbig/dr-scripts/pulls pull request]. We welcome all feedback and suggestions.&lt;br /&gt;
&lt;br /&gt;
== Debugging YAML files ==&lt;br /&gt;
Its helpful to use a YAML parser for diagnosing issues.&lt;br /&gt;
http://yaml-online-parser.appspot.com/&lt;br /&gt;
&lt;br /&gt;
= Autostart =&lt;br /&gt;
There are &#039;&#039;&#039;two&#039;&#039;&#039; autostart scripts. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;autostart&amp;lt;/code&amp;gt; is part of core &#039;&#039;&#039;lich&#039;&#039;&#039;.  It should only be used for scripts that are also a part of core lich.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;e autostart&amp;lt;/code&amp;gt; is part of &#039;&#039;&#039;dependency&#039;&#039;&#039;, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there. &lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;dependency&#039;&#039; autostart (the second one) for any script on this page. This means you should use &amp;lt;code&amp;gt;;e autostart &#039;scriptname&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;e autostart(&#039;scriptname&#039;)&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;;autostart add scriptname&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If any of the scripts on this page are in &amp;lt;code&amp;gt;;autostart list&amp;lt;/code&amp;gt;, you should remove them. Try the command &amp;lt;code&amp;gt;;autostart help&amp;lt;/code&amp;gt; if you need help.&lt;br /&gt;
&lt;br /&gt;
== Add an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e autostart(&#039;script-name&#039;) will start the script called &#039;script-name&#039; for all of your characters&lt;br /&gt;
;e autostart &#039;script-name&#039;&lt;br /&gt;
;e autostart(&#039;script-name&#039;, false) will start the script for only this character&lt;br /&gt;
;e autostart &#039;script-name&#039;, false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Parenthesis do not matter&lt;br /&gt;
== List autostart scripts ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e echo(list_autostarts) will show you the files being autostarted on a given character&lt;br /&gt;
;e echo list_autostarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remove an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e stop_autostart(&#039;script-name&#039;) will remove an autostarted file from the list&lt;br /&gt;
;e stop_autostart &#039;script-name&#039; parenthesis do not matter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scripts =&lt;br /&gt;
== accept-sell ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.&lt;br /&gt;
|usage= Call the script when you have empty hands and an outstanding trade offer.&lt;br /&gt;
|args={{Lich setting|name=skip|desc=Don&#039;t appraise and send profit summary to seller, faster for multiple pouches/bundles.}}^{{Lich setting|name=buy|desc=Pay for the pouch out of your own money and keep it.}}^{{Lich setting|name=dump|desc=Dump item after sale.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== addroom ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.&lt;br /&gt;
|usage=&lt;br /&gt;
To use this script send it an ordered set of directions to map. If you don&#039;t provide a direction no mapping will be provided.&lt;br /&gt;
&lt;br /&gt;
For example, to add a Y branch to the north:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;north, northeast, southwest, northwest, southeast, south&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add a store:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;go shop, out&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The travel delay defaults to 0.2.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=add_room_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== afk ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=health_threshold|desc=Threshold at which you will exit (the same threshold is used for health and spirit)}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== almanac ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== appraisal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the Appraisal skill by appraising your gear, zills, bundles, gem pouches, and studying the art in the Crossing art gallery. Use the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; setting to specify a training regimen.&lt;br /&gt;
|usage=Define the &amp;lt;code&amp;gt;appraisal_training&amp;lt;/code&amp;gt; list in your settings file. It will train in the order listed.&lt;br /&gt;
* Example Settings&lt;br /&gt;
&amp;lt;pre&amp;gt;appraisal_training:&lt;br /&gt;
- gear&lt;br /&gt;
- zills&lt;br /&gt;
- art&lt;br /&gt;
- bundle&lt;br /&gt;
- pouches&lt;br /&gt;
full_pouch_container: backpack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; setting appraises everything listed in &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; (where your armor and weapons are listed). &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt; setting appraises zills up to 250 appraisal ranks; after that you will get a warning to remove zills from your training list. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt; setting runs the study-art script which appraises art in the Crossing art gallery. &lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt; setting appraises a worn bundle quick.&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt; setting appraises gem pouches stored in the container you list as &amp;lt;code&amp;gt;full_pouch_container&amp;lt;/code&amp;gt;. Up to eleven gem pouches can be appraised. This has been updated to also appraise your worn gem pouch if &amp;lt;code&amp;gt;gem_pouch_adjective&amp;lt;/code&amp;gt; is defined, making the total pouches appraised twelve.&lt;br /&gt;
&amp;lt;/ul&amp;gt; &lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=appraisal_training|desc=List of training options. Valid options are &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt;}}^{{Lich setting|name=full_gem_pouch_container|desc=The container where you store gem pouches for appraisal. This should not be the same container where you store empty ones}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=study-art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== arrows ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, arrowheads, and arrows all in one script. &lt;br /&gt;
Syntax: ;arrows type lumber tools&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;arrows drake-fang maple&lt;br /&gt;
 ;arrows drake-fang balsa yes&lt;br /&gt;
 ;arrows continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== astrology ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.&lt;br /&gt;
|usage=Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
astrology_training:&lt;br /&gt;
- ways&lt;br /&gt;
- observe&lt;br /&gt;
- rtr&lt;br /&gt;
- weather&lt;br /&gt;
- events&lt;br /&gt;
- moons&lt;br /&gt;
astral_plane_training:&lt;br /&gt;
  train_destination: crossing &lt;br /&gt;
  train_source: shard&lt;br /&gt;
&lt;br /&gt;
have_telescope: true&lt;br /&gt;
#Choose one, container or tie&lt;br /&gt;
telescope_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tie:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container, tied, or worn&lt;br /&gt;
divination_tool:&lt;br /&gt;
  name:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
  worn:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container or tied&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!!&lt;br /&gt;
&lt;br /&gt;
EXAMPLE YAML IF NOT USING:&lt;br /&gt;
divination_tool:&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=astrology_training|desc=A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed}}^{{Lich setting|name=have_telescope|desc=Set to true to indicate you have a telescope on you and it will be used to observe the heavens.}}^{{Lich setting|name=astral_plane_training|desc=Hash which contains the settings for astral training.}}^{{Lich setting|name=train_destination|desc=indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes}}^{{Lich setting|name=train_source|desc=indicates the shard you wish to return to after arriving at the destination shard, options are the same as in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|uservars={{Lich setting|name=astral_plane_exp_timer|desc=This is set to the current time on your computer once you emerge from the shard indicated in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;. It&#039;s used to check how long its been since you last walked.}}&lt;br /&gt;
|children=bescort&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== athletics ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Athletics training script&lt;br /&gt;
|args={{Lich setting|name=wyvern|desc=Climb wyverns instead of undergondola.}}^{{Lich setting|name=undergondola|desc=Climb undergondola.}}^{{Lich setting|name=xalas|desc=Climb in xalas}}&lt;br /&gt;
|settings={{Lich setting|name=have_climbing_rope|desc=Set this to true to use a magic climbing rope for training. This currently requires zills.}}^{{Lich setting|name=held_athletics_items|desc=A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don&#039;t need to be weapons.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== attunement ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains [[attunement]] via power walking or perceiving in a single room. Empaths can optionally train [[empathy]] via health walking.&lt;br /&gt;
|usage=&lt;br /&gt;
* attunement - &#039;&#039;run with no arguments to power walk&#039;&#039;&lt;br /&gt;
* attunement health - &#039;&#039;run with &#039;health&#039; argument to health walk&#039;&#039; (Empaths only)&lt;br /&gt;
|args=&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
* health - As an Empath, specify this argument to perform a health walk to train empathy and attunement&lt;br /&gt;
|settings=&lt;br /&gt;
&#039;&#039;Example Config&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Town to train attunement in.&lt;br /&gt;
# Most towns have a pre-defined list of rooms in base-towns.yaml.&lt;br /&gt;
hometown: Crossing&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where magic users will visit to&lt;br /&gt;
# train attunement via &#039;perceive&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is ignored for lunar mages and instead they train in their current room.&lt;br /&gt;
# This is useful for power walking near your safe room, such as&lt;br /&gt;
# non-justice areas, which may be preferrable to Necromancers&lt;br /&gt;
# or if your hometown does not have any room data yet.&lt;br /&gt;
attunement_rooms:&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where Empaths will visit to&lt;br /&gt;
# train empathy via &#039;perceive health&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is useful if your hometown does not have any room data yet.&lt;br /&gt;
perceive_health_rooms:&lt;br /&gt;
- 100&lt;br /&gt;
- 200&lt;br /&gt;
- 300&lt;br /&gt;
&lt;br /&gt;
# If true then you will perform the perceive commands&lt;br /&gt;
# in your current room rather than walk to different rooms.&lt;br /&gt;
# This setting is ignored for Lunar mages (Traders and Moon Mages)&lt;br /&gt;
# and is treated as if it were set to true.&lt;br /&gt;
crossing_training_stationary_skills_only: true|false&lt;br /&gt;
&lt;br /&gt;
# The max learning rate of attunement (power walking) or empathy (health walking)&lt;br /&gt;
# at which point the script will exit.&lt;br /&gt;
crossing_training_max_threshold: 30 &lt;br /&gt;
&lt;br /&gt;
# The desired number of mind states to increase by.&lt;br /&gt;
# Respects crossing_training_max_threshold as an upper threshold.&lt;br /&gt;
attunement_target_increment: 17&lt;br /&gt;
&lt;br /&gt;
# The script will cast the spells listed in the &#039;attunement&#039; waggle&lt;br /&gt;
# at the beginning of training.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  attunement:&lt;br /&gt;
    Aura Sight:&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autocontingency ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Moon Mages only.  It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. &amp;lt;code&amp;gt;autocontingency Eteu 798&amp;lt;/code&amp;gt;. Contingency established, you can then go about your business. &lt;br /&gt;
&lt;br /&gt;
The other method is &amp;lt;code&amp;gt;autocontingency invoke&amp;lt;/code&amp;gt;. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.&lt;br /&gt;
|usage= Ensure that a waggle titled `contingency` is present in your YAML. Example below:&lt;br /&gt;
   contingency:&lt;br /&gt;
    Seer&#039;s Sense:&lt;br /&gt;
      abbrev: SEER&lt;br /&gt;
      recast: 2&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
    Contingency:&lt;br /&gt;
      abbrev: CONTINGENCY&lt;br /&gt;
      recast: 1&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 7&lt;br /&gt;
      - 7&lt;br /&gt;
&lt;br /&gt;
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as a &amp;lt;code&amp;gt;before&amp;lt;/code&amp;gt; in a hunt:&lt;br /&gt;
   hunting_info:&lt;br /&gt;
   - :zone:&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     :duration: 30&lt;br /&gt;
     args:&lt;br /&gt;
       - d0&lt;br /&gt;
       - combat&lt;br /&gt;
     before:&lt;br /&gt;
     - go2 798&lt;br /&gt;
     - autocontingency Etreu&lt;br /&gt;
     after:&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     stop_on:&lt;br /&gt;
     - Large Blunt&lt;br /&gt;
     - Large Edged&lt;br /&gt;
     - Small Edged&lt;br /&gt;
     - Staves&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as part of T2&#039;s &amp;lt;code&amp;gt;training_list&amp;lt;/code&amp;gt;:&lt;br /&gt;
   training_list:&lt;br /&gt;
   - skill: &lt;br /&gt;
     - Targeted Magic&lt;br /&gt;
     start: 4&lt;br /&gt;
     scripts:&lt;br /&gt;
     - autocontingency Etreu 798&lt;br /&gt;
     - buff main&lt;br /&gt;
     - hunting-buddy&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     - safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== automap ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Mapping assistance script&lt;br /&gt;
|usage=Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== avtalia ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Traders only.  When run, it watches cambrinth defined in avtalia_array:.  It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.&lt;br /&gt;
|usage= Define a list of cambrinth as below:&lt;br /&gt;
  avtalia_array:&lt;br /&gt;
  - name: cambrinth bracer&lt;br /&gt;
    cap: 32&lt;br /&gt;
  - name: watersilk bag&lt;br /&gt;
    cap: 108&lt;br /&gt;
  - name: cambrinth anklet&lt;br /&gt;
    cap: 12&lt;br /&gt;
  - name: tattered robe&lt;br /&gt;
    cap: 50&lt;br /&gt;
  - name: cambrinth chains&lt;br /&gt;
    cap: 50&lt;br /&gt;
&lt;br /&gt;
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=avtalia_array: defines the array of worn cambrinth.&lt;br /&gt;
|uservars=avtalia&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bankbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Have a character act as a banker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bescort ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.&lt;br /&gt;
|usage= Start this script with no arguments to see a list of supported areas and destinations.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;citizenship&#039;&#039;: Set citizenship to &#039;Zoluren&#039; to skip a money check. Set to &#039;Ilithi&#039; to use the north, west, south gates of Shard&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, boltheads, and bolts all in one script. &lt;br /&gt;
Syntax: ;bolts type lumber yes&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;bolts drake-fang maple&lt;br /&gt;
 ;bolts drake-fang balsa yes&lt;br /&gt;
 ;bolts continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== buff ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://github.com/rpherbig/dr-scripts/wiki/Waggle-Sets&lt;br /&gt;
&lt;br /&gt;
== burgle ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=[[Breaking and Entering]] - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick).   &#039;&#039;&#039;Extremely high fines if you are caught.  Be sure to read the [[Breaking and Entering]] page to understand how the system works prior to using this script.&#039;&#039;&#039;&lt;br /&gt;
|usage=Script can be started anywhere that can path the room you set in the settings.&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth&lt;br /&gt;
# Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc.&lt;br /&gt;
train_with_burgle: true&lt;br /&gt;
&lt;br /&gt;
#Plead guilty for lower fines if caught in normal justice.&lt;br /&gt;
guilty_plea: guilty&lt;br /&gt;
&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  room: nnn                                 # pick your own room, you should pick a room that no guard will &#039;&#039;ever&#039;&#039; enter.  Picking rooms guards can come to is a failure on setup, not the script.&lt;br /&gt;
  entry_type: lockpick                      # lockpick | rope | cycle | prioritylockpick | priorityrope&lt;br /&gt;
  max_priority_mindstate: 26                # only used if priority setting for entry_type is used.  Sets max midstate value before switchover to other entry_method. Default: 26&lt;br /&gt;
  use_lockpick_ring: true                   # if you use a worn lockpick stacker&lt;br /&gt;
  lockpick_container: lockpick ring         # name of your lockpick stacker&lt;br /&gt;
  max_search_count: 2                       # max number of total searches to do including retries&lt;br /&gt;
  retry: false                              # retry if you don&#039;t find loot.  default: false&lt;br /&gt;
  loot: keep                                # drop | keep | bin | pawn   default: keep &lt;br /&gt;
  loot_container: duffel bag                # container to keep loot in while burglering&lt;br /&gt;
  safe_mode: true                           # stop searching and try to get out as quickly as possible when hearing footsteps.  Default: true&lt;br /&gt;
  room_blacklist:                           # array of rooms to ignore. Case sensitive.&lt;br /&gt;
  item_whitelist:     # array of **full item names** (adj + noun) of items to keep no matter what.  Case Sensitive.  Default: empty list&lt;br /&gt;
    - blunt-tipped arrows   # armory - non-lodging ammo&lt;br /&gt;
    - blunt-tipped bolts    # armory - non-lodging ammo&lt;br /&gt;
    - blunt stones          # armory - non-lodging ammo&lt;br /&gt;
    - keepsake box          # bedroom - limited use (35) locksmithing trainer&lt;br /&gt;
    # - mixing bowl           # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mixing stick          # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic mortar         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic pestle         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mesh sieve            # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - butcher&#039;s knife       # kitchen - wrist worn &#039;belt&#039; knife&lt;br /&gt;
    - worn book             # library - scroll stacker (15 page, 10 copies per page)&lt;br /&gt;
    # - contract case         # library - Trader Jewelry&lt;br /&gt;
    # - dainty cowbell        # library - wrist worn weatherproof instrument&lt;br /&gt;
    # - writing quill         # library - writing instrument (ledgers, etc)&lt;br /&gt;
    # - thumb ring            # library - Trader Jewelry&lt;br /&gt;
    # - glass lens            # sanctum - minion identifier&lt;br /&gt;
    # - letter opener         # sanctum - belt worn belt knife&lt;br /&gt;
    - memory orb            # sanctum - random skill absorber&lt;br /&gt;
    # - crystal prism         # sanctum - divination tool&lt;br /&gt;
    # - celestial charts      # sanctum - divination tool&lt;br /&gt;
    # - tool case             # work room - belt worn lockspick stacker - 25 ct&lt;br /&gt;
    # - stirring rod          # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - carving knife         # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - wood shaper           # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - metal rasp            # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - imbuement rod         # work room - enchanting tool&lt;br /&gt;
