<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NIKPACK</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NIKPACK"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/NIKPACK"/>
	<updated>2026-04-21T21:21:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armor:Glacial-blue_leathers_formed_from_layers_of_chitin_with_a_frosted_sheen&amp;diff=613266</id>
		<title>Armor:Glacial-blue leathers formed from layers of chitin with a frosted sheen</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armor:Glacial-blue_leathers_formed_from_layers_of_chitin_with_a_frosted_sheen&amp;diff=613266"/>
		<updated>2023-05-31T01:00:10Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor&lt;br /&gt;
|noun=leathers&lt;br /&gt;
|armorapp2023=Yes&lt;br /&gt;
|look=The glacial-blue leathers is in flawless condition.&lt;br /&gt;
Resembling the protective hard exterior of an insect, the fibrous material is meticulously stacked in a textured crystalline pattern.&lt;br /&gt;
|MTag=chitin&lt;br /&gt;
|CTag=blue, glacial-blue&lt;br /&gt;
|type=light armor&lt;br /&gt;
|area=chest, back, abdomen, arms, legs&lt;br /&gt;
|hindrance=high&lt;br /&gt;
|stealth=minor&lt;br /&gt;
|absorbance=very good&lt;br /&gt;
|puncture=very high&lt;br /&gt;
|slice=great&lt;br /&gt;
|impact=high&lt;br /&gt;
|fire=very great&lt;br /&gt;
|fireab=very high&lt;br /&gt;
|cold=very good&lt;br /&gt;
|coldab=fair&lt;br /&gt;
|electric=fair&lt;br /&gt;
|electricab=somewhat fair&lt;br /&gt;
|construction=extremely resistant&lt;br /&gt;
|metal=no&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|special=magic&lt;br /&gt;
|weight=220&lt;br /&gt;
|appcost=62,500&lt;br /&gt;
|rarity=end loot&lt;br /&gt;
|lsize=12&lt;br /&gt;
|wsize=7&lt;br /&gt;
|hsize=2&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=exoskeletal armor&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{Cat|Exoskeletal armor}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot be removed for ~1.5 hours after being worn, unless undamaged&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Exoskeletal_armor&amp;diff=613265</id>
		<title>Category:Exoskeletal armor</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Exoskeletal_armor&amp;diff=613265"/>
		<updated>2023-05-31T00:59:03Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
[[:Category:Exoskeletal armor|Exoskeletal armor]] are items that transform into armor by using the {{com|RUB}} command.&lt;br /&gt;
&lt;br /&gt;
They will transform back to item form by using the {{com|REMOVE}} command.&lt;br /&gt;
&lt;br /&gt;
They may be upgraded with [[Item:Potency crystal|potency crystals]] to unlock higher tier quality (up to Tier 6) and self-repair capability.&lt;br /&gt;
&lt;br /&gt;
==Exoskeletal Armor==&lt;br /&gt;
&lt;br /&gt;
===Verbs===&lt;br /&gt;
&lt;br /&gt;
====Orb form====&lt;br /&gt;
*{{com|rub}}: As you rub the stirring orb&#039;s surface, thin, segmented legs spring forth, wrapping themselves tightly around your arms and chest. Quickly, the insect-like form expands to cover your body, forming a tough exoskeleton.&lt;br /&gt;
&lt;br /&gt;
====Armor form====&lt;br /&gt;
*{{com|remove}}: As you tug at the (exoskeletal armor), its segmented legs pull free from your body, rapidly contracting into a tight little orb.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;There are a total of 4 potential unlocks for (exoskeletal orb) via a potency crystal.&lt;br /&gt;
  1) Allows the armor to self repair fully when the armor is spawned. (UNLOCKED!)&lt;br /&gt;
  2) Allows the armor spawned to flex to tier 4 stats (UNLOCKED!)&lt;br /&gt;
  3) Allows the armor spawned to flex to tier 5 stats (UNLOCKED!)&lt;br /&gt;
  4) Allows the armor spawned to flex to tier 6 stats (UNLOCKED!)&lt;br /&gt;
You&#039;ve already achieved the maximum allowed unlocks.&lt;br /&gt;