    # - !ruby/regexp &#039;/\S+ fabric/&#039;  # Bedroom - illustrates REGEX syntax for items&lt;br /&gt;
  before:                                   # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing)&lt;br /&gt;
    - yourscripthere with args here&lt;br /&gt;
  after:                                    # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends)&lt;br /&gt;
    - anotherscript here&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  burgle:&lt;br /&gt;
    - Plunder&lt;br /&gt;
    - Slight&lt;br /&gt;
    - Sight&lt;br /&gt;
    - Silence&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=start|desc=Required to run the script.  Protects against accidental starting/typos.}}^{{Lich setting|name=entry|desc=Optional.  Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.}}^{{Lich setting|name=roomid|desc=Optional.  Override yaml setting for room to burgle from.}}^{{Lich setting|name=loot_type|desc=Optional.  Override yaml setting what to do with loot.  Items in your item_whitelist are always kept.  Valid options: drop, keep, pawn bin.}}^{{Lich setting|name=hometown|desc=Optional.  Override yaml hometown setting when using pawn or bin options.}}^{{Lich setting|name=follow|desc=Optional.  Puts brugle into group follow mode.  To be used when you&#039;ve already joined someone to do a group burglary.  This will buff, then hide if needed and then wait for the leader to burgle.  Will attempt to leave the group if you are following once in, to prevent getting lost.}}&lt;br /&gt;
|settings={{Lich setting|name=burgle_settings|desc=Hash of all the burgle settings}}^{{Lich setting|name=burgle_settings:room|desc=The Room id that burgle should be done in.  Guards should never come to this room, so pick carefully}}^{{Lich setting|name=burgle_settings:entry_type|desc=The type of entry - &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;  You must have a heavy rope if using &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have a lockpick, or a worn lockpick stacker with lockpicks on it if using &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have both if you are using the &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; settings.  the priority settings will use that entry method unless your mindstate is above the max value.}}^{{Lich setting|name=burgle_settings:max_priority_mindstate|desc=Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.}}^{{Lich setting|name=burgle_settings:use_lockpick_ring|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;Check for a lockpick ring/stacker if using lockpick as entry_type. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:lockpick_container|desc=The name of your lockpick ring/stacker.}}^{{Lich setting|name=burgle_settings:max_search_count|desc=Limits the number of searches you do. Setting this too high will result in arrest, and large fine.  Start low and increase as needed.)}}^{{Lich setting|name=burgle_settings:retry|desc=Retry searches if you don&#039;t find loot.  &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:loot|desc=What to do with loot.  Supported options: &amp;lt;code&amp;gt;drop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;keep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt;.  Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.  &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt; is only supported for thieves.}}^{{Lich setting|name=burgle_settings:loot_container|desc=Where to put loot while in the house.  This is required as the script will not attempt to drop loot in the house.}}^{{Lich setting|name=burgle_settings:safe_mode|desc=Stop searching and try to get out as quickly as possible when hearing footsteps. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:room_blacklist|desc=List of room types (using Sentence Case) that you don&#039;t want to search for loot in.}}^{{Lich setting|name=burgle_settings:item_whitelist|desc=List of full item names (adj + noun) that you want to keep regardless of any other setting.}}^{{Lich setting|name=burgle_settings:before|desc=List of scripts you want to run before burglary.  This is run right before the waggle set.}}^{{Lich setting|name=burgle_settings:after|desc=List of scripts you want to run after burglary.  This is run right after the burglary before processing the loot.}}^{{Lich setting|name=waggle_sets[&#039;burgle&#039;]|desc=Optional. A waggle set called &#039;burgle&#039; to cast right before burglary.}}&lt;br /&gt;
|children=jail-buddy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-bead ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Automates the creation of a prayer bead, either from a held block or foraged and crafted block.&lt;br /&gt;
|usage= Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Optional. Forces script into debug mode}}^{{Lich setting|name=primer|desc=Optional.  Override yaml setting for primer use.}}^{{Lich setting|name=aspect|desc=Optional.  Override yaml setting for animal to carve.}}^{{Lich setting|name=help|desc=Optional. Displays usage information and exits}}&lt;br /&gt;
|settings={{Lich setting|name=carve-bead|desc=Main setting block which holds the other settings.}}^{{Lich setting|name=carve-bead:debug|desc=Turns on debug logging}}^{{Lich setting|name=carve-bead:primer|desc=True/False for if a primer should be used. Defaults to false.}}^{{Lich setting|name=carve-bead:knife-adjective|desc=Optional. Adjective for the knife to use for carving, if not &#039;carving&#039;.}}^{{Lich setting|name=theurgy_supply_container|desc=}}^{{Lich setting|name=immortal_aspect|desc=}}^{{Lich setting|name=crafting_container|desc=}}^{{Lich setting|name=crafting_items_in_container|desc=}}^{{Lich setting|name=engineering_belt|desc=}}^{{Lich setting|name=water_holder|desc=}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-holy-weapon ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle &amp;amp; charisma, this could be bad. Best used independently on lower circle Paladins.&lt;br /&gt;
|usage= Run it as a before or after within training manager, as a normal part of T2&#039;s system, or as an independent script.&lt;br /&gt;
|settings={{Lich setting|name=holy_weapon|desc=Main setting which holds the other settings.}}^{{Lich setting|name=holy_weapon:weapon_name|desc=Name of the holy weapon, MUST match gear setting entry exactly.}}^{{Lich setting|name=holy_weapon:icon_name|desc=Name of the icon to use for the ritual.}}^{{Lich setting|name=holy_weapon:icon_container|desc=Name of the container which holds the icon, optional.}}^{{Lich setting|name=holy_weapon:icon_room|desc=Room number to use for the icon ritual.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== chop-wood ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Chops trees in a room while watching for danger&lt;br /&gt;
|usage= Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== circlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Circle check tells you how far you are from your next or target circle.&lt;br /&gt;
|usage=&lt;br /&gt;
Display circle progress:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display only skills needed for the next circle:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck short&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck brief&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck next&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display progress towards circle 35&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}^{{Lich setting|name=short|desc=Uses short output mode, aliases brief, next}}^{{Lich setting|name=target|desc=Display progress towards target circle.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cleric-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== coordinator ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Training manager script&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== combat-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Train combat skills in your current room.&lt;br /&gt;
|usage= Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.&lt;br /&gt;
|args={{Lich setting|name=d#|desc=Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.}}^{{Lich setting|name=r#|desc=Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.}}^{{Lich setting|name=construct|desc=overrides empath non attack settings.}}^{{Lich setting|name=debug|desc=Enables debug mode.}}^{{Lich setting|name=custom|desc= Extra arguments will be used to load in extra yaml files. &amp;lt;code&amp;gt;;combat-trainer back&amp;lt;/code&amp;gt; would load in &amp;lt;code&amp;gt;YourName-back.yaml&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|settings={{Lich setting|name=aiming_trainables|desc=Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.}}^{{Lich setting|name=using_light_crossbow|desc=Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.}}^{{Lich setting|name=storage_containers|desc=List of containers to make sure are open before starting hunting.}}^{{Lich setting|name=dance_threshold|desc=Same as d# argument.}}^{{Lich setting|name=retreat_threshold|desc=Same as r# argument.}}^{{Lich setting|name=dance_skill|desc=Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.}}^{{Lich setting|name=combat_trainer_action_count|desc=Cycles to next weapon after specified number of actions (generally offensive actions).}}^{{Lich setting|name=combat_trainer_target_increment|desc=Number of mind states of exp to get before cycling weapons.}}^{{Lich setting|name=weapon_training|desc=Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:skip_repair|desc=true if you want to skip repairing this item.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}^{{Lich setting|name=gear_sets:standard|desc=A list of ADJ NAME for each item that should show up in INV COMBAT when you&#039;re ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.}}^{{Lich setting|name=summoned_weapons|desc=List of summoned weapons/moonblades.}}^{{Lich setting|name=summoned_weapons:name|desc=The skill to make a summoned weapon for.}}^{{Lich setting|name=summoned_weapons:turn|desc= true to turn the summoned weapon}}^{{Lich setting|name=summoned_weapons:pull|desc=true to pull the summoned weapon}}^{{Lich setting|name=summoned_weapons:push|desc=true to pull the summoned weapon.}}^{{Lich setting|name=summoned_weapons_element|desc=Element to summon your weapon as, defaults to stone.}}^{{Lich setting|name=summoned_weapons_ingot|desc=noun of ingot to use for rare metal summoning.}}^{{Lich setting|name=stances|desc=Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.}}^{{Lich setting|name=use_stealth_attacks|desc=true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.}}^{{Lich setting|name=ambush|desc=true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time}}^{{Lich setting|name=ambush_location|desc=Set the ambush target for better backstab training for thieves.}}^{{Lich setting|name=backstab|desc=Valid settings are &#039;Small Edged&#039;, &#039;Offhand Weapon&#039; or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your &#039;weapon_training:&#039; section for the desired weapon skill(s). This defaults to ambush if the mob can&#039;t be backstabbed.}}^{{Lich setting|name=charged_maneuvers|desc=Hash of charged maneuvers to use for each weapon skill.}}^{{Lich setting|name=fatigue_regen_threshold|desc=Will use bob instead of an attack when fatigue drops below this.}}^{{Lich setting|name=aim_fillers|desc=list of actions to take to fill time while aiming.}}^{{Lich setting|name=aim_fillers_stealth|desc=Used in place of aim fillers if stealth experience is not capped.}}^{{Lich setting|name=dance_actions|desc=List of actions to take while dancing with enemies.}}^{{Lich setting|name=dance_actions_stealth|desc=Used in place of dance actions while stealth is not capped.}}^{{Lich setting|name=ignored_npcs|desc=List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.}}^{{Lich setting|name=stance_override|desc=remove custom stance logic and simply set stance to provided string. E.g. 100 80 0}}^{{Lich setting|name=skinning|desc=Hash of skinning related settings.}}^{{Lich setting|name=skinning:skin|desc=true to skin kills.}}^{{Lich setting|name=skinning:arrange_all|desc=true if you can use the arrange ALL command.}}^{{Lich setting|name=skinning:arrange_count|desc=Number of times to arrange}}^{{Lich setting|name=skinning:arrange_types|desc=Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.}}^{{Lich setting|name=skinning:tie_bundle|desc=true to tie your bundles up to reduce weight and item count.}}^{{Lich setting|name=lootables|desc=Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot &amp;quot;a tiny yellow pearl&amp;quot; but not &amp;quot;a pearl studded coat&amp;quot; nor would rock cause you to loot &amp;quot;a large crock&amp;quot;.}}^{{Lich setting|name=loot_additions|desc=List of nouns to add into the base loot list, a common example is box nouns.}}^{{Lich setting|name=loot_subtractions|desc=List of things to remove from your looting list, for example ammunition you don&#039;t use.}}^{{Lich setting|name=thanatology|desc=Necromancer related settings, only partially implemented.}}^{{Lich setting|name=thanatology:heal|desc=If true, use necromancer-specific healing rituals and spells.}}^{{Lich setting|name=thanatology:ritual_type|desc=Name of the ritual to perform, i.e dissect}}^{{Lich setting|name=spare_gem_pouch_container|desc=Container that holds your spare gem pouch should your equipped one become full.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective your gem pouch responds too.}}^{{Lich setting|name=buff_spells|desc=Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.}}^{{Lich setting|name=buff_spells:Spell Name:abbrev|desc=Abbreviation to use for prepping the spell.}}^{{Lich setting|name=buff_spells:Spell Name:recast|desc=Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.}}^{{Lich setting|name=buff_spells:Spell Name:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=buff_spells:Spell Name:expire|desc=A string that when seen will trigger this spell to be recast}}^{{Lich setting|name=buff_spells:Spell Name:mana|desc=Amount of mana to prep the spell with.}}^{{Lich setting|name=buff_spells:Spell Name:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=buff_spells:Spell Name:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=buff_spells:Spell Name:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:before:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:after:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:moon|desc=true if spell requires a moon to cast.}}^{{Lich setting|name=buff_nonspells|desc=Nonspell buffs. Each has the format &amp;quot;action: timer&amp;quot;, where &#039;action&#039; will be output to the game every &#039;timer&#039; number seconds.}}^{{Lich setting|name=buff_nonspells:barb_buffs|desc=Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. &amp;quot;Python&amp;quot;, capitalization required.}}^{{Lich setting|name=buff_nonspells:khri|desc=Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.}}^{{Lich setting|name=offensive_spells|desc=TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.}}^{{Lich setting|name=offensive_spells:skill|desc=Targeted Magic or Debilitation.}}^{{Lich setting|name=offensive_spells:abbrev|desc=Abbreviation used for preparing the spell.}}^{{Lich setting|name=offensive_spells:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=offensive_spells:expire|desc=String that will trigger a recast of the spell when seen.}}^{{Lich setting|name=offensive_spells:mana|desc=Amount of mana to prep the spell with}}^{{Lich setting|name=offensive_spells:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=offensive_spells:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=offensive_spells:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=offensive_spells:before:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=offensive_spells:after:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:tattoo_tm|desc=Will tell the system to target the invoked tattoo spell, if it&#039;s Targeted Magic.}}^{{Lich setting|name=cambrinth|desc=Cambrinth item to charge for casting.}}^{{Lich setting|name=cast_messages|desc=Casting messages, if we&#039;re missing your custom message let us know!}}^{{Lich setting|name=prep_messages|desc=Spell Prep messages, see cast_messages.}}^{{Lich setting|name=empath_healing|desc=a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.}}^{{Lich setting|name=osrel_amount|desc=Amount to infuse into OM each try.}}^{{Lich setting|name=osrel_no_harness|desc=true if you don&#039;t need to harness before infusing.}}^{{Lich setting|name=kneel_khri|desc=true if you have to kneel to activate khri.}}^{{Lich setting|name=khri_preps|desc=Khri activation messages, let us know if yours is missing.}}^{{Lich setting|name=manipulate_threshold|desc=Number of enemies before attempting to manipulate.}}^{{Lich setting|name=training_abilities|desc=Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.}}^{{Lich setting|name=training_abilities:PercMana|desc=Moon mage attunement training, retreats first.}}^{{Lich setting|name=training_abilities:Perc|desc=Attunement training with perc.}}^{{Lich setting|name=training_abilities:Perc Health|desc=Empathy training with perc heal.}}^{{Lich setting|name=training_abilities:Astro|desc=Predict weather for astrology training.}}^{{Lich setting|name=training_abilities:App|desc=Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.}}^{{Lich setting|name=training_abilities:App Quick|desc=See above.}}^{{Lich setting|name=training_abilities:App Careful|desc=See above.}}^{{Lich setting|name=training_abilities:Locks|desc=Train locksmithing by picking pet boxes in combat.}}^{{Lich setting|name=training_abilities:Tactics|desc=Train tactics with weave, bob, and circle.}}^{{Lich setting|name=training_abilities:Analyze|desc=Train tactics by analyzing your opponent.}}^{{Lich setting|name=training_abilities:Hunt|desc=Train perception and possibly scouting with the hunt command.}}^{{Lich setting|name=training_abilities:Pray|desc=Pray to an immortal for theurgy.}}^{{Lich setting|name=training_abilities:Meraud|desc=Maintains the Meraud Commune.}}^{{Lich setting|name=training_abilities:Scream|desc=Train bardic lore with scream conc.}}^{{Lich setting|name=training_abilities:Stealth|desc=Train stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Ret Stealth|desc=Retreat before stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Teach|desc=Teach hunting_buddies if there are any in the room on this timer.}}^{{Lich setting|name=training_abilities:Recall|desc=Uses &#039;recall&#039; on a mob in the room, which trains Scholarship}}^{{Lich setting|name=training_abilities:Khri Prowess|desc=Trains Debilitation with Khri Prowess.}}^{{Lich setting|name=training_abilities:Berserk Avalanche|desc=Trains Utility with Berserk Avalanche.}}^{{Lich setting|name=training_abilities:Berserk Landslide|desc=Trains Warding with Berserk Landslide.}}^{{Lich setting|name=training_abilities:Ambush Stun|desc=Uses settings stun_weapon, stun_weapon_skill and stun_skill}}^{{Lich setting|name=stun_weapon|desc=The weapon you want to use to Ambush Stun. IE club or broadsword}}^{{Lich setting|name=stun_weapon_skill|desc=The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged}}^{{Lich setting|name=stun_skill|desc=Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun}}^{{Lich setting|name=fatigue_regen_action|desc=Action to take when low on fatigue.}}^{{Lich setting|name=dual_load|desc=true if you&#039;re capable of dual load}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}^{{Lich setting|name=cycle_armors|desc=List of armor types and corresponding items from gear to rotate for training purposes}}^{{Lich setting|name=whirlwind_trainables|desc=Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn&#039;t support two handed weapons, and will use the weapon listed under weapon_training.}}^{{Lich setting|name=barb_famine_healing|desc=Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.}}^{{Lich setting|name=barb_famine_healing:health_threshold:|desc=Famine will be used when below this threshold.}}^{{Lich setting|name=barb_famine_healing:inner_fire_threshold|desc=Will not use Berserk Famine unless above this threshold.}}^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=hide_type|desc=Value of &amp;quot;stalk&amp;quot; changes hide type to &amp;quot;slip stalk&amp;quot;. This will perform the command &amp;quot;stalk&amp;quot; instead of &amp;quot;hide&amp;quot; which activates &amp;quot;slip stalk&amp;quot;. &amp;quot;Slip stalk&amp;quot; is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.}}^{{Lich setting|name=force_unhide|desc=Value of true will always unhide after hiding via Stealth timer under training_abilities:.}}^{{Lich setting|name=dont_stalk|desc=Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.}}&lt;br /&gt;