You can&#039;t tell anything else about an (exoskeletal orb).&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exoskeletal Armor List===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Item!!Source!!Type!!Item&amp;lt;br&amp;gt;Function&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|indigo orb filled with a murky liquid}}||[[Su Helmas: The Forbidden Temple 438/End loot]]||Brigandine||{{ilink|a|chitinous carapace}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|viscid orb coated in vitreous enamel depicting an intricate pattern of scarabs}}||[[Su Helmas: The Forbidden Temple 438/End loot]]||Light||{{ilink|a|waxy violet armor}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|violet orb with tenebrous striations twisting and writhing beneath its surface}}||[[Su Helmas: The Forbidden Temple 438/End loot]]||Chain||{{ilink|a|waxy carapace armor}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|clouded onyx orb wrapped with goldwork resembling a single darkened eye }}||[[Su Helmas: The Forbidden Temple 438/End loot]]||Light||{{ilink|a|waxy ridged armor}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|indigo orb filled with a murky liquid}}||[[Droughtman&#039;s Challenge 437/End loot]]||Brigandine||{{ilink|a|chitinous carapace}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|oddly-shaped black orb}}||[[Hollow Eve Festival 421/Auction]]||Plate||{{ilink|a|waxy-black carapace armor (1)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|smooth audrualm orb}}||[[Hollow Eve Festival 421/Auction]]||Chain||{{ilink|a|waxy-black carapace armor (2)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|glitzy orichalcum orb}}||[[Hollow Eve Festival 421/Auction]]||Light||{{ilink|a|waxy-black carapace armor (3)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|bone-white orb}}||[[Return to the Keep 423/Supply Wagon]]||Light||{{ilink|a|waxy-black carapace armor (4)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|writhing orb made of dark chitin}}||[[Drathrok&#039;s Duskruin 435/Auction]]||Plate||{{ilink|a|waxy-black carapace armor (5)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|eggshell white orb}}||[[House of the Revenant Fang 437/Shadowy Safehouse]]||Light||{{ilink|a|waxy-black carapace armor (6)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|stirring orb made of dark chitin}}||[[House of the Revenant Fang 437/Shadowy Safehouse]]||Chain||{{ilink|a|waxy-black carapace armor (7)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|leathery oiled orb with a glossy sheen}}||[[House of the Revenant Fang 437/Shadowy Safehouse]]||Light||{{ilink|a|waxy-black carapace armor (8)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|oddly-shaped chitinous orb}}||[[House of the Revenant Fang 437/Shadowy Safehouse]]||Light||{{ilink|a|waxy-black carapace armor (9)}}&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|glacial-blue ring encasing a brilliant frostflare opal}}||[[Aesthene&#039;s Close 445/Vault]]||Light||{{ilink|a|Glacial-blue leathers formed from layers of chitin with a frosted sheen}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Exoskeletal items, Armor}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Glacial-blue_ring_encasing_a_brilliant_frostflare_opal&amp;diff=613262</id>
		<title>Item:Glacial-blue ring encasing a brilliant frostflare opal</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Glacial-blue_ring_encasing_a_brilliant_frostflare_opal&amp;diff=613262"/>
		<updated>2023-05-31T00:56:37Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=ring&lt;br /&gt;
|look=Bezel-set within a band of layered chitin, the glossy gemstone reveals tiny snowflake-shaped crystals that hang suspended deep inside its heart.&lt;br /&gt;
|MTag=frostflare opal, opal, chitin&lt;br /&gt;
|CTag=blue, glacial-blue&lt;br /&gt;
|STag=snowflake&lt;br /&gt;
|ptype=jewelry&lt;br /&gt;
|verby=Yes&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=finger&lt;br /&gt;
|type=magic&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=625,000&lt;br /&gt;
|rarity=end loot&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=exoskeletal item&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Transforms into some {{sloot|a|glacial-blue leathers formed from layers of chitin with a frosted sheen}}.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot be removed for ~1.5 hours after being worn, unless undamaged&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|rub}}: As you rub the glacial-blue ring&#039;s surface, thin, segmented legs spring forth, wrapping themselves tightly around your arms and chest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Quickly, the insect-like form expands to cover your body, forming a tough exoskeleton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Bonds to first person to interact with it.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Exoskeletal items}}&lt;br /&gt;