|uservars={{Lich setting|name=combat_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== corn-maze ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs the Hollow Eve corn maze.&lt;br /&gt;
|usage=Run inside the large-form corn maze, anywhere in the starting &#039;labyrinth&#039; or entrance area. This does NOT work with the short/single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot.  Make sure to allow ten minutes between runs for the loot to respawn. &lt;br /&gt;
|args={{Lich setting|name=noloot|desc=Run as normal, but only pick up free corn maze passes from the incidentals.}}^{{Lich setting|name=restart|desc=Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.}}^{{Lich setting|name=manual|desc=Replaces loot-corn-maze.lic.  Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.}}^{{Lich setting|name=short|desc=Runs the fast 10-task challenge for the harried Halfling.}}&lt;br /&gt;
|settings={{Lich setting|name=maze_junk|desc=What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them. }}^{{Lich setting|name=cornmaze_containers|desc=A list of bags to try and put incidental loot into, top ones first. If all of them are full it&#039;ll try and STOW the item, and if that fails it&#039;ll drop it. By default, no bags listed. &lt;br /&gt;
&lt;br /&gt;
 cornmaze_containers:&lt;br /&gt;
   - backpack&lt;br /&gt;
   - rucksack&lt;br /&gt;
   - satchel&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== craft ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts one item.&lt;br /&gt;
|args={{Lich setting|name=outfitting|desc=Knit.}}^{{Lich setting|name=forging|desc=Forge a Blacksmithing item.}}^{{Lich setting|name=engineering|desc=Shape one item.}}&lt;br /&gt;
|settings={{Lich setting|name=yarn_quantity|desc=How much yarn to keep on hand for knitting, defaults to 100.}}^{{Lich setting|name=craft_max_mindstate|desc=What mindstate to make running the script a noop. Defaults to 31}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-repair ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Repair items in your gear list. &lt;br /&gt;
|usage=Originally intended to be used in [[RanikMap1|The Crossing]]. The script now works outside [[RanikMap1|The Crossing]] with hometown set to: [[RanikMap30|Riverhaven]], [[RanikMap42|Therenborough]], [[RanikMap67|Shard]], [[RanikMap99|Aesry]], [[RanikMap107|Mer&#039;Kresh]], [[RanikMap117|Hibarnhvidar]], [[RanikMap121|Boar Clan]], [[RanikMap150|Fang Cove]], [[RanikMap47|Muspar&#039;i]], [[RanikMap106|Hara&#039;jaal]], [[RanikMap61|Leth Deriel]], [[RanikMap34a|Rossman&#039;s Landing]], [[RanikMap40|Langenfirth]], or [[RanikMap90|Ratha]]&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=repair_withdrawal_amount|desc=Amount in coppers to withdraw to cover repairs.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:is_leather|desc=true if this is repaired at the leather repair npcs.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_repair_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-training ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting. &lt;br /&gt;
|usage= Cycles through skills training the lowest one in field experience at the time.&lt;br /&gt;
&lt;br /&gt;
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=train_with_burgle|desc=Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.}}^{{Lich setting|name=classes_to_teach|desc=List of subjects to teach people in your safe room}}^{{Lich setting|name=climbing_target|desc=Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.}}^{{Lich setting|name=use_research|desc=Whether or not to use research when training magic skills. Requires train_with_spells to be true.}}^{{Lich setting|name=outdoor_room|desc=Used for spells requiring moons.}}^{{Lich setting|name=perform_options|desc=List in base-perform.yaml of playstyles sorted by difficulty.}}^{{Lich setting|name=storage_containers|desc=A list of containers to open before starting training.}}^{{Lich setting|name=crossing_training_requires_movement|desc=Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.}}^{{Lich setting|name=trash_nouns|desc=Nouns that can be thrown away without warning}}^{{Lich setting|name=crossing_training|desc=List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).}}^{{Lich setting|name=safe_room|desc=Room Id where you do any stationary training and listen for classes.}}^{{Lich setting|name=exit_on_skills_capped|desc=Whether or not to exit the game when all skills are locked}}^{{Lich setting|name=crossing_training_sorcery_room|desc=The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing &#039;justice&#039;.}}^{{Lich setting|name=crossing_training_sorcery|desc=Action to take when training sorcery}}^{{Lich setting|name=listen|desc=Whether or not you should attempt to listen to classes while training}}^{{Lich setting|name=train_with_spells|desc=}}^{{Lich setting|name=cyclic_training_spells|desc=Cyclic Spells to use when training.}}^{{Lich setting|name=cyclic_cycle_skills|desc=Skills to train with cyclic spells during crossing-training.}}^{{Lich setting|name=training_spells|desc=Spells to use when training magic skills. TODO: Make this its own page.}}^{{Lich setting|name=research_skills|desc=}}^{{Lich setting|name=exp_timers|desc=Cooldown timers between attempts to train a given skill}}^{{Lich setting|name=training_nonspells|desc=}}^{{Lich setting|name=kneel_khri|desc=}}^{{Lich setting|name=khri_preps|desc=If you use Khri for training, make sure their prep messages are recorded here}}^{{Lich setting|name=prep_scaling_factor|desc=This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything &amp;lt; 1.0 will always result in at least one mana removed.}}^{{Lich setting|name=cambrinth_cap|desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=osrel_amount|desc=}}^{{Lich setting|name=osrel_no_harness|desc=}}^{{Lich setting|name=held_cambrinth|desc=Whether or not you need to hold your cambrinth to charge it}}^{{Lich setting|name=stored_cambrinth |desc=Whether or not your cambrinth item is stored (false indicates worn)}}^{{Lich setting|name=cambrinth|desc=The noun for the cambrinth you use. Multiple cambrinth is not yet supported.}}^{{Lich setting|name=prep_messages|desc=If you cast spells for training, make sure their prep messages are recorded here}}^{{Lich setting|name=cambrinth_cap |desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=forage_item|desc=}}^{{Lich setting|name=hand_armor|desc=Noun of any armor that needs to be removed when braiding}}^{{Lich setting|name=braid_item|desc=}}^{{Lich setting|name=athletics_options|desc=}}^{{Lich setting|name=trail_override|desc=}}^{{Lich setting|name=art_options|desc=}}^{{Lich setting|name=train_workorders|desc=Disciplines to train via workorders when training that skill}}^{{Lich setting|name=work_order_disciplines|desc=Disciplines to train via workorders when training Trading}}^{{Lich setting|name=tithe|desc=Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours}}^{{Lich setting|name=cleaning_cloth|desc=The type of cleaning cloth to use when zills are dirty}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}} ^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crowns ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game dice/crowns.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dice_bet_amount|desc=Put this in your yaml and set to some whole number, like dice_bet_amount: 10.}}^{{Lich setting|name=dice_money_on_hand|desc=How much money to withdraw from the bank.}}^{{Lich setting|name=dice_withdraw|desc=Withdraw money from the bank setting.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== dusk-labyrinth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Searches for pets, bloodscrip, and loot in [[Drathrok%27s_Duskruin#Labyrinth|Duskruin Labyrinth]].&lt;br /&gt;
|usage=Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|settings={{Lich setting|name=duskruin:labyrinth:pet_noun|desc=(required) Kind of pet searching for, such as &#039;&#039;&#039;monkey&#039;&#039;&#039; or &#039;&#039;&#039;rat&#039;&#039;&#039;.}}^{{Lich setting|name=duskruin:labyrinth:loot_container|desc=(optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on {{com|STOW}} left/right.}}^{{Lich setting|name=duskruin:labyrinth:redeem_scrip|desc=(optional) Set to &#039;&#039;&#039;true&#039;&#039;&#039; to auto redeem any found bloodscrip. Default is &#039;&#039;false&#039;&#039;.}}&lt;br /&gt;
|uservars={{Lich setting|name=dusk_labyrinth_debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== edityaml ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== empathylink ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.&lt;br /&gt;
|usage=Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.&lt;br /&gt;
&lt;br /&gt;
In your yaml put the following to never heal these people (replace the example names with yours):&lt;br /&gt;
 &lt;br /&gt;
 noheal_empathylink:&lt;br /&gt;
  - Bob&lt;br /&gt;
  - Joe&lt;br /&gt;
  - Jill&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=has_hodierna|desc=Set to true in your yaml to use Hodierna link.}}^{{Lich setting|name=noheal_empathylink|desc=List of names you never want to heal even if in hunting_buddies list. This setting is in this script.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== equipmanager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=equipmanager_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== expreset ==&lt;br /&gt;
Resets your EXP window in Stormfront. This is useful for removing erroneous game output that gets &#039;stuck&#039; in your exp window (usually during connection).&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faux-atmo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Bring your verby items to life! Turn toys and items with fun verbs into [[Atmospheric_item|atmospherics]] by periodically performing a random verb on a random item based on your settings.&lt;br /&gt;
|usage=Configure which items and verbs you want to periodically do then start the script. It runs in the background.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Enable debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Number of minutes to wait between performing a verb on an item.&lt;br /&gt;
faux_atmo_interval: 15&lt;br /&gt;
&lt;br /&gt;
# Set to true to randomly select an item and verb to perform.&lt;br /&gt;
# Set to false to round-robin select items and verbs to perform.&lt;br /&gt;
faux_atmo_random: true&lt;br /&gt;
&lt;br /&gt;
# Items that don&#039;t have an inherent atmo effect&lt;br /&gt;
# but whose verbs if done periodically would.&lt;br /&gt;
faux_atmo_items:&lt;br /&gt;
  - name: blue basilisk&lt;br /&gt;
    verbs:&lt;br /&gt;
    - pet&lt;br /&gt;
    - pinch&lt;br /&gt;
    - poke&lt;br /&gt;
  - name: hooded cloak&lt;br /&gt;
    verbs:&lt;br /&gt;
    - rub&lt;br /&gt;
    - pat&lt;br /&gt;
    - wave&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if these scripts are running.&lt;br /&gt;
faux_atmo_no_use_scripts:&lt;br /&gt;
- combat-trainer&lt;br /&gt;
- go2&lt;br /&gt;
- get2&lt;br /&gt;
- bescort&lt;br /&gt;
- steal&lt;br /&gt;
- burgle&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if in these rooms.&lt;br /&gt;
faux_atmo_no_use_rooms:&lt;br /&gt;
- Carousel Chamber     # Room with vault&lt;br /&gt;
- Carousel Booth       # Room just before vault&lt;br /&gt;
- 1900                 # You can specify room ids, too&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=faux_atmo_debug|desc=Enable debug mode.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== favor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Gets one favor by rubbing an orb repeatedly.&lt;br /&gt;
|usage=&lt;br /&gt;
It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
If an argument is passed to the script, that Immortal&#039;s name will be used. The default is Hodierna.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== fill-dirt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Fills a dirt stacker with dirt.&lt;br /&gt;
|usage=Run the script in any room where dirt is forageable.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dirt_stacker|desc=Name of dirt stacker to fill. Must be worn.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds an NPC in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=npc|desc=A unique name (or noun) of the NPC to find.}}^{{Lich setting|name=follow|desc=If present, the script will follow the NPC around.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find-darkbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds and plays the Hollow Eve&#039;s game Darkbox.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=override|desc=Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.}}&lt;br /&gt;
|settings={{Lich setting|name=he_use_herbs_remedies|desc=Put this as true in your yaml if you want to use heal-remedy.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== first-aid ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill by reading compendiums or textbooks  More in-depth look at first-aid.lic: https://github.com/rpherbig/dr-scripts/wiki/First-Aid-Strategy&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=textbook|desc=False if using a compendium, true otherwise.}}^{{Lich setting|name=textbook_type|desc=If not using a compendium, the name of the thing to study.}}^{{Lich setting|name=compendium_type|desc=Will default to compendium but also supports burgled manuals and guides.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faskinner ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Trainer noun should match exactly, such as crocodile or caracal&lt;br /&gt;
fa_skinning_trainer: &lt;br /&gt;
&lt;br /&gt;
# Container where you store your trainer, if it&#039;s not worn.&lt;br /&gt;
fa_skinning_trainer_container: &lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t wear a skinning knife, this is the&lt;br /&gt;
# bladed weapon you want to use to skin with, such as a dagger.&lt;br /&gt;
fa_skinning_knife: &lt;br /&gt;
&lt;br /&gt;
# If you specify &#039;fa_skinning_knife:&#039; then this is&lt;br /&gt;
# the container where that bladed weapon is stored.&lt;br /&gt;
fa_skinning_knife_container: &lt;br /&gt;
&lt;br /&gt;
# Options:  First Aid, Skinning, Both or leave blank for whichever happens first&lt;br /&gt;
fa_skinning_priority: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== feed-cloak ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Feeds [[living vine cloaks]] that you are wearing so that they stay refreshed and healthy.&lt;br /&gt;
|usage=Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# If your cloak can&#039;t feed in your current room&lt;br /&gt;
# then feed-cloak will move to this specified room id.&lt;br /&gt;
# If not specified, or if the cloak can&#039;t feed here either,&lt;br /&gt;
# then the script will move to your `safe_room`.&lt;br /&gt;
feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== forge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Forges an item. Adapted from a script by Mallitek.&lt;br /&gt;
|usage=&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge weaponsmithing 2 sword steel sword&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 &amp;quot;shallow metal cup&amp;quot; bronze cup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 scratcher bronze scratcher&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge temper sword&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of book (blacksmithing, armorsmithing, weaponsmithing)}}^{{Lich setting|name=chapter|desc=Chapter of the book}}^{{Lich setting|name=recipe|desc=the name of the recipe}}^{{Lich setting|name=metal|desc=metal type of the ingot in your bag}}^{{Lich setting|name=noun|desc=item noun to make}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand all boxes from a container (the first argument) to a character (the second argument).&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=container|desc=The container}}^{{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== glyph-of-mana ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script that will keep glyph of mana up always.&lt;br /&gt;
|usage=Meant to be used as a during: in combat but can be used anywhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example usage:&lt;br /&gt;
hunting_info:&lt;br /&gt;
- :zone: cinder_beasts&lt;br /&gt;
  args:&lt;br /&gt;
  - d1&lt;br /&gt;
  stop_on:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  :duration: 55&lt;br /&gt;
  before:&lt;br /&gt;
  - go2 12345&lt;br /&gt;
  - mech-lore&lt;br /&gt;
  - athletics&lt;br /&gt;
  during:&lt;br /&gt;
  - glyph-of-mana&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gmoney ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.&lt;br /&gt;
|usage=Start the script while you and the other player are standing at a bank teller.&lt;br /&gt;
|args={{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== heal-remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses crafted remedies for healing&lt;br /&gt;
|usage=This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.&lt;br /&gt;
|args={{Lich setting|name=override|desc=Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== healme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A self healing script for empaths.&lt;br /&gt;
|usage=Will heal your own wounds, leaving external bleeders as desired. Uses the &#039;healing&#039; waggle set to configure how to cast your spells. Backwards compatible with &#039;empath_healing&#039; setting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;YAML Configuration&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# healme script specific settings for empaths.&lt;br /&gt;
# Highly recommend that you define a &#039;healing&#039; waggle set&lt;br /&gt;
# for maximum control over how you cast your healing spells.&lt;br /&gt;
# If no &#039;healing&#039; waggle set is defined then healme script&lt;br /&gt;
# will use &#039;empath_healing:&#039; settings as backup.&lt;br /&gt;
healme:&lt;br /&gt;
  # Toggle debug mode. Can also use `debug` script argument.&lt;br /&gt;
  # Default is false.&lt;br /&gt;
  debug: false&lt;br /&gt;
  # Wound severities below this threshold will be ignored.&lt;br /&gt;
  # Range is 0 to 13 based on &#039;perceive health self&#039;.&lt;br /&gt;
  # If you have HEAL or REGENERATE, then you may choose&lt;br /&gt;
  # to set a low threshold (1 or 2) since those can be healed over time&lt;br /&gt;
  # rather than waiting for the script to heal them all in one sitting.&lt;br /&gt;
  # Default is 0.&lt;br /&gt;
  severity_threshold: 1&lt;br /&gt;
  # When waiting for a spell to be prepared and if you have wounds to tend,&lt;br /&gt;
  # such as bleeders or lodged ammo or parasites, then this is the max&lt;br /&gt;
  # number of those wounds to tend before casting to be efficient.&lt;br /&gt;
  # Even if you set this to 0, healme script will tend wounds just not&lt;br /&gt;
  # between preparing and casting a spell.&lt;br /&gt;
  # Default is 1.&lt;br /&gt;
  max_wounds_to_tend_while_prep_spells: 1&lt;br /&gt;
&lt;br /&gt;
# This is a sample &#039;healing&#039; waggle set for the healme script.&lt;br /&gt;
# You can configure which spells you want to use and how to cast them.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  # Used by the &#039;healme&#039; script&lt;br /&gt;
  # Spells are cast as needed, but as you define them here&lt;br /&gt;
  healing:&lt;br /&gt;
    # Required spells&lt;br /&gt;