&lt;br /&gt;
get ring from my pou&lt;br /&gt;
&amp;gt;&lt;br /&gt;
: A glacial-blue ring encasing a brilliant frostflare opal suddenly unfolds segmented legs and wraps them around your hand as you reach for it!  With vicious speed, the glacial-blue ring stabs you with an outstretched spine, then quickly withdraws itself back into its ring shape.&lt;br /&gt;
[Roundtime: 5 seconds.]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Glacial-blue_ring_encasing_a_brilliant_frostflare_opal&amp;diff=613261</id>
		<title>Item:Glacial-blue ring encasing a brilliant frostflare opal</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Glacial-blue_ring_encasing_a_brilliant_frostflare_opal&amp;diff=613261"/>
		<updated>2023-05-31T00:56:08Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=ring&lt;br /&gt;
|look=Bezel-set within a band of layered chitin, the glossy gemstone reveals tiny snowflake-shaped crystals that hang suspended deep inside its heart.&lt;br /&gt;
|MTag=frostflare opal, opal, chitin&lt;br /&gt;
|CTag=blue, glacial-blue&lt;br /&gt;
|STag=snowflake&lt;br /&gt;
|ptype=jewelry&lt;br /&gt;
|verby=Yes&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=finger&lt;br /&gt;
|type=magic&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=625,000&lt;br /&gt;
|rarity=end loot&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=exoskeletal item&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Transforms into some {{sloot|a|glacial-blue leathers formed from layers of chitin with a frosted sheen}}.&lt;br /&gt;
Cannot be removed for ~1.5 hours after being worn, unless undamaged&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|rub}}: As you rub the glacial-blue ring&#039;s surface, thin, segmented legs spring forth, wrapping themselves tightly around your arms and chest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Quickly, the insect-like form expands to cover your body, forming a tough exoskeleton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Bonds to first person to interact with it.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Exoskeletal items}}&lt;br /&gt;
&lt;br /&gt;
get ring from my pou&lt;br /&gt;
&amp;gt;&lt;br /&gt;
: A glacial-blue ring encasing a brilliant frostflare opal suddenly unfolds segmented legs and wraps them around your hand as you reach for it!  With vicious speed, the glacial-blue ring stabs you with an outstretched spine, then quickly withdraws itself back into its ring shape.&lt;br /&gt;
[Roundtime: 5 seconds.]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Check_command&amp;diff=587752</id>
		<title>Check command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Check_command&amp;diff=587752"/>
		<updated>2022-04-20T00:46:32Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|CHECK}} [[page type is::command]]&#039;&#039;&#039; works with three difference systems: the bank, combat, and rerolling.&lt;br /&gt;
&lt;br /&gt;
==Syntax and Messaging==&lt;br /&gt;
* {{tt|CHECK BALANCE}} (when inside a bank):&lt;br /&gt;
: To check your available bank balance.&lt;br /&gt;
* {{tt|Check Balance}} (when &#039;&#039;not&#039;&#039; inside a bank):&lt;br /&gt;
: To check how well-balanced you are in combat.&lt;br /&gt;
: Note that this command usage is interchangeable with the {{com|balance}} command.&lt;br /&gt;
* {{tt|CHECK IN REROLL}} (when inside an inn):&lt;br /&gt;
: This command will send you back to the character manager and allow you to start the game over WITHOUT choosing a new name.&lt;br /&gt;
* {{tt|CHECK IN RETIRE}} (when inside an inn):&lt;br /&gt;
: This command will send you back to the character manager and allow you to start the game over and choose a new name.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
When you {{tt|CHECK IN REROLL}} or {{tt|RETIRE}} you will be starting the game from scratch.  You will lose the following:&lt;br /&gt;
* All items on your character&lt;br /&gt;
* All experience&lt;br /&gt;
* Your guild and any related guild abilities&lt;br /&gt;
* All money on your character&lt;br /&gt;
* All money in any of the banks.&lt;br /&gt;
&lt;br /&gt;
Your {{tt|Rerolled}} character WILL keep the following:&lt;br /&gt;
* Your home if you have one.&lt;br /&gt;
* All items in your vault, but only if you are a [[Premium]] subscriber.&lt;br /&gt;
* Any titles in the [[:Category:Custom titles|custom category]] will stay.&lt;br /&gt;