    Heal Wounds:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    Heal Scars:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    # Important spells (optional)&lt;br /&gt;
    Blood Staunching:       # cast if bleeding&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Vitality Healing:       # cast if low on vitality&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Niche spells (optional)&lt;br /&gt;
    Flush Poisons:          # cast if poisoned&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Cure Disease:           # cast if diseased&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Helpful spells (optional)&lt;br /&gt;
    Heal:                   # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Regenerate:             # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Script Usage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Heal yourself using default settings.&lt;br /&gt;
;healme&lt;br /&gt;
&lt;br /&gt;
# Heal all wounds EXCEPT external wounds of&lt;br /&gt;
# the listed body parts to preserve pet bleeders.&lt;br /&gt;
;healme &amp;quot;chest, left arm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Heal wounds whose severity is greater than 2.&lt;br /&gt;
# Overrides the healme.severity_threshold setting.&lt;br /&gt;
;healme 2&lt;br /&gt;
&lt;br /&gt;
# Echo debug information.&lt;br /&gt;
;healme debug&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== horse-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Teaches all skills to a horse.&lt;br /&gt;
|usage=This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.&lt;br /&gt;
|args=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== hunting-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Trains combat skills (using combat-trainer) in defined hunting areas&lt;br /&gt;
|usage= Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.}}^{{Lich setting|name=hunting_zones|desc=The set of hunting areas defined in base.yaml that can be directly reached with go2.}}^{{Lich setting|name=escort_zones|desc=The set of hunting areas defined in base.yaml that requires custom pathing to reach.}}^{{Lich setting|name=hunting_info|desc=In order list of hunts.}}^{{Lich setting|name=hunting_info:zone|desc=Name of hunting zone, must match one of the two zone lists above.}}^{{Lich setting|name=hunting_info:args|desc=List of arguments to call combat-trainer with at this hunting area.}}^{{Lich setting|name=hunting_info:full_waiting_room|desc=Room to wait in while the zones are full, defaults to safe_room number if not present.}}^{{Lich setting|name=hunting_info:duration|desc=Time in minutes to hunt here if hunting_priority is false.}}^{{Lich setting|name=hunting_info:stop_on|desc=List of skills that will stop hunting when they are all at 32/34}}^{{Lich setting|name=hunting_info:boxes|desc=Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true}}^{{Lich setting|name=hunting_buddies|desc=List of PC&#039;s that you&#039;re ok to share a hunting room with, remember proper Capitalization.}}^{{Lich setting|name=hunting_nemesis|desc=List of PC&#039;s you do not want to hunt with, remember proper Capitalization.}}^{{Lich setting|name=empty_hunting_room_messages|desc=List of messages to use when asking if a room is empty. A random message will be used each hunt.}}^{{Lich setting|name=prehunt_buffs|desc=Room number where you can cast buffs before beginning hunt.  List buffs under waggle_sets: with same heading prehunt_buffs:.}}^{{Lich setting|name=hunting_room_min_mana|desc=Minimum mana level of an acceptable hunting room.}}^{{Lich setting|name=hunting_room_strict_mana|desc=If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.}}^uservars=&lt;br /&gt;
|children=combat-trainer, buff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== inventory-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Stores current &amp;quot;inv list&amp;quot; data in a YAML file for searching from any character... works across multiple accounts.&lt;br /&gt;
|usage= Store and access any character&#039;s &amp;quot;inventory list&amp;quot;. Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).&lt;br /&gt;
|args={{Lich setting|name=save|desc=Executes game command &amp;quot;inv list&amp;quot; and saves all items to database labeled as either worn or in container.}}^{{Lich setting|name=search|desc=Searches database for text provided. Requires an item for which to search.}}^{{Lich setting|name=list|desc=Shows all character(s) names stored within the database. Optional input of a character&#039;s name to list their inventory.}}^{{Lich setting|name=remove|desc=Removes character and associated data from database, requires a name.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== invoke-rune ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Use to cast spells from runestones. The runestones are the ones purchased from Sierack&#039;s Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.&lt;br /&gt;
|usage= ;invoke-rune &amp;quot;&amp;lt;spell name&amp;gt;&amp;quot; example: ;invoke-rune &amp;quot;Clear Vision&amp;quot; &lt;br /&gt;
|args={{Lich setting|name=spell|desc=Name of the spells: &amp;quot;Arc Light&amp;quot; Althleticism Bless Calm &amp;quot;Clear Vision&amp;quot; Compost &amp;quot;Eagle&#039;s Cry&amp;quot; &amp;quot;Fire Shards&amp;quot; &amp;quot;Glythtide&#039;s Gift&amp;quot; Geyser &amp;quot;Protection from Evil&amp;quot; Refresh Shadows Zephyr. Use double quotes for spells with two or more words.}}^{{Lich setting|name=debug|desc=Puts script in debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== jail-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Handles being arrested in the crossing&lt;br /&gt;
|usage= Keep running.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== join-thieves ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Joins the thieves guild in Crossing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== journal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to use an epistemic journal. Best used as an after:&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;journal_noun&#039;&#039;: Set the noun of your journal, defaults to journal&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== lamprey ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== levelup ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks to your guild leader and levels up as many times as you can.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;levelup&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== locksmithing ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains locksmithing independently or with crossing-training.  Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains [[Lich_script_repository#performance|performance]] while picking.&lt;br /&gt;
|usage=Can be used independently or by listing Locksmithing under crossing_training.  If used with crossing_training additional feature &amp;lt;code&amp;gt;train_with_burgle: true&amp;lt;/code&amp;gt; is available.  The [[Lich_script_repository#burgle|burgle_settings: loot_container]] is a shared feature for ease of use with keepsake boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Settings:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Do you use a worn lockpick ring for picking?&lt;br /&gt;
# If true then specify the name of your lockpick ring as the container.&lt;br /&gt;
use_lockpick_ring: true&lt;br /&gt;
lockpick_container: lockpick ring&lt;br /&gt;
&lt;br /&gt;
# If false then the script will get a loose lockpick from the container.&lt;br /&gt;
#use_lockpick_ring: false&lt;br /&gt;
#lockpick_container: backpack&lt;br /&gt;
&lt;br /&gt;
# When done picking boxes that contains coins, gems, and such,&lt;br /&gt;
# do you want to run the ;sell-loot script?&lt;br /&gt;
sell_loot: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick looted boxes from critters and such?&lt;br /&gt;
# If true then the ;pick script is ran using its settings.&lt;br /&gt;
# Refer to that script for how to set up those settings.&lt;br /&gt;
pick_live_boxes: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick a daily use lockbox trainer like a training box or harvest bag?&lt;br /&gt;
# If true then specify your trainer&#039;s name and whether it&#039;s worn or not.&lt;br /&gt;
have_training_box: false&lt;br /&gt;
picking_lockbox: training box&lt;br /&gt;
picking_worn_lockbox: false&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals?&lt;br /&gt;
# If true then list the names of those discardable consumables here.&lt;br /&gt;
# IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container.&lt;br /&gt;
# IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script.&lt;br /&gt;
# IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS.&lt;br /&gt;
consumable_lockboxes:&lt;br /&gt;
  - keepsake box&lt;br /&gt;
  - box puzzle&lt;br /&gt;
  - jewelry box&lt;br /&gt;
&lt;br /&gt;
# If you use a daily use lockpick trainer,&lt;br /&gt;
# be sure to add it to your gear: config.&lt;br /&gt;
gear:&lt;br /&gt;
- :adjective: training&lt;br /&gt;
  :name: box&lt;br /&gt;
  :skip_repair: true&lt;br /&gt;
  :container: backpack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== makesteel ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Makes steel ingots. The script will handle acquiring the needed materials.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;makesteel count [type] [refine]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args= {{Lich setting|name=count|desc= (required) number of ingots to produce}}^{{Lich setting|name=type|desc=Carbon content, defaults to high. Options are: [l, m, h]}}^{{Lich setting|name=refine|desc=If provided, refine the resulting ingot}} &lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=City in which to make the ingots, defaults to Crossing}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mine ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Mines a room while watching for danger&lt;br /&gt;
|usage= Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Perform a single pass through the mines&lt;br /&gt;
|usage= Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried.&lt;br /&gt;
At the beginning of the script it will check for deed packets and buy more if it finds less than 2&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_rooms|desc=Defined in base.yaml, links mine names to a list of rooms}}^{{Lich setting|name=mines_to_mine|desc=List of mine names to mine, matches up against mining_buddy_rooms.}}^{{Lich setting|name=mining_skip_populated|desc=Set to true will NOT prospect and mine in rooms with other players.}}^{{Lich setting|name=mining_buddy_mine_every_room|desc=Set to true will prospect and mine out each room regardless of minerals.}}^{{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mine_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars={{Lich setting|name=mining_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=mine,safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=repeatedly mines in defined mining areas (using mining-buddy)&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mm ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A general purpose moon mage utility script&lt;br /&gt;
|usage= Run the script without any arguments to see usage&lt;br /&gt;
|args= {{Lich setting|name=locate &amp;lt;name&amp;gt;|desc=Locates the given name and reports the room number if the locate was successful}}^{{Lich setting|name=rift &amp;lt;name&amp;gt;|desc=Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as &amp;lt;code&amp;gt;;mm locate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
|settings= {{Lich setting|name=waggle_sets[&#039;locate&#039;]|desc=Optional. A waggle set called &#039;locate&#039; with only the locate spell in it. Uses the data in DISCERN locate otherwise.}}^{{Lich setting|name=waggle_sets[&#039;rs&#039;]|desc=Optional. A waggle set called &#039;rs&#039; with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== moonwatch ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=populates UserVars.moons with data related to the moons&lt;br /&gt;
|usage=&lt;br /&gt;
Moonwatch will populate UserVars with the following data:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 UserVars.moons = {&lt;br /&gt;
 &#039;katamba&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Katamba is up for 35 minutes&#039;, &#039;rise&#039; =&amp;gt; nil, &#039;set&#039; =&amp;gt;35 },&lt;br /&gt;
 &#039;yavash&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Yavash will rise in 150 minutes&#039;, &#039;rise&#039; =&amp;gt; 150, &#039;set&#039; =&amp;gt; nil },&lt;br /&gt;
 &#039;xibar&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Xibar is up for 5 minutes&#039;, &#039;rise&#039; =&amp;gt; -1, &#039;set&#039; =&amp;gt; 5 }&lt;br /&gt;
 &#039;visible&#039; =&amp;gt; [&#039;katamba&#039;, &#039;xibar&#039;]&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suggest using an alias such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;alias add moon = ;eq respond(&amp;quot;#{UserVars.moons[&#039;katamba&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;yavash&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;xibar&#039;][&#039;pretty&#039;]}&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can {{com|PERCEIVE}} an individual moon to reset its data or [[Moon_Mage_attunement#Power Perception|PERCEIVE MOONS]] to reset all if this is a first start (or you&#039;ve been offline for a while and the data seems wrong).&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=moon_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== multi ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts multiple times.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2,sit,kneel,stand&lt;br /&gt;
&lt;br /&gt;
# This toggles autosneak flag before/after burgling.&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - multi 1,flag autosneak off&lt;br /&gt;
  after:&lt;br /&gt;
  - multi 1,flag autosneak on&lt;br /&gt;
  ...&lt;br /&gt;
&lt;br /&gt;
# This example combines doing actions and running scripts.&lt;br /&gt;
# To run a script, prefix its name with a colon.&lt;br /&gt;
# It also passes arguments to the script (each argument separated by a space).&lt;br /&gt;
;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== newbie-gear ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts a set of gear for a new character.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=storage|desc=The container in which to store finished items}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== oshu_manor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Navigates you through the Oshu Manor. Used to hunt [[Seordhevor kartais]]. Note there is an underscore in this script&#039;s name, not a dash.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== paladin-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes the paladin Glyph quests for you.&lt;br /&gt;
|args={{Lich setting|name=warding|desc=Complete the Glyph of Warding Quest.}}{{Lich setting|name=bonding|desc=Complete the Glyph of Bonding Quest.}}{{Lich setting|name=light|desc=Complete the Glyph of Light Quest.}}{{Lich setting|name=mana|desc=Complete the Glyph of Mana Quest.}}{{Lich setting|name=ease|desc=Complete the Glyph of Ease Quest.}}{{Lich setting|name=renewal|desc=Complete the Glyph of Renewal Quest.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pattern-hues ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts Warrior Mage Pattern Hues cantrip at set intervals.&lt;br /&gt;
|usage= The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.&lt;br /&gt;
|args= {{Lich setting|name=now|desc=Cast now.}}{{Lich setting|name=debug|desc=Output variable values.}}&lt;br /&gt;
|settings={{Lich setting|name=Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.}}&lt;br /&gt;
  pattern_hues:&lt;br /&gt;
    duration: 600&lt;br /&gt;
    gesture: custom&lt;br /&gt;
    pattern_hues_styles:&lt;br /&gt;
      pattern:&lt;br /&gt;
      - bright&lt;br /&gt;
      - hazy&lt;br /&gt;
      - gleaming&lt;br /&gt;
      - lucent&lt;br /&gt;
      hue:&lt;br /&gt;
      - soot black&lt;br /&gt;
      - emerald&lt;br /&gt;
      - bone white&lt;br /&gt;
      - snowflake white&lt;br /&gt;
      - yellow&lt;br /&gt;
      - charcoal black&lt;br /&gt;
      - sky blue&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pay-debt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Pays your debt. Optionally retrieves your sack of belongings from the guard house.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Script to train performance.  Defaults to worn instrument but accepts an instrument setting&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=instrument|desc=Optional. The instrument you would like to use.  Defaults to worn instrument if none selected}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance-monitor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Logs combat-related events such as damage, roundtime, etc. for later parsing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pick ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Disarms, unlocks, and loots monster boxes&lt;br /&gt;
|usage=The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  # Assuming YAML config matches your goals&lt;br /&gt;
  ;pick&lt;br /&gt;
&lt;br /&gt;
  # Pick boxes in different bag, ignoring exp mind state, skipping identify&lt;br /&gt;
  ;pick source=backpack all careful&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &#039;Simple&#039; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  tend_own_wounds: true&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - encompassing.shadows&lt;br /&gt;
  - lootsack&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  - reaper&lt;br /&gt;
  - concussion&lt;br /&gt;
  blacklist_container:&lt;br /&gt;
  too_hard_container:&lt;br /&gt;
&lt;br /&gt;
lockpick_type: stout iron&lt;br /&gt;
lockpick_dismantle: pray&lt;br /&gt;
stop_pick_on_mindlock: false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &amp;quot;Higher Risk&amp;quot; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  disarm_quick_threshold: 0&lt;br /&gt;
  disarm_normal_threshold: 2&lt;br /&gt;
  disarm_careful_threshold: 5&lt;br /&gt;
  disarm_too_hard_threshold: 12&lt;br /&gt;
  pick_quick_threshold: 0&lt;br /&gt;
  pick_normal_threshold: 4&lt;br /&gt;
  pick_careful_threshold: 8&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - chef&#039;s bag&lt;br /&gt;
  - arm pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=debug|desc=Turns on debug output}}^&lt;br /&gt;
{{Lich setting|name=refill|desc=Refill your lockpick ring}}^&lt;br /&gt;
{{Lich setting|name=source|desc=The container to get boxes from. Overrides &#039;pick.picking_box_sources&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=all|desc=Keep picking after mindlock. Overrides &#039;stop_pick_on_mindlock&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=assume|desc=Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=pick.debug|desc=Turns on debug output. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=pick.use_glance|desc=Set this to false to disable glance if you&#039;re a thief.}}^&lt;br /&gt;
{{Lich setting|name=pick.trash_empty_boxes|desc=Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.}}^&lt;br /&gt;
{{Lich setting|name=pick.assumed_difficulty|desc=Skips identification step and uses this &#039;speed&#039; for disarm and pick. NOTE: Using this will disable blacklist functionality.}}^&lt;br /&gt;
{{Lich setting|name=pick.picking_box_sources|desc=The list of bags that unopened boxes are stored in.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_quick_threshold|desc=Difficulty rating to switch to &#039;pick quick&#039;. Ratings below this will use &#039;pick blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_normal_threshold|desc=Difficulty rating to switch to &#039;pick&#039;. Ratings below this will use &#039;pick quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_careful_threshold|desc=Difficulty rating to switch to &#039;pick careful&#039;. Ratings below this will use &#039;pick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_quick_threshold|desc=Difficulty rating to switch to &#039;disarm quick&#039;. Ratings below this will use &#039;disarm blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_normal_threshold|desc=Difficulty rating to switch to &#039;disarm&#039;. Ratings below this will use &#039;disarm quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_careful_threshold|desc=Difficulty rating to switch to &#039;disarm careful&#039;. Ratings below this will use &#039;disarm&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_too_hard_threshold|desc=Difficulty rating to discard/store the box in the pick.too_hard_container.}}^&lt;br /&gt;
{{Lich setting|name=pick.too_hard_container|desc=The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist|desc=List of trap types to not auto disarm}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist_container|desc=Container to store blacklisted boxes in; discards blacklisted boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.tend_own_wounds|desc=Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=stop_pick_on_mindlock|desc=true to stop after the current box when your mind is full.}}^&lt;br /&gt;
{{Lich setting|name=use_lockpick_ring|desc=Do you wear a lockpick ring?}}^&lt;br /&gt;
{{Lich setting|name=skip_lockpick_ring_refill|desc=Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can&#039;t use lockpicks of differing qualities on the same ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_type|desc=Type of lockpick to stock on ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_dismantle|desc=If you have a custom dismantle type to use, put it here.}}^&lt;br /&gt;
{{Lich setting|name=waggle_sets.pick|desc=waggle set of buffs to use while picking}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== release_cyclic ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Releases all cyclic spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== ranger-companion ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Summons a companion and feeds it milk or corn if it&#039;s a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== researcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Does research on a single subject.&lt;br /&gt;
|usage=Specify the subject as an argument, e.g. ;researcher augmentation&lt;br /&gt;
|args=missing&lt;br /&gt;
|settings=missing&lt;br /&gt;
|uservars=missing&lt;br /&gt;
|children=missing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== register ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for searching your deed register.&lt;br /&gt;
|usage=The script will search your deed register for the specified crafting material.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;;register damite&amp;lt;/code&amp;gt;&lt;br /&gt;
    --- Lich: register active.&lt;br /&gt;
;Output of reading register not shown here to save space.&lt;br /&gt;
       Results:&lt;br /&gt;
        45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu)&lt;br /&gt;
        46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu)&lt;br /&gt;
    [register]&amp;gt;stow right&lt;br /&gt;
    You put your register in your hunting pack.&lt;br /&gt;
    --- Lich: register has exited.&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=query|desc=The material you want to search for.  Can also be information you entered in the deed note.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=The name of the container where you store your deed register.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for crafting remedies using alchemy.&lt;br /&gt;
|usage = See examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; &amp;quot;red flower&amp;quot; nemoih bar mortar cream&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; nemoih &amp;quot;not used&amp;quot; bar mortar cream  - for when only herb is required&lt;br /&gt;
 remedy &amp;lt;book type&amp;gt; &amp;lt;chapter&amp;gt; &amp;lt;recipe name&amp;gt; &amp;lt;herb1&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 Book type:    What alchemy type is this item. [remedies]&lt;br /&gt;
 Chapter: containing the item. &lt;br /&gt;
 Recipe name:  Name of the recipe, wrap in double quotes if this is multiple words. &lt;br /&gt;
 Herb1:        Prepared herb, wrap in double quotes if this is multiple words.. &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
 remedy &amp;lt;continue&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 continue      &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Overrides for foraging (all setting in base):&lt;br /&gt;
 # container used to hold herbs for remedy.lic (optional) Not optional if overriding&lt;br /&gt;
 herb_container:&lt;br /&gt;
 # Following settings, including herb_container:, are required to override workorders for remedies&lt;br /&gt;
 # container used for raw herbs foraged - used by alchemy.lic script&lt;br /&gt;
 alchemy_herb_storage:&lt;br /&gt;
 # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product&lt;br /&gt;
 # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4,&lt;br /&gt;
 # set this setting to 100.&lt;br /&gt;
 alchemy_herb_quantity:&lt;br /&gt;
 # How many prepared herbs you want:&lt;br /&gt;
 alchemy_prep_quantity:&lt;br /&gt;
 # if you want to forage careful&lt;br /&gt;
 alchemy_forage_type:&lt;br /&gt;
 # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere&lt;br /&gt;
 forage_override_room:&lt;br /&gt;
 # Set an override for town&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 # Set this to true if you want to always forage for your herbs for workorders&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
&lt;br /&gt;
 workorder_recipes:&lt;br /&gt;
   remedies:&lt;br /&gt;
   - some skin ungent&lt;br /&gt;
   #- some skin tonic&lt;br /&gt;
&lt;br /&gt;
 My guy&#039;s example:&lt;br /&gt;
 # Used by alchemy script #####&lt;br /&gt;
 alchemy_herb_storage: *back&lt;br /&gt;
 alchemy_herb_quantity: 25&lt;br /&gt;
 herb_container: *back&lt;br /&gt;
 alchemy_prep_quantity: 25&lt;br /&gt;
 #alchemy_forage_type:&lt;br /&gt;
 forage_override_room: 909 #8860&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
 ##############################&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== repeat ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for repeating a sequence of up to 10 commands. Does not take scripts.&lt;br /&gt;
|usage=&amp;gt;;repeat &amp;quot;get my rock&amp;quot; &amp;quot;drop my rock&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== restock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for restocking your supply of stackable and nonstackable items.&lt;br /&gt;
|usage= Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=restock|desc=list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising &amp;quot;arrow&amp;quot; will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30)&lt;br /&gt;
restock:&lt;br /&gt;
  arrow&lt;br /&gt;
&lt;br /&gt;
# This is the same as above, but with a custom quantity&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 45&lt;br /&gt;
&lt;br /&gt;
# this is a completely custom item not contained in base-consumables. It will not change based on hometown. &lt;br /&gt;
restock:&lt;br /&gt;
  super_cool_thing:&lt;br /&gt;
     name: cool thing&lt;br /&gt;
     room: 1337&lt;br /&gt;
     price: 10&lt;br /&gt;
     size: 3&lt;br /&gt;
     stackable: true&lt;br /&gt;
     quantity: 4&lt;br /&gt;
&lt;br /&gt;
# Here are a list of generic items in base-consumables:&lt;br /&gt;
arrow&lt;br /&gt;
bolt&lt;br /&gt;
tk_ammo&lt;br /&gt;
rock&lt;br /&gt;
&lt;br /&gt;
# Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom.&lt;br /&gt;
&lt;br /&gt;
hometown: Shard&lt;br /&gt;
&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 50&lt;br /&gt;
  bolt:&lt;br /&gt;
    quantity: 50    &lt;br /&gt;
  rock:&lt;br /&gt;
    hometown: Hibarnhvidar&lt;br /&gt;
    name: smooth rocks&lt;br /&gt;
    room: 12172&lt;br /&gt;
    price: 45&lt;br /&gt;
    size: 30&lt;br /&gt;
    stackable: true&lt;br /&gt;
    quantity: 50&lt;br /&gt;
&lt;br /&gt;
# restock can probably handle items with &amp;quot;charges&amp;quot; (i.e ritual foci) if they disappear/consumed once all charges are gone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;}} &lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rezz ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to rezz corpses&lt;br /&gt;
|usage=The script will either raise the person you specify, or if you don&#039;t specify someone it will raise all of the corpses in the room.  You should add a rezz: waggle set so that it doesn&#039;t use default values for rejuv and rezz.&lt;br /&gt;
|args={{Lich setting|name=player|desc=The person you want to raise.  Optional argument}}&lt;br /&gt;
|settings={{Lich setting|name=osrel_no_harness|desc=true to infuse directly, false to harness first.}}&lt;br /&gt;
&lt;br /&gt;
Waggle set to add.  Customize the mana and cambrinth values to your skill level:&lt;br /&gt;
&lt;br /&gt;
 waggle_sets:&lt;br /&gt;
   rezz:&lt;br /&gt;
     Resurrection:&lt;br /&gt;
       abbrev: rezz&lt;br /&gt;
       mana: 17&lt;br /&gt;
     Rejuvenation:&lt;br /&gt;
       abbrev: rejuv&lt;br /&gt;
       mana: 10&lt;br /&gt;
       cambrinth:&lt;br /&gt;
       - 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== roomnumbers ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look. Example: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Whistling Wood, Barrows]                                                                                                                          &lt;br /&gt;
A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees.  Barren of all but the hardiest of grasses, the mound has several small&lt;br /&gt;
holes in its side.  You also see an Adan&#039;f blood warrior, a chipped and weather-beaten sign, an Adan&#039;f blood warrior and an Adan&#039;f blood warrior.&lt;br /&gt;
Obvious paths: southeast, southwest, northwest.&lt;br /&gt;
Room Number: 9471&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== safe-room ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room&lt;br /&gt;
|usage= Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;How to determine your health threshold&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage&lt;br /&gt;
&lt;br /&gt;
1. insignificant&amp;lt;br&amp;gt;&lt;br /&gt;
2. negligible&amp;lt;br&amp;gt;&lt;br /&gt;
3. minor&amp;lt;br&amp;gt;&lt;br /&gt;
4. harmful (bleeding wounds)&amp;lt;br&amp;gt;&lt;br /&gt;
5. damaging&amp;lt;br&amp;gt;&lt;br /&gt;
6. severe&amp;lt;br&amp;gt;&lt;br /&gt;
7. devastating&amp;lt;br&amp;gt;&lt;br /&gt;
8. useless&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; yaml setting.&lt;br /&gt;
If yes, it gets you healed.&lt;br /&gt;
If no, it skips healing.&lt;br /&gt;
&lt;br /&gt;
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, &amp;quot;some minor abrasions to the head&amp;quot; are considered &#039;&#039;insignificant&#039;&#039; and &amp;quot;cuts and bruises about the head&amp;quot; are considered &#039;&#039;minor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.&lt;br /&gt;
&lt;br /&gt;
would be grouped out to be:&lt;br /&gt;
&lt;br /&gt;
 1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3&lt;br /&gt;
 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4&lt;br /&gt;
 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18&lt;br /&gt;
 4. harmful x 0 = 0&lt;br /&gt;
 5. damaging x 0 = 0&lt;br /&gt;
 6. severe x 0 = 0&lt;br /&gt;
 7. devastating x 0 = 0&lt;br /&gt;
 8. useless x 0 = 0&lt;br /&gt;
&lt;br /&gt;
The grand total of all those groupings is compared to your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; setting. In this example, the grand total is 3 + 4 + 18 = 25.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=safe_room_tip_threshold|desc=Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.}}^{{Lich setting|name=safe_room_id|desc=Id of room for player empath healer or item exchanges.}}^{{Lich setting|name=saferoom_health_threshold|desc=Skips saferoom healing unless the &#039;force&#039; argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level^2 * number of wounds at that level).}}^{{Lich setting|name=safe_room_empath|desc=Name of PC empath healer.}}^{{Lich setting|name=safe_room_empaths|desc=A list of PC empaths with their name and room ID}}^{{Lich setting|name=safe_room_tip_amount|desc=Amount in coppers to donate player empath.}}^{{Lich setting|name=safe_room|desc=Id of room to heal self at as empath.}}^{{Lich setting|name=safe_room_give|desc=List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don&#039;t use for anything valuable.}}^{{Lich setting|name=safe_room_take|desc=List of nouns to pick up in safe_room_id.}}^{{Lich setting|name=force_healer_town|desc=Override your hometown: setting to use an auto empath in a different town.}}^{{Lich setting|name=heal_with_divine_charm|desc=true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=healme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sanowret-crystal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background, gazing or exhaling your sanowret crystal to train [[Arcana]]. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.&lt;br /&gt;
|usage=This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.&lt;br /&gt;
&lt;br /&gt;
Run once on-demand: &amp;lt;code&amp;gt;;sanowret-crystal run=true&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run in the background: &amp;lt;code&amp;gt;;sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auto start: &amp;lt;code&amp;gt;;autostart add sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=run|desc=If present, only run the script once (instead of in passive mode).}}&lt;br /&gt;
|settings=In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don&#039;t want the script to run, such as when burgling or in a room that prevents magical device usage.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sanowret_adjective: sanowret&lt;br /&gt;
    sanowret_no_use_scripts: # Don&#039;t try to use crystal while these scripts are active.&lt;br /&gt;
    - sew&lt;br /&gt;
    - carve&lt;br /&gt;
    - tinker&lt;br /&gt;
    - forge&lt;br /&gt;
    - remedy&lt;br /&gt;
    - shape&lt;br /&gt;
    - enchant&lt;br /&gt;
    - outdoorsmanship&lt;br /&gt;
    - combat-trainer&lt;br /&gt;
    - buff&lt;br /&gt;
    - burgle&lt;br /&gt;
    - go2&lt;br /&gt;
    sanowret_no_use_rooms: # Don&#039;t try to use crystal while in these rooms.&lt;br /&gt;
    - Carousel Chamber     # Room with vault&lt;br /&gt;
    - Carousel Booth       # Room just before vault&lt;br /&gt;
    - 1900                 # You can specify room ids, too (Crossing bank window)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== schedule ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts (via &#039;&#039;&#039;multi&#039;&#039;&#039; script) if at least N minutes have elapsed since the last time they were done.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2. Whatever you can do with &#039;&#039;&#039;multi&#039;&#039;&#039;, you can do with &#039;&#039;&#039;schedule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;schedule [timer-label], [timer-interval], [arguments for multi script]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This does the same as the above example but only if 5 minutes have elapsed since the last time this ran.&lt;br /&gt;
;schedule aerobics, 5, 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This configures crossing-repair to not run more often than every 2 hours&lt;br /&gt;
training_list:&lt;br /&gt;
- skill:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  ...&lt;br /&gt;
  start: 10&lt;br /&gt;
  scripts:&lt;br /&gt;
  - schedule repairs, 120, 1, :crossing-repair&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== scroll-search ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.&lt;br /&gt;
|usage= Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml&lt;br /&gt;
|args={{Lich setting|name=search &amp;lt;container&amp;gt;|desc=Searches the given container}}^{{Lich setting|name=display|desc=Displays the scrolls in all searched containers. Must have already searched or the list will be empty!}}&lt;br /&gt;
|settings={{Lich setting|name=scroll_nouns|desc=List of scroll nouns to search container for.}}&lt;br /&gt;
|uservars={{Lich setting|name=owned_scrolls|desc=Hashset of the scroll name and the container it resides in.}}^{{Lich setting|name=scroll_counter|desc=Global counter for the amount of scrolls owned.}}^{{Lich setting|name=scroll_search_debug|desc=Turns on debug messaging for scroll-search.lic script.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-loot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).&lt;br /&gt;
|usage= Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot&amp;lt;/code&amp;gt; # Uses the default: keeps 3 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 12&amp;lt;/code&amp;gt; # Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 4 g&amp;lt;/code&amp;gt; # Uses two arguments: keeps 4 gold&lt;br /&gt;
|args={{Lich setting|name=Withdraw|desc=Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.}}&lt;br /&gt;
|settings={{Lich setting|name=sell_loot_money_on_hand|desc=Same as the Withdraw argument, overridden by the argument if both exist.}}^{{Lich setting|name=sell_loot_pouch|desc=Set true to sell any gems in a worn pouch.}}^{{Lich setting|name=sell_loot_bundle|desc=Set to true to sell a worn bundle.}}^{{Lich setting|name=sell_loot_metals_and_stones|desc=Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).}}^{{Lich setting|name=sell_loot_metals_and_stones_container|desc=The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.}}^{{Lich setting|name=sell_loot_ignored_metals_and_stones|desc=List of metal or stone nuggets and bars NOT to sell.}}^{{Lich setting|name=sell_loot_traps|desc=Sell harvested traps from boxes that are in your &#039;component_container&#039;.}}^{{Lich setting|name=spare_gem_pouch_container|desc=The container to store a spare gem pouch in, should NOT be the container a pouch stows to.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.}}^{{Lich setting|name=sell_loot_skip_bank|desc=If true, skip bank parts of the script (currency exchange, deposit, withdrawal).}}^{{Lich setting|name=sell_loot_skip_exchange|desc=If true, skip currency exchange.}}^{{Lich setting|name=bankbot_name|desc=The name of the bankbot with whom you would like to deposit coin.}}^{{Lich setting|name=bankbot_deposit_threshold|desc=An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.}}^{{Lich setting|name=bankbot_room_id|desc=The room ID of the bankbot.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-pouches ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Sell gem pouches for trading experience&lt;br /&gt;
|usage=This script is called by crossing-training when you have &#039;Trading&#039; listed as a training skill and &#039;sell_pouches_for_trading&#039; set to true. You can also call it to sell a pouch.&lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=Your hometown. This is used to determine which gemshop you will sell your pouches to}}^{{Lich setting|name=sale_pouches_container|desc=Container where your pouches for sale are stored}}^{{Lich setting|name=waggle_set named &#039;sell-pouches&#039;|desc=Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== setupaliases ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adds a useful selection of aliases to the global list:&lt;br /&gt;
* &amp;lt;code&amp;gt;as&amp;lt;/code&amp;gt; - accepts a trade offer and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;gs&amp;lt;/code&amp;gt; - gets the given item and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;cc&amp;lt;/code&amp;gt; - runs ;circlecheck to show your leveling status. it can take args, like cc 200&lt;br /&gt;
* &amp;lt;code&amp;gt;ct&amp;lt;/code&amp;gt; - toggles crossing-training on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;tm&amp;lt;/code&amp;gt; - toggles training-manager on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;fr&amp;lt;/code&amp;gt; - find room, searches for a room description matching provided text&lt;br /&gt;