&lt;br /&gt;
Your {{tt|Retired}} character will be wiped and sent to the character manager to start from scratch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Check Help Details==&lt;br /&gt;
When you reroll your character using REROLL or RETIRE, your character is reset and you lose essentially everything (race, features, experience, guild, abilities, coins, items, vaults, and more).  You will keep your home (if you have one), and Premium players will keep their vault.  A REROLL lets you keep your name, whereas a RETIRE requires you to choose a new name.  There are also enhanced reroll options that allow you to keep more through the process.  Note that those are paid convenience options that require SimuCoins to use!&lt;br /&gt;
--------------&lt;br /&gt;
      CHECK IN REROLL or CHECK IN RETIRE&lt;br /&gt;
&lt;br /&gt;
You will lose the following:&lt;br /&gt;
  * Your name (for RETIRE only)&lt;br /&gt;
  * All items on your character&lt;br /&gt;
  * All experience&lt;br /&gt;
  * Your guild and any related guild abilities&lt;br /&gt;
  * All money on your character and in any banks&lt;br /&gt;
&lt;br /&gt;
You will keep the following:&lt;br /&gt;
  * Your name (for REROLL only)&lt;br /&gt;
  * Your home if you have one&lt;br /&gt;
  * All items in your vault since you are a Premium subscriber  (You will need to pay rent again in order to get your items out.)&lt;br /&gt;
--------------&lt;br /&gt;
      CHECK IN 1&lt;br /&gt;
  [This is a paid service that will cost 1500 SimuCoins.]&lt;br /&gt;
&lt;br /&gt;
You will lose the following:&lt;br /&gt;
  * All experience&lt;br /&gt;
  * Your guild and any related guild abilities&lt;br /&gt;
&lt;br /&gt;
You will keep the following:&lt;br /&gt;
  * Your character name and race&lt;br /&gt;
  * Your home if you have one&lt;br /&gt;
  * All money on your character and in any banks&lt;br /&gt;
  * All items on your character and in your vault&lt;br /&gt;
--------------&lt;br /&gt;
      CHECK IN 2&lt;br /&gt;
  [This is a paid service that will cost 2500 SimuCoins.]&lt;br /&gt;
&lt;br /&gt;
You will lose the following:&lt;br /&gt;
  * All experience&lt;br /&gt;
  * Your guild and any related guild abilities&lt;br /&gt;
&lt;br /&gt;
You will keep the following:&lt;br /&gt;
  * Everything from CHECK IN 1&lt;br /&gt;
  * Your character features&lt;br /&gt;
  * Horse ownership and related trainings&lt;br /&gt;
  * Roleplaying awards, favors, BEFRIEND list&lt;br /&gt;
  * Custom features, arrivals and departs&lt;br /&gt;
  * Spell customizations&lt;br /&gt;
  * Spousal bond&lt;br /&gt;
  * Order membership&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* {{com|Reroll}}&lt;br /&gt;
{{Cat|Commands}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Fragile_glass_key&amp;diff=516583</id>
		<title>Item:Fragile glass key</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Fragile_glass_key&amp;diff=516583"/>
		<updated>2020-03-28T14:29:31Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=key&lt;br /&gt;
|noun=key&lt;br /&gt;
|look=The glass is frosted, though you can tell something is concealed within.&lt;br /&gt;
|MTag=crystal&lt;br /&gt;
|type=misc, toy, verby&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=31&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|rub}} : You rub your key.  It grows very warm then with a sudden &amp;quot;POP!&amp;quot; it shatters and (random items) falls from your hand to the ground.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
* {{sloot|i|bowl of glazed strawberries}}&lt;br /&gt;
* {{sloot|i|dark brown earthworm}}&lt;br /&gt;
* {{sloot|i|some dried ants}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Justice&amp;diff=504695</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Justice&amp;diff=504695"/>
		<updated>2019-07-11T17:55:06Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Crime in Elanthia is regulated by the justice systems of the various provinces and local villages. &lt;br /&gt;
The {{com|JUSTICE}} verb will tell you if the area has justice enforced or if it is a lawless area.&lt;br /&gt;