* &amp;lt;code&amp;gt;ids&amp;lt;/code&amp;gt; - echos the current mapped connections from the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lr&amp;lt;/code&amp;gt; - echos the full data of the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lfr&amp;lt;/code&amp;gt; - echos the full data of the room a remote room number, pass the number to it&lt;br /&gt;
* &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; - shows all items in the current room you are in that are stealable that are not in base-stealing&lt;br /&gt;
* &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; - these work as a pair, for recording room numbers (like setting up a hunting area); run &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; to start, then &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; in each room you want to record&lt;br /&gt;
* &amp;lt;code&amp;gt;hz&amp;lt;/code&amp;gt; - list all hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;ez&amp;lt;/code&amp;gt; - list all escort hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;fz&amp;lt;/code&amp;gt; - search hunting zones and get room numbers, e.g. &amp;lt;code&amp;gt;fz wark&amp;lt;/code&amp;gt; returns a list of room numbers for warklins&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sew ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== skill-recorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== slackbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.&lt;br /&gt;
|usage= This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=slack_username|desc=Your Slack username. It should be all lowercase.}}&lt;br /&gt;
|uservars={{Lich setting|name=slack_token|desc=The token used to authenticate to a Slack team.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smartlisten ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=If someone teaches you an approved class you&#039;ll start listening.&lt;br /&gt;
|usage=The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smarttransfer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=safely transfer wounds from the target, avoiding useless injuries in fatal areas&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=bleed|desc=If present, leave external bleeders.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smash-pumpkins ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Smelt the contents of a crucible. Assumes that material has already been placed into the crucible.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt-deeds ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=combines deeds of like metals to save inventory space&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smith ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smoke ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=smokes an item&lt;br /&gt;
|usage=&lt;br /&gt;
You can run the script two ways, one from command line and the other from a YAML.&lt;br /&gt;
&lt;br /&gt;
Command line: &lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also run it from a YAML setting:&lt;br /&gt;
&lt;br /&gt;
  ;smoke &amp;lt;cigar noun&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args=Command Line:&lt;br /&gt;
  &lt;br /&gt;
 &amp;lt;image&amp;gt; &amp;lt;cigar noun&amp;gt; &amp;lt;container things are in&amp;gt; &amp;lt;lighter&#039;s noun (MUST be a lighter)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
YAML:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;cigar noun&amp;gt; (When running from YAML)&lt;br /&gt;
&lt;br /&gt;
|settings=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  smoke:&lt;br /&gt;
    cigar_container: humidor&lt;br /&gt;
    smoke_image:&lt;br /&gt;
    lighter:&lt;br /&gt;
      type: flint&lt;br /&gt;
      container: humidor&lt;br /&gt;
      blade: dagger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorcery ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sort-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls [container]&amp;lt;/code&amp;gt; Script will search container specified for scrolls.^&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls find [spell]&amp;lt;/code&amp;gt; Script will try to find a scroll matching the spell specified and remove a copy if one exists.  You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.&lt;br /&gt;
&lt;br /&gt;
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names.&lt;br /&gt;
They should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Bard&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Cleric&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Empath&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Moon Mage&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Necromancer&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Paladin&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Ranger&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Trader&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Warrior Mage&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Extras&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Extras&amp;quot; case is for overflow if any of the other cases get full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;scroll_sorter:&lt;br /&gt;
    stacker: scroll folio&lt;br /&gt;
    stacker_container: haversack&lt;br /&gt;
    scroll_nouns: [&#039;cerulean scroll&#039;, &#039;glittery-pink scroll&#039;, &#039;silver-stippled scroll&#039;, &#039;gold-stippled scroll&#039;]&lt;br /&gt;
    close_container: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stacker|desc=The noun or adjective and noun of the case type you&#039;re using.}}^&lt;br /&gt;
{{Lich setting|name=stacker_container|desc=Where you have your cases stored.  The script will put them back there as well. If you don&#039;t specify this setting, it will use default_container: instead.}}^&lt;br /&gt;
{{Lich setting|name=scroll_nouns|desc=Specify any custom scroll types that come from different cases and also from custom papers you can use.}}^&lt;br /&gt;
{{Lich setting|name=close_container|desc=Closes the stacker container when the script ends if this is true.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== spin ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stabbity ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It&#039;s useful in invasions and events.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without a mode specified  (e.g. &amp;lt;code&amp;gt;;stabbity&amp;lt;/code&amp;gt;), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;stabbity:&lt;br /&gt;
  eliminate: true&lt;br /&gt;
  weapons:&lt;br /&gt;
    preferred: glaes pasabas&lt;br /&gt;
    alternate: judge&#039;s gavel&lt;br /&gt;
    thrown: throwing club&lt;br /&gt;
  use_alternate_on:&lt;br /&gt;
    - archer&lt;br /&gt;
    - soldier&lt;br /&gt;
    - dryad&lt;br /&gt;
    - oshu&lt;br /&gt;
    - frostweaver&lt;br /&gt;
    - guardian&lt;br /&gt;
  use_thrown_on:&lt;br /&gt;
    - hawk&lt;br /&gt;
    - gryphon&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=mode|desc=Optional, can be one of:^&lt;br /&gt;
* &#039;&#039;equip&#039;&#039;: Wields your preferred weapon.^&lt;br /&gt;
* &#039;&#039;cleanup&#039;&#039;: Sheathes your preferred weapon.^&lt;br /&gt;
* &#039;&#039;single&#039;&#039;: Kills all mobs in the current room and exits. Does not wait for mob to arrive.^&lt;br /&gt;
* &#039;&#039;arena&#039;&#039;: Used to run the Dusk Ruin arena.}}^&lt;br /&gt;
{{Lich setting|name=noloot|desc=Do not loot mobs when killed.}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stabbity:eliminate|desc=True/False.  Only used during arena.  Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. &#039;&#039;&#039;Only include if you are a thief with khri eliminate.&#039;&#039;&#039;}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:preferred|desc=The name of the weapon you wish to backstab with.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:alternate|desc=The name of the weapon you wish to use for mobs defined in use_alternate_on.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:thrown|desc=The name of the weapon you wish to use for mobs defined in use_thrown_on.  If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_alternate_on|desc=List of mobs on which to use your alternate weapon.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_thrown_on|desc=List of mobs on which to use your thrown weapon.}}&lt;br /&gt;
|uservars={{Lich setting|name=stabbity_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stack-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Scroll stacker manager script that stores and retrieves scrolls using stackers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== status-monitor ==&lt;br /&gt;
&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.&lt;br /&gt;
|usage=Trust status monitor then run it. &lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== steal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=hide_to_steal|desc=set to false if you do not wish to hide to steal.}}^{{Lich setting|name=bin_stolen|desc=set to true for Thieves who wish to bin stolen goods.}}^{{Lich setting|name=stealing_bag|desc=storage bag for stolen goods if bin_stolen: true}}^{{Lich setting|name=slow_bin_speed|desc=set to true to bin items slower.  Resolves type-ahead issue for Genie users.}}^{{Lich setting|name=steal_past_mindlock|desc=set to true if you wish to continue stealing after Thievery is locked.}}^{{Lich setting|name=dont_steal_list|desc=list items by id# identified in &#039;&#039;&#039;base-stealing.yaml&#039;&#039;&#039; to skip these items when stealing.}}^{{Lich setting|name=stealing_buffs|desc=list of buffs to use before starting stealing run.}}^{{Lich setting|name=stealing_high_acceptable_count|desc=.}}^{{Lich setting|name=stealing_low_acceptable_count|desc=.}}^{{Lich setting|name=npc_stealing_attempt_count|desc=Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)}}^{{Lich setting|name=stealing_options|desc=list of stealable items in base-stealing.yaml}}^&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== study-art ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.&lt;br /&gt;
|usage=Just run it. e.g. &amp;lt;code&amp;gt;;study-art&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== summoning ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. [[Warrior Mages]] must have already {{com|align}}ed to an element.&lt;br /&gt;
|settings={{Lich setting|name=summoning_target_increment|desc=The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tarantula ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.&lt;br /&gt;
|usage=Run &amp;lt;code&amp;gt;;tarantula&amp;lt;/code&amp;gt; after adjusting YAML settings as desired.  Can be added to startup.  The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you&#039;re in combat or not.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=tarantula_startup_delay|desc=Number of seconds to wait after first starting before it will eat skills.  Useful when tarantula is added to autostarts, so that it doesn&#039;t eat skills on first login, before login drain.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_noun|desc=Change if you&#039;ve had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_debug|desc=Set true if you wish to see debug messages}}^&lt;br /&gt;
{{Lich setting|name=tarantula_excluded_skills|desc=A list of skills never to sacrifice to the tarantula.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_no_use_scripts|desc=A list of scripts defined by you, during which the tarantula will not activate.}}^&lt;br /&gt;
{{Lich setting|name=tarantula|desc=A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running.  These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in &amp;lt;code&amp;gt;tarantula_excluded_skills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tarantula:&lt;br /&gt;
  Armor:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Chain Armor&lt;br /&gt;
    - Brigandine&lt;br /&gt;
    - Plate Armor&lt;br /&gt;
    - Light Armor&lt;br /&gt;
    - Defending&lt;br /&gt;
  Weapon:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Melee Mastery&lt;br /&gt;
    - Missile Mastery&lt;br /&gt;
  Magic:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Utility&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Lunar Magic&lt;br /&gt;
    - Warding&lt;br /&gt;
    - Augmentation&lt;br /&gt;
    - Utility&lt;br /&gt;
  Survival:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Evasion&lt;br /&gt;
    - Skinning&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Outdoorsmanship&lt;br /&gt;
  Lore:&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Appraisal&lt;br /&gt;
    - Performance&lt;br /&gt;
    - Scholarship&lt;br /&gt;
&lt;br /&gt;
An example of exclusions added to a yaml:&lt;br /&gt;
&lt;br /&gt;
tarantula_excluded_skills:&lt;br /&gt;
  - Large Edged&lt;br /&gt;
  - Brawling&lt;br /&gt;
  - Evasion&lt;br /&gt;
  - Parry&lt;br /&gt;
  - Shield&lt;br /&gt;
  - Athletics&lt;br /&gt;
  - Crossbow&lt;br /&gt;
  - Slings&lt;br /&gt;
  - Light Thrown&lt;br /&gt;
  - Bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}^&lt;br /&gt;
|uservars={{Lich setting|name=tarantula_last_use|desc=The last time the tarantula was sacrificed to.}}^{{Lich setting|name=tarantula_last_skillset|desc=The last sphere sacrificed to, since the tarantula can&#039;t be used on the same sphere twice in a row.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for self. On start, checks {{com|health}} for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=train|desc=If present, unwrap and rebind wounds for optimum learning.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendother ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=player|desc=Name of the player to tend.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== textsubs ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).&lt;br /&gt;
|usage=&lt;br /&gt;
Example of adding a sub: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;TextSubs.add(&#039;^(\s+)no (puncture|slice|impact|fire|cold|electric) damage&#039;,&#039;\1no (0/27) \2 damage&#039;)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clear out all stored subs with &amp;lt;code&amp;gt;TextSubs.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== theurgy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=train theurgy by working up devotion and doing communes&lt;br /&gt;
|usage= Recommended - Eluned (holy water)&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=theurgy_supply_container|desc=Container for storing wine, flint, and incense.}}^{{Lich setting|name=water_holder|desc=Vessel that you store holy water in.}}^{{Lich setting|name=flint_lighter|desc=Blade for lighting flint.}}^{{Lich setting|name=immortal_aspect|desc=for bead carving/meditation (must be aspect of god you last got a favor from).}}^{{Lich setting|name=theurgy_prayer_mat_room|desc=Room in which to use your prayer mat. Requires an object defined with an `id: roomid` format, ex.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
theurgy_prayer_mat_room:&lt;br /&gt;
 id: 1234&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== titlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks for new titles since the last time you ran the script.&lt;br /&gt;
|usage=Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.&lt;br /&gt;
|args=title_set&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=titles&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Do caravan trading in Zoluren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== train ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Train the given attributes. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):&lt;br /&gt;
* &amp;lt;code&amp;gt;;train&amp;lt;/code&amp;gt; &lt;br /&gt;
No arguments: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train st&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;quot;st&amp;quot; is ambiguious between stamina and strength: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train sta w2&amp;lt;/code&amp;gt;&lt;br /&gt;
Trains stamina once and wisdom twice&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== training-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= High level script for managing combat and non combat training&lt;br /&gt;
|usage= Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true will cause it to focus on combat training at the expense of out of combat.}}^{{Lich setting|name=training_manager_priority_skills|desc=List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.}}^{{Lich setting|name=training_manager_town_duration|desc=Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false}}^{{Lich setting|name=mine_while_training|desc=Set to true will cause town training to start with a mining loop.}}^{{Lich setting|name=favor_goal|desc=Number of favors to work towards, if this is set will work on favors while training.}}^{{Lich setting|name=favor_god|desc=Desired immortal to request favor orb for Must be set for favor gathering to work properly.}}^{{Lich setting|name=repair_timer|desc=Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.}}^{{Lich setting|name=repair_withdrawal_amount|desc=Amount of currency to withdrawal for each repair. Default amount is 10,000.}}^{{Lich setting|name=skip_repair|desc=True/false setting. Use true to skip all crossing-repair functionality. Default is false.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=mining-buddy,sell-loot,hunting-buddy,crossing-training,safe-room,crossing-repair&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== transfer-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Transfer all items from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items backpack haversack&lt;br /&gt;
&lt;br /&gt;
* Transfer only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
  ;transfer-items backpack quiver arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=If specified, only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== truffenyi-commune-quest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== validate ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks character yamls for common mistakes.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== vanity-pet ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Some [[vanity pet|vanity pets]], like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before [[Breaking_and_Entering|burgling]] so that they aren&#039;t lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).&lt;br /&gt;
|usage=Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you. &lt;br /&gt;
|args=&lt;br /&gt;
&lt;br /&gt;
* Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  vanity-pet pet_action pet_name pet_container [debug]&lt;br /&gt;
&lt;br /&gt;
   pet_action     STOW or DROP to either stow your pet in their container or drop them to the ground. &lt;br /&gt;
&lt;br /&gt;
   pet_name       Name of your pet. &lt;br /&gt;
&lt;br /&gt;
   pet_container  Container for your pet. &lt;br /&gt;
&lt;br /&gt;
   debug          Enable debug output &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drop Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog from my woven.sack&lt;br /&gt;
&lt;br /&gt;
You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;drop my farm.hog&lt;br /&gt;
&lt;br /&gt;
You set the farm hog on the ground.  It trots around you in a circle, happily oinking.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Stow Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet stow farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog&lt;br /&gt;
&lt;br /&gt;
You scoop the farm hog up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;put my farm.hog in my woven.sack&lt;br /&gt;
&lt;br /&gt;
You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
&lt;br /&gt;
Hook into hunting-buddy:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hunting_info:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hook into burgle:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Designed for use with the &#039;&#039;&#039;multi&#039;&#039;&#039; script to pause N seconds between commands.&lt;br /&gt;
|usage=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Runs &#039;somescript&#039; 20 times with a 100 second interval between each run.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 20,:wait 100,:somescript&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== walkingastro ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.&lt;br /&gt;
|usage=On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.&lt;br /&gt;
&lt;br /&gt;
Note, walkingastro will wait and not fire while the following scripts are running: &#039;steal&#039;, &#039;combat-trainer&#039;, &#039;pick&#039;, &#039;craft&#039;, &#039;shape&#039;, &#039;sew&#039;,&#039;bescort&#039;, &#039;remedy&#039;, &#039;forge&#039;, &#039;carve&#039;, &#039;performance&#039;, &#039;theurgy&#039;, &#039;hlctheurgy&#039;, &#039;astrology&#039;, &#039;astrology2&#039;, &#039;study-art&#039;, &#039;mech-lore&#039;, &#039;first-aid&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up. &lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you add PG to your list of in/out of combat buff spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wand-watcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Activates wands automatically based on cooldown timer&lt;br /&gt;
|usage=Best added to character autostart.&lt;br /&gt;
&lt;br /&gt;
You need to be intelligent about how cooldown / count interact.  If you only have 1 and the cooldown is 60 minutes, don&#039;t set a value less than 60 minutes.&lt;br /&gt;
&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wands:&lt;br /&gt;
  # magic wand:                     #Adj + Noun of the wand.  Must be unique  [Mandatory]&lt;br /&gt;
  #   activation message: Foo Bar   #Spell activation message                 [Mandatory]&lt;br /&gt;
  #   activate verb: tap            #Verb used to activate the wand           [Optional - defaults to &#039;tap&#039;]&lt;br /&gt;
  #   container: backpack           #Container where the wand(s) are stored   [Mandatory]&lt;br /&gt;
  #   cooldown: 32                  #minutes between activation attempts      [Optional - defaults to 30]&lt;br /&gt;
  #   count: 2                      #number of wands you have                 [Optional - defaults to 2]&lt;br /&gt;
  bloodwood branch:&lt;br /&gt;
    activation message: The world around you seems to slow as the spell grips your mind.&lt;br /&gt;
    activate verb: tap&lt;br /&gt;
    container: rucksack&lt;br /&gt;
    cooldown: 32&lt;br /&gt;
    count: 2&lt;br /&gt;
  ironwood wand:&lt;br /&gt;
    activation message: A glistening net of coiling tendrils interlaces itself across your muscles&lt;br /&gt;
    activate verb: rub&lt;br /&gt;
    container: haversack&lt;br /&gt;
    cooldown: 34&lt;br /&gt;
    count: 2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while these scripts are running.&lt;br /&gt;
wand_watcher_no_use_scripts:&lt;br /&gt;
  - burgle&lt;br /&gt;
  - go2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title.&lt;br /&gt;
wand_watcher_no_use_rooms:&lt;br /&gt;
  - 1900                                          # Crossing bank teller - included with regex below but shown for example&lt;br /&gt;
  - Knife Clan, Triage                            # Dokt - silenced room&lt;br /&gt;
  - !ruby/regexp &#039;/^(?:First )?Provincial Bank,/&#039; # Crossing Bank - mapped, but 1 regex- -&amp;gt; 3 rooms&lt;br /&gt;
  - !ruby/regexp &#039;/Carousel (?:Booth|r)$/&#039;        # Vaults - unmapped silenced / nomagic&lt;br /&gt;
&lt;br /&gt;
# Wait n seconds on startup before doing anything [Optional - defaults to 10 s]&lt;br /&gt;
wand_watcher_startup_delay: 10  &lt;br /&gt;
# Wait n seconds between checks for reusing wands [Optional - defaults to 60 s]&lt;br /&gt;
wand_watcher_passive_delay: 60  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=See example for explanation.&lt;br /&gt;
|uservars={{Lich setting|name=wand_watcher_timers|desc=Persistent storage for next use time for all wands.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== weave-cloth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== workorders ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=completes a workorder for the given discipline.  Supplemental information: https://github.com/rpherbig/dr-scripts/wiki/Crafting-Setup&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of workorder to do, blacksmithing, tailoring, shaping.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=Bag that materials, tools, and books are stored in.}}^{{Lich setting|name=workorder_diff|desc=difficulty of workorder to request.}}^{{Lich setting|name=crafting_recipes|desc=List of crafting recipes in base-crafting.yaml.}}^{{Lich setting|name=forging_tools|desc=List of tools used in forging.}}^{{Lich setting|name=forging_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=forging_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=forging_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=knitting_tools|desc=List of tools used in knitting.}}^{{Lich setting|name=outfitting_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=outfitting_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=outfitting_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=shaping_tools|desc=List of tools used in shaping.}}^{{Lich setting|name=engineering_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=engineering_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=engineering_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=carving_tools|desc=List of tools used in carving.}}^{{Lich setting|name=workorder_min_items|desc=Minimum number of items in the workorder required to accept.}}^{{Lich setting|name=workorder_max_items|desc=Maximum number of items in the workorder required to accept.}}^{{Lich setting|name=workorders_repair|desc= Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.}}&lt;br /&gt;
workorders_repair: true&lt;br /&gt;
&lt;br /&gt;
#CARAVAN SETTINGS&lt;br /&gt;
# container holding caravan contracts for ;trade&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=smith, shape, sew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Lich scripts}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ghoulflesh&amp;diff=573405</id>
		<title>Ghoulflesh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ghoulflesh&amp;diff=573405"/>
		<updated>2021-11-16T02:46:45Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|wardslot=No&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=[[Call from Beyond]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Among the horror stories of the transference link are tales of Necromancers capable of creating a true &amp;quot;reverse&amp;quot; link, supernaturally implanting their wounds upon a hapless victim.  This is an echo of such power.  By amplifying the link between a Necromancer and a zombie, the Necromancer can perform a limited transference of wounds onto their...  if not willing, then at least compliant servant.&lt;br /&gt;
&lt;br /&gt;
Due to the need to fine-tune the pattern to a specific kind of thanatological link, this spell only functions on undead minions such as zombies empowered by the Call From Beyond spell or the ritually prepared Risen, and the servant must be within the vicinity of the Necromancer to function.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Splits wounds between necromancer and their CFB zombie or Risen.&lt;br /&gt;
|messaging=You deftly manipulate the thanatological link between you and an arisen &amp;lt;adjective&amp;gt; zombie.  Amplified many times over and inverted in ways unseen in nature, you are now capable of pushing wounds &amp;quot;down&amp;quot; the link.&lt;br /&gt;
------&lt;br /&gt;
Focusing on the link to your &amp;lt;adjective&amp;gt; zombie, you shunt a portion of the injuries you&#039;ve taken down the conduit.  A mixture of pressure and relief spreads across your &amp;lt;body part&amp;gt;, while a wound very similar to your own quickly appears on your &amp;lt;adjective&amp;gt; zombie.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|status=planned&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Signature Spell&#039;&#039;&#039;&lt;br /&gt;
==Notes==&lt;br /&gt;
* Will split your incoming wounds with either a [[Call from Beyond]] zombie or a [[Risen]]. It only transfers to one, and the zombie gets priority. If the zombie dies or goes away Ghoulflesh will switch over and start transferring damage to a Risen unless/until you get another zombie to re-take priority. One or the other will take half your wounds. (Risen don&#039;t take less damage because they&#039;re squishy.)&lt;br /&gt;
* The pet must be in the room with you in order for the spell to function.&lt;br /&gt;
* Constructs generated from [[Quicken the Earth]] do not work for this spell, because they&#039;re [[construct]]s.&lt;br /&gt;
* If you take a small amount of damage it rounds up to transfer. (e.g. If you take 1 damage, it transfers 100% to the zombie.)&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Biomechanical_tarantula&amp;diff=570725</id>
		<title>Item:Biomechanical tarantula</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Biomechanical_tarantula&amp;diff=570725"/>
		<updated>2021-11-03T02:31:08Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&amp;lt;metal&amp;gt; biomechanical tarantula&lt;br /&gt;
|noun=tarantula&lt;br /&gt;
|look=This spider is the size and approximate shape of a large tarantula, though the similarities quickly end there.  The spider&#039;s abdomen, fangs, and two mismatched pair of legs have been replaced with articulated &#039;&#039;&amp;lt;metal&amp;gt;&#039;&#039; parts.  The abdomen in particular is covered with a profusion of tiny levers, buttons, and dials with no immediately apparent purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps owing to the seamless inclusion of mechanical parts, the spider appears largely inert.  It is warm to the touch and heavy for its size, but bears a stronger resemblance to a taxidermy piece than a living being.&lt;br /&gt;
|STag=spider,tarantula,parts,lever,button,dial&lt;br /&gt;
|type=jewelry, magic, verby&lt;br /&gt;
|wearloc=generic&lt;br /&gt;
|weight=30&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
|rare=true&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* This item was the gift during the [[Hollow Eve Festival 432]] (2019) event, and was found in &#039;&#039;&#039;a metal-reinforced gift trunk&#039;&#039;&#039; in the center of the &#039;&#039;Baby Spider&#039;&#039; section of the festival.&lt;br /&gt;
* Special appraisal line indicating a soulbond:&lt;br /&gt;
: &#039;&#039;You sense a deep connection with the biomechanical tarantula, as if it will be with you always.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|focus}}:&lt;br /&gt;
: You focus your magical senses on a steel biomechanical tarantula.&lt;br /&gt;
: There is... something there, but it&#039;s hard to put into words.  The tarantula is not magical in the technical sense, but there is a shadow of some psychic force that tingles at your magical senses.&lt;br /&gt;
: While an examination of its magical nature is not very informative, you are certain you could study the biomechanical tarantula with more effectiveness.&lt;br /&gt;
* {{com|study}}:&lt;br /&gt;
: As you examine the biomechanical tarantula, intuitive knowledge of its function and mechanics spring into your short-term memory.  You are unable to capture the great majority of the information, but are able to concentrate on the broad strokes.&lt;br /&gt;
: The biomechanical tarantula is imbued with an unknown psychic power that is concentrated in its venom and can be adjusted by TURNing the various dials and levers along its mechanical abdomen.  RUBing the spider will aggitate it to strike, injecting yourself with its psychic venom.  The exact nature of the venom and its physiological effects are vastly too complex for this transfer of knowledge to encompass, but it will do something to your mind to consume a portion of your memories and transform it into artifical memories that can be applied more broadly to like-skills.&lt;br /&gt;
: In addition to this, you can tell that the tarantula can indulge in metallophagia.  If SHAKEn with forging metal in the other hand, the tarantula will consume it and somehow change its mechanical components to mirror its meal.&lt;br /&gt;
: [The biomechanical tarantula is bonded to you without charges.]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
* {{com|turn}} {{tt|tarantula to &amp;lt;skill&amp;gt;}}:&lt;br /&gt;
: You fiddle with the tiny levers and dials of the tarantula&#039;s mechanical abdomen.  The process is complex, but you feel an intuitive grasp of the mechanism from the moment you touch it.&lt;br /&gt;
: With a *click*, your changes snap into place.  The biomechanical tarantula will now consume &#039;&#039;&amp;lt;skill&amp;gt;&#039;&#039; knowledge.&lt;br /&gt;
* {{com|rub}} {{tt|tarantula}}:&lt;br /&gt;
: The tarantula comes alive in your hand!  It skitters to the top of your spine, moving with far more agility than its metallic heaviness should allow.  A sharp stab of pain erupts at the base of your neck as it injects venom into your nervous system!&lt;br /&gt;
: It is mere moments afterward that you feel an itching, tingling, and crawling sensation all across the inside of your skull.  In a mind-wracking flurry of sensation, you find yourself forgetting your recent progress on &#039;&#039;&amp;lt;skill&amp;gt;&#039;&#039;, but somehow unbidden knowledge into other &#039;&#039;&amp;lt;skillset&amp;gt;&#039;&#039; tasks are mapped into your psyche.&lt;br /&gt;
&lt;br /&gt;
==Bonus Pool Mechanics==&lt;br /&gt;
* When rubbed, this item will remove all field experience from the skill it has been turned to. This [[Experience]] will be converted into bonus pool bits for the skill&#039;s [[Skillset]] [Armor, Weapon, Survival, Magic, and Lore].&lt;br /&gt;
* It is mildly inefficient, insofar as you lose a small number of bits in the transfer process.&lt;br /&gt;
* It can be used once every 10 minutes (subject to tweaking).&lt;br /&gt;
* You cannot use the same skillset twice in a row. You need to vary it up a little bit each time (you can jump back and forth though, so Armor Magic Armor Magic is valid, but Magic Magic isn&#039;t).&lt;br /&gt;
* {{com|exp}} {{tt|bonus}} to check the current levels of your various bonus pools.&lt;br /&gt;
* {{com|exp}} {{tt|bonus toggle}} {{tt|ARMOR}} | {{tt|WEAPON}} | {{tt|SURVIVAL}} | {{tt|MAGIC}} | {{tt|LORE}} will turn your bonus on and off.  You MUST have some bits already in the specific experience bonus pool before you can toggle it off. In addition to messaging you receive when you do a &#039;&#039;toggle&#039;&#039;, if you check your pools again with an {{tt|exp bonus}}, there will be additional messaging at the end of the line(s) if that skill pool is turned off:&lt;br /&gt;
: Your Lore pool could fill one empty skill to &amp;lt;number&amp;gt; ranks.  &#039;&#039;&#039;This pool is currently turned off.&#039;&#039;&#039;&lt;br /&gt;
* If you do not have any experience in a bonus pool type, it will not display in EXP BONUS.&lt;br /&gt;
&lt;br /&gt;
==Appearance Alteration==&lt;br /&gt;
* If you have something that&#039;s a valid metal for the forging system, you can feed it to your tarantula to change its metallic components.&lt;br /&gt;
* This is cosmetic only, but it&#039;s neat and should work with any metal present or future.&lt;br /&gt;
* Doing so will consume the entire source of metal, be it 1 volume or 100. Use small ingots.&lt;br /&gt;
* You can recycle some weapons/armors this way, depending on how they&#039;re set up with respect to our metallurgy system. However, items that are bonded, registered, or flagged internally as do-not-delete cannot be eaten this way.&lt;br /&gt;
* Tarantula [[Alteration|alterations]]:  The item must remain a type of spider, but noun changes are totally ok within that limitation.   It also must remain largely constructed of metal, but may have other materials added as embellishments.  Once altered, it will no longer eat metals to change its appearance.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Ichor_black_silken_kimono_covered_in_tiny_crimson_circles&amp;diff=570168</id>
		<title>Item:Ichor black silken kimono covered in tiny crimson circles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Ichor_black_silken_kimono_covered_in_tiny_crimson_circles&amp;diff=570168"/>
		<updated>2021-11-01T03:48:26Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=ichor black silken kimono covered in tiny crimson circles&lt;br /&gt;
|noun=kimono&lt;br /&gt;
|look=Closer inspection reveals each crimson circle to be an expertly embroidered eye, varying in size and mostly designed to appear to stare directly at the viewer.&lt;br /&gt;
|type=clothing&lt;br /&gt;
|wearloc=shirt (with armor)&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=156,503&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Ichor_black_silken_kimono_covered_in_tiny_crimson_circles&amp;diff=570166</id>
		<title>Item:Ichor black silken kimono covered in tiny crimson circles</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Ichor_black_silken_kimono_covered_in_tiny_crimson_circles&amp;diff=570166"/>
		<updated>2021-11-01T03:45:08Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: Created page with &amp;quot;{{Item |name=ichor black silken kimono covered in tiny crimson circles |noun=kimono |look=Closer inspection reveals each crimson circle to be an expertly embroidered eye, vary...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=ichor black silken kimono covered in tiny crimson circles&lt;br /&gt;
|noun=kimono&lt;br /&gt;
|look=Closer inspection reveals each crimson circle to be an expertly embroidered eye, varying in size and mostly designed to appear to stare directly at the viewer.&lt;br /&gt;
|type=clothing&lt;br /&gt;
|wearloc=shirt (with armor)&lt;br /&gt;
|weight=50&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=482413</id>
		<title>Roleplaying resources and community connections</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roleplaying_resources_and_community_connections&amp;diff=482413"/>
		<updated>2017-12-20T00:51:39Z</updated>

		<summary type="html">&lt;p&gt;ANARCHIE: /* Characters actively involved in roleplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is roleplaying?==&lt;br /&gt;
Roleplaying (also known as RP) is acting out your fictional character&#039;s personality, motivations, and actions instead of those of you the player.  It can be grand or small-scale, but the experience is very fun for many players!&lt;br /&gt;
&lt;br /&gt;
This page is intended as a resource that DragonRealms players can use to help foster and build the RP community, and to house useful information both for brand new players and established players to feel more confident in how they can jump into RP in DR.&lt;br /&gt;
&lt;br /&gt;
See [[Out of Character]] and [[OOC Euphemisms]] for behavior that may be considered objectionable among role-players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How do I find others to roleplay with?==&lt;br /&gt;
There are a number of [[popular gathering places]] throughout Elanthia where characters regularly socialize. Some are more permanent fixtures or more highly trafficked than others.&lt;br /&gt;
&lt;br /&gt;
You can also talk to other characters ICly over long distances via:&lt;br /&gt;
* [[Gwethdesuan]]s, known popularly as &amp;quot;gweths&amp;quot;. Gweths can be purchased from other player characters in game.&lt;br /&gt;
* The [[Thoughtcast]] spell. This spell allows the caster to send a message directly to another and communicate with the target using {{com|SEND}} for one minute.&lt;br /&gt;
* The [[Distant Gaze]] spell allows Moon Mages to observe or relay messages to any room where they have a moonbeam.&lt;br /&gt;
* A Warrior Mage&#039;s [[familiar]], which can relay messages from its master.&lt;br /&gt;
* Some other special items, such as [[Gwererest shell|gwererest shells]] and [[:Category:Whisper_charms|whisper charms]] (also called &amp;quot;bird charms&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Characters actively involved in roleplay==&lt;br /&gt;
*Only add &#039;&#039;&#039;your own characters&#039;&#039;&#039; or the characters of players who have specifically asked to be added here.&lt;br /&gt;
*Please limit each character to a total of &#039;&#039;&#039;no more than 10&#039;&#039;&#039; affiliations/interests. If you need to elaborate further, feel free to do so on your character&#039;s personal page.&lt;br /&gt;
*The Guild and Race columns do not necessarily mean that a character belongs to those groups, just that the character&#039;s RP often involves those groups (for example, anti-Necromancer).&lt;br /&gt;
*The [[Genie roleplayer highlights]] can be useful for identifying those willing to RP in game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!First!!Last!!Location!![[Gwethdesuan#Channels|Personal Channel]]?!!Normal Times&amp;lt;br&amp;gt;(Eastern)!!Guild-based&amp;lt;br&amp;gt;RP or groups!!Race-based&amp;lt;br&amp;gt;RP or groups!!Other&amp;lt;br&amp;gt;Affiliations!!Other&amp;lt;br&amp;gt;Interests&lt;br /&gt;
|-&lt;br /&gt;
|[[Aeilion]]||||Zoluren||no||most evenings,weekends||[[Warrior Mage]]s||[[:Concept:Elves|Elves]]||||Disciples of Arhat, blackfire, warmage artifacts&lt;br /&gt;
|-&lt;br /&gt;
|[[Ahneya]]||||Zoluren, Ilithi||no||evening, weekends||||[[:Concept:Elves|Elves]]||||fighting scurvy, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Aiche]]||||Zoluren||Nope||overnights USA||[[Bard]]s||[[:Concept:Prydaen|Prydaen]]||||General RP, history, lore, art, thieves, adventuring&lt;br /&gt;
|-&lt;br /&gt;
|[[Aislynn]]||Ranloa||Zoluren||yes||whenever||[[Empath]]s, triage||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||[[Order of the Apostles]]||[[Siegery]], [[Alchemy skill|Alchemy]], [[Zoluren]], [[Elpalzi]], smoking, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliselyn]]||||Crossing. Shard||yes||evenings to early morning||[[Warrior Mage]] [[Empath]]||[[:Concept:Elotheans|Elotheans]]||||F2PC, general RP, language, culture&lt;br /&gt;
|-&lt;br /&gt;
|[[Anabasis]]||Flamewalker||Qi&#039;Reshalia||no||weekends||[[Warrior Mage]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||||history&lt;br /&gt;
|-&lt;br /&gt;
|[[Anjinson]]||Shilanthor||Crossing||Yes||Varies||[[Retired Paladin]]||[[Human]]||[[Tavern Troupe Performing Order]]||General RP, Heavy RP, Treasure Hunting, Item Design, Occasional Armor Forging, Sea Travel &lt;br /&gt;
|-&lt;br /&gt;
|[[Atazai]]||Coffins||Qi&#039;Reshalia, Hara&#039;jaal, Crossing||no||mornings, nights||[[Progeny of Tezirah]]||||||[[Hara&#039;jaal]], oceans, rivers, lakes, [[Sorcery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Auradric]]||||Therengia||yes||Evenings, Weekends||[[Paladin]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||[[Order of the Theren Guard]]||Honor, Therengia, anti-necro, S&#039;Kra culture&lt;br /&gt;
|-&lt;br /&gt;
|[[Azante]]||Al&#039;Ordin||Crossing||yes||varies||[[Cleric]]||[[:Concept:Elves|Elves]]||[[Order of the Apostles]]||Undead/cursed creatures, ant-necromancy, the Immortals, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Basteht]]||Swiftstrike||Shard||yes||varies||[[Empath]]s||[[:Concept:Prydaen|Prydaen]]||[[Order of the Black Fox]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Bellicia]]||Silver-Seord||Crossing||yes||evenings and weekends||||||||theater, performing, [[General_new_player_guide|new adventurers]], [[Forging skill|Forging]] (weapons), general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Briaen]]||Huns||&#039;&#039;wanders&#039;&#039;||yes||evenings||[[Trading skill|Trading]]||||||rum, fashion, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Broichan]]||Leshyahen||Crossing, Shard||yes||evenings||[[Bard]]s||[[:Concept:Kaldar|Kaldar]]||||[[Engineering skill|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ceindrech]]||||Zoluren, Therengia||yes||all day||[[Empath]]s, defense healing||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Ciressa]]||||Riverhaven||yes||random||[[Trader]]s||||[[Giraud family]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ciroce]]||Eiram||Zoluren||yes||varies||[[Paladin]]s||||||general shenanigans&lt;br /&gt;
|-&lt;br /&gt;
|[[Damoza]]||Silvermist||Riverhaven, Crossing||yes||6 p.m.-11 p.m.||[[Empath]]s||||[[Silvermist family]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Dartellum]]||Waddle||Zoluren, Therengia||yes||all day||[[Warrior Mage]]s||||||history, defending, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Delani]]||Gray||Zoluren, &#039;&#039;wanders&#039;&#039;||yes||varies, mostly evening||||[[:Concept:Humans|Human]]||||Zoluren Elitism, Human Superiority, Animals, Shenanigans, General RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Denoces]]||Rey&#039;lap||Zoluren||yes||evening, varies||[[Commoner]] or Guildless||[[:Concept:Humans|Human]]||[[Seekers]]||Searching for magical artifacts, trimming down fluff for practical items, collecting gear during invasions to put on the shelves and in charity chests for aspiring players who missed the fun due to time constraints, shaping, trying to be magical.||&lt;br /&gt;
|-&lt;br /&gt;
|[[Derhael]]||Rudel||Zoluren, Therengia||yes||varies||[[Paladin]]s||[[:Concept:Prydaen|Prydaen]]||[[Order of the White Rose]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Destren]]||Sara&#039;Thai||&#039;&#039;wanders&#039;&#039;||yes||evenings||||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Devish]]||Zacelphet||all over||yes||Varies||[[Warrior Mage]]||[[:Concept:Elves|Elves]]|||| general RP, drinking, wars, sorcery, helping out newbies&lt;br /&gt;
|-&lt;br /&gt;
|[[Dianelle]]||||&#039;&#039;wanders&#039;&#039;||yes||random||||||[[Ilithi Militia|Crystal Vanguard]], [[Inquisition]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Drexella]]||||Riverhaven||yes||random||||||[[Giraud family]]||[[Therengia|Therengian]] lore&lt;br /&gt;
|-&lt;br /&gt;
|[[Eelah]]||Elventree||Zoluren||No?||overnights USA PST||[[Empath]]s||[[:Concept:Elves|Elves]]||||History, general RP, littles&lt;br /&gt;
|-&lt;br /&gt;
|[[Emryn]]||Arderne||Crossing||yes||evenings, some afternoons||[[Necromancer]]s||||||[[General_new_player_guide|new adventurers]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Emyrose]]||Dane||Shard, Crossing||yes||varies||||||||theater, aerial, [[Dane Family]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Enalen]]||||Zoluren, Theren||yes||daytime and late night, some evenings||[[Cleric]]||[[River Elf|River Elves]], [[Human|Humans]]||||[[House Theren]] and other ridiculously long human bloodlines, History, Death, Watery Themes &lt;br /&gt;
|-&lt;br /&gt;
|[[Enthien]]||Neroven||Shard, Crossing||yes||varies, usually evenings||||[[:Category:Mountain Elf|Mountain Elves]]||[[Ilithi Militia|Crystal Vanguard]]||crime, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Erilleth]]||||Shard||yes||evening||||[[:Category:Mountain Elf|Mountain Elves]]||||[[Magical theory]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Feysy]]||Elswyth||Zoluren||No||overnights USA||[[Ranger]]s||[[:Concept:Prydaen|Prydaen]]||||Lore, History, general RP, Lyras, Hubs, Flowers&lt;br /&gt;
|-&lt;br /&gt;
|[[Gwenddolyn]]||MacAlhaismorien-Odarien||Therengia, Rossman&#039;s, Dirge||yes||evenings, random||[[Paladin]]s||[[:Concept:Elves|Elves]]||[[Therengia Cavalry]], [[House Trigomas]] champion||[[:Category:Immortals|gods]], crusades, [[:Category:Horses|Horses]], [[Forging skill|Forging]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Haileyann]]||Duvaindis||Crossing||yes||evenings and weekends||[[Empath]]s||||[[Order of the Apostles]]||teaching, triage, [[General_new_player_guide|new adventurers]], [[Tailoring]], [[Alchemy skill|Alchemy]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazelnut]]||Noce||Crossing||no||varies||[[Trader]]s||[[:Concept:Gnomes|Gnomes]]||||food, books, fashion, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Hanryu]]||Ves&#039;Shomis||Ilithi/BoarClan||yes||evening/weekend EST||[[Ranger]]s||[[Kaldar]]||||Armor crafting&lt;br /&gt;
|-&lt;br /&gt;
|[[Heartsfyre]]||Alota&#039;A&#039;Milyo||Zoluren, Mer&#039;Kresh, Theren||All||Varies||[[Empath]]||[[:Concept:Elothean|Elotheans]]||[[Zoluren, Theren]]||Empathing, talking smack, dying, great RP, history, helping out the young adventurers&lt;br /&gt;
|-&lt;br /&gt;
|[[Ianhanse]]||Ironclaw||Crossing||yes||9:45 p.m. - 10:00 p.m.||[[Bard]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||||alterations&lt;br /&gt;
|-&lt;br /&gt;
|[[Ishadi]]||||Crossing||no||random||[[Empath]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||||[[Qi&#039;Reshalia]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Isharon]]||Anloraes||Zoluren, Ilithi||yes||evenings, late nights||[[Paladin]]s||[[:Category:Celestial Elf|Celestial Elves]]||[[Inquisition]]||[[Chadatru]], [[:Category:Heraldry|heraldry]], [[Empire of the Seven Pointed Star]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Jessalyne]]||Anlorma||&#039;&#039;wanders&#039;&#039;||yes||evenings (Pacific)||||||[[Order of the White Rose]]||crime, botanist, gustatory enthusiast, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaelie]]||Rudeone-Daemondred||Crossing||yes||all day||[[Empath]]s||||[[Order of the Black Fox]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Karissa]]||||Crossing||yes||any time||[[Ranger]]s||[[:Concept:Elves|Elves]]||||shopping, fashion, design, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenamer]]||Maylan||Therengia||yes||evenings (6 p.m. - 3 a.m.)||[[Paladin]]s||||[[Order of the Theren Guard]]||[[Therengia|Therengian]] lore, [[General_new_player_guide|new adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Khaelyn]]||||Crossing||yes||evenings||||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Kheldas]]||Anlorma||&#039;&#039;wanders&#039;&#039;||yes||evenings (Pacific)||[[Cleric]]s||[[:Concept:Kaldar|Kaldar]]||||gustatory enthusiast, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Kintalia]]||Silvermist||Crossing||no||varies||||||[[Silvermist family]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Klines]]||Silvermist||Crossing||yes||varies||[[Moon Mage]]s||||[[Silvermist family]], [[First Land Herald]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Komeri]]||||Ilithi||yes||random||||[[:Concept:Prydaen|Prydaen]]||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Kythera]]||Avatade||Zoluren||yes||varies||[[Moon Mage]]s|||[[:Concept:Elothean|Elothean]]|||| [[Ilithi]], [[vision list|Visions]], [[General_new_player_guide|new adventurers]] , general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Lasika]]||Priskorya||Zoluren, Sunfall Hub||yes||late evenings||[[Thief|Thieves]], [[Bard]]s||[[:Concept:Prydaen|Prydaen]], [[:Concept:Rakash|Rakash]]||Tavern Troupe groupie||Be&#039;ort, mental health, digging holes&lt;br /&gt;
|-&lt;br /&gt;
|[[Lilustra]]||Destial||&#039;&#039;wanders&#039;&#039;||yes||random||||||||[[Alchemy skill|Alchemy]], novice apothecary, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Liurilias]]||Grath&#039;Vael||Crossing, Therengia||yes||evenings||[[Cleric]]s||[[:Concept:Prydaen|Prydaen]]||[[Inquisition]]||[[Therengia]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lohawi]]||Tamingi||Zoluren||yes||evenings, late nights (sporadic)||||[[:Concept:Prydaen|Prydaen]]||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lomelinde]]||||Zoluren, Muspar&#039;i||no||evenings, weekends||||[[:Concept:Elves|Elves]]||[[Outcast Tribes]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahe]]||Deadlo||Crossing, Qi&#039;Reshalia||yes||evening, late night||[[Barbarian]]s||||Deadlo family||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Maiyra]]||||Crossing||yes||random||[[Barbarian]]s||[[:Concept:Kaldar|Kaldar]]||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Maklor]]||Byrthrone||Shard||yes||weekends, 1 a.m.||||||||exploration, adventuring, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Malchazador]]||||Zoluren, Forfedhdar, Ilithi, Therengia, Ratha, Aesry||Yes||Weeknights, Weekends||||||||Helping the poor or those in need, Forging, Random exploring and traveling||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandalynn]]||||Riverhaven||yes||random||[[Paladin]]s||||[[Giraud family]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marcul]]||McRee||Shard||yes||varies||||[[House of the Silver Star]]||[[Order of the Black Fox]]||history, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsin]]||Anlorma||&#039;&#039;wanders&#039;&#039;||yes||varies||||||||history and arcane lore&lt;br /&gt;
|-&lt;br /&gt;
|[[Mazrian]]||Daemondred-Rudeone||Crossing||yes||5 p.m. - 10 p.m.||[[Warrior Mage]]s||||[[Order of the Black Fox]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Miskton]]||Ramahk||Ilithi, Zoluren||yes||varies||[[Moon Mage]]s||||||[[Ilithi]], [[vision list|Visions]], research, drinking&lt;br /&gt;
|-&lt;br /&gt;
|[[Mistanna]]||Redivas||Crossing, Shard||yes||varies||[[Moon Mage]]s||||[[Ilithi Militia|Crystal Vanguard]]||[[General_new_player_guide|new adventurers]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Mordimer]]||Mikain||Zoluren||yes||Evenings, Weekends||[[Warrior Mage]]s||[[:Concept:Elves|Elves]]||||Sorcery, WM Events, PVP, General RP, assistance&lt;br /&gt;
|-&lt;br /&gt;
|[[Morlen]]||Ishbel||Crossing||yes||evenings, some afternoons||[[Empath]]s||[[:Concept:Prydaen|Prydaen]]||||[[General_new_player_guide|new adventurers]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Munchausen]]||Vigganbaskan||Crossing, Forfedhdar||yes||evenings||||||[[Order of the Apostles]]||technomancy, private investigation&lt;br /&gt;
|-&lt;br /&gt;
|[[Nastasya]]||Filipovna||Zoluren, &#039;&#039;wanders&#039;&#039;||yes||all times||[[Category:Thieves]]||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Nahvani]]||||Illithi, &#039;&#039;wanders&#039;&#039;||yes||evenings, some days||[[:Category:Necromancer spells|Necromancy]]||[[:Category:Mountain Elf|Mountain Elves]]||||[[Magical theory]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Navesi]]||Daerthon||Crossing||yes||evenings, some afternoons||[[Bard]]s||[[:Concept:Kaldar|Kaldar]]||||[[The First Land Herald]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nsar]]||||Shard||yes||Evenings EST||[[Thieves]] [[Necromancers]] [[Bards]]||||||[[Subtle Mayhem, Criminal Activity for Hire, General RP, CvC Combat, PVP Fights]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nefis]]||Mordael||Crossing||yes||Early morning, weekends||[[Necromancer]]s||[[:Concept:Humans|Human]]||||[[Sorcery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Oscearo]]||Stillwater||Crossing||yes||evenings, weekends||[[Warrior Mage]]s||||[[Outcast Tribes]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Padhg]]||Silver-Seord||Crossing||yes||evenings||[[Cleric]]s||[[:Concept:Dwarves|Dwarves]]||||[[:Concept:Dwarves|Dwarves]], [[Forging skill|Forging]], [[General_new_player_guide|new adventurers]], [[:Category:Private_ships|sailing]], [[Siegery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Perune]]||Nocarrain||Crossing||yes||7 p.m. - midnight||[[Warrior Mage]]s||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Rafano]]||||Crossing, Siksraja||yes||evenings, weekends||||[[:Concept:Rakash|Rakash]]||[[Inquisition]]||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Rairken]]||Maylan||Therengia||yes||evenings (random)||[[Empathy]]||||[[Order of the Theren Guard]]||[[General_new_player_guide|new adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Razhak]]||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Rehlyn]]||Dnark||Therengia, Ilithi||yes||varies||[[Warrior Mage]]s||[[:Concept:Elves|Elves]]||[[Silent Guardians]]||[[Standing Stones, Shaping, Riverhaven, Siegery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Saelihn]]||||Zoluren||All||EST-mornings/evenings||[[Empath]]||[[:Category:Sand Elf]]||[[Zoluren, Theren]]||Healing, shopping, dancing, exploring, philosophy, art, general RP :)&lt;br /&gt;
|-&lt;br /&gt;
|[[Saragos]]||Daerthon||Crossing||yes||evenings, some afternoons||[[Warrior Mage]]s||||||[[The First Land Herald]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sarkranis]]||Murhhthi||Velaka, Ilithi, Forfedhdar||yes||evenings, late nights||[[Empath]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]], [[:Category:Sraan Mhhg|Sraan Mhhg]]||||[[Muspar&#039;i]], [[Velaka]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Saslisena]]||Echoya||Therengia||yes||varies, mostly evenings||||||||theater, acting, plays/songs/storytelling, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Sebestyen]]||Kuliniac||Riverhaven||yes||random||[[Paladin]]s||||[[Giraud family]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Sendithu]]||Shima&#039;ionare-Remlane||Shard||yes||varies||anti-[[Necromancer]]||[[:Category:Mountain Elf|Mountain Elves]]||||politics&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaidval]]||Lo&#039;pahael||Boar Clan||yes||2 p.m. - 10 p.m.||[[Cleric]]s, [[Necromancer]]s,||[[:Concept:Prydaen|Prydaen]]||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Sideron]]||||Zoluren||yes||||[[Moon Mage]]s||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Sijan]]||Renyan&#039;ache||&#039;&#039;wanders&#039;&#039;||yes||random||[[Necromancer]]s||[[:Concept:Prydaen|Prydaen]]||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Soonuh]]||||Crossing||yes||night||[[Warrior Mage]]s||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Starrprancer]]||Hamarhowar||Stone Clan, Crossing||no||Mid morning, Late night||[[Cleric]],[[Necromancer]]||[[Dwarf]]||[[Order of the Black Fox]]||General RP, Misenseor Abbey, Dwarves, Stone Clan&lt;br /&gt;
|-&lt;br /&gt;
|[[Sulic]]||Fyon||Riverhaven||yes||late nights, weekends||||||||fine liquors, holy deeds&lt;br /&gt;
|-&lt;br /&gt;
|[[Suruli]]||Anlora||Zoluren||yes||Evenings, Weekends||[[Warrior Mage]]s||[[:Concept:Humans|Human]]||||General RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Temmel]]||||Crossing||yes||random, evenings||[[Empath]]s||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Terali]]||Lytton||Crossing||yes||evenings, some afternoons||[[Thief|Thieves]]||[[:Concept:Rakash|Rakash]]||||[[General_new_player_guide|new adventurers]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Tirost]]||Armagna||Crossing||yes||varies||[[Warrior Mage]]s||||[[Tavern Troupe Performing Order]]||[[Magical theory]], Kermorian history, poetry, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Tonika]]||Organna||Crossing||yes||varies||[[Moon Mage]]s||||[[]]||[[Magical theory]], Moon Mage lore, Dark Gods, Sorcery, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Vaniotte]]||Widdershins||Crossing, &#039;&#039;wanders&#039;&#039;||yes||random||||||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Velky]]||Winterheart||&#039;&#039;wanders&#039;&#039;||yes||random||[[Ranger]]s||[[:Concept:Prydaen|Prydaen]]||[[Order of the White Rose]]||[[Hara&#039;jaal]], [[Crafting]], [[ships]], exploration, general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Voyle]]||Oracelya||Zoluren||yes||random||[[Warrior Mage]]s||||||[[Magical theory]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Whiteburn]]||Izzu&#039;hhrki||Therengia, Qi&#039;Reshalia||yes||Late afternoon to evening||[[Cleric]]s||[[:Concept:S&#039;Kra Mur|S&#039;Kra Mur]]||[[Inquisition]]||[[Drogor]], dark [[:Category:Immortals|gods]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Woten]]||Muninn||Zoluren, Forfedhar, Ilithi||yes||random||[[Warrior Mage]]s||||||[[Magical theory]], [[Sorcery]], general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Xionara]]||Swiftstrike||Shard||yes||varies||[[Warrior Mage]]s||[[:Concept:Prydaen|Prydaen]]||[[Order of the Black Fox]]||[[Magical theory]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Xzean]]||Faelrlyn||Shard, Zoluren, Hibarnhvidar||yes||evenings||[[Necromancer]]s||[[:Concept:Elves|Elves]]||||general RP&lt;br /&gt;
|-&lt;br /&gt;
|[[Zehira]]||Al&#039;thor||Boar Clan, Crossing||yes||anytime||[[Necromancer]]s||||||general RP&lt;/div&gt;</summary>
		<author><name>ANARCHIE</name></author>
	</entry>
</feed>