If you are wanted guards will, in time, capture you as you pass.  If you wish to surrender yourself to clear charges against you, you may do so with the [[Surrender command]].  The {{com|Recall}} WARRANT command can be used to recall any outstanding criminal warrants you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Justice Type !! Messaging&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Standard Justice|Standard Justice]] || After assessing the area, you think local law enforcement keeps an eye on what&#039;s going on here.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Clan Justice|Clan Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Dirge Justice|Dirge Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Hara&#039;jaal Justice|Hara&#039;jaal Justice]] || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|-&lt;br /&gt;
|  Non Justice Area || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[#Thieves&#039; Guild Justice|Thief Guild]] and [[#Trade Route Justice|Trader Guild]] also employ their own form of justice.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Standard Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Charge !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Aiding and Abetting || Dragging someone out of a shop after they have been caught stealing&amp;lt;br/&amp;gt;Teaching or listening to thievery&lt;br /&gt;
|-&lt;br /&gt;
| Crimes Against the State ||&lt;br /&gt;
|-&lt;br /&gt;
| Disturbing the Peace || Casting certain AoE spells in a justice zone, usually those that can&#039;t harm bystanders&lt;br /&gt;
|-&lt;br /&gt;
| Endangering the Public || Casting certain AoE spells in a justice zone, usually potentially lethal ones&lt;br /&gt;
|-&lt;br /&gt;
| Forbidden Practices&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ||Suffering a visible [[Sorcery#Sorcerous Backlash|sorcerous backlash]] in a justice zone&amp;lt;br/&amp;gt;Casting a [[necromancy]] or [[sorcery]] spell in a justice zone&amp;lt;br/&amp;gt;Having a visible necromancy or sorcery effect in a justice zone&amp;lt;br/&amp;gt;Teaching sorcery in a justice zone&amp;lt;br/&amp;gt;Empathic shifting in a justice zone(except in Ilithi)&lt;br /&gt;
|-&lt;br /&gt;
| Murder|| Killing another player&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || Stealing from a shop &amp;lt;br/&amp;gt;Stealing from a player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - May also cause  [[Outrage#Social Corruption|Social Corruption]] which may lead to subsequent arrests.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Old Charges that may not be used in the current justice system:&lt;br /&gt;
*Assault&lt;br /&gt;
*trafficking guild secrets&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction !! Guardhouse Location (Recover Items)!! Wanted Board Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesry_Surlaenis&#039;a|Aesry Surlaenis&#039;a]] || Guard Office || Courtyard of the Jail&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossing|Crossing]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;[[Kaerna|Kaerna]]&amp;lt;br/&amp;gt;[[Arthe Dale|Arthe Dale]] ||Guard House Office in the Crossing||Guard House Office in the Crossing&amp;lt;br/&amp;gt;Crossing Town Green North&lt;br /&gt;
|-&lt;br /&gt;
| [[Hibarnhvidar|Hibarnhvidar]] &amp;lt;br/&amp;gt;[[Raven&#039;s_Point|Raven&#039;s Point]] || Justice Office ||  Outside the Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Leth_Deriel|Leth Deriel]] || The Gallows Tree || The Gallows Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Mer&#039;kresh|Mer&#039;kresh]] || Courthouse Guardroom || Courthouse Entryway&lt;br /&gt;
|-&lt;br /&gt;
| [[Muspar&#039;i|Muspar&#039;i]] ||Justice Office||Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Lower Ratha - 1st/2nd Tier]] || High Guardhouse ||Board on the Greater Cobra Road&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Upper Ratha - 3rd/4th Tier]] ||Office of the Malk&#039;smo || Office of the Malk&#039;smo&lt;br /&gt;
|-&lt;br /&gt;
| [[Riverhaven|Riverhaven]] ||Town Jail Lobby||Town Jail Lobby&lt;br /&gt;
|-&lt;br /&gt;
| [[Shard|Shard]] &amp;lt;br/&amp;gt; [[Fayrin&#039;s_Rest|Fayrin&#039;s Rest]] ||Sentinel&#039;s Office in the Great Tower ||  Sentinel&#039;s Office in the Great Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Siksraja|Siksraja]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ||Cietums||Cietums&lt;br /&gt;
|-&lt;br /&gt;
| [[Taisgath|Taisgath]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Guard Room in the Moon Mage Guild || Taisgath Dock&lt;br /&gt;
|-&lt;br /&gt;
| [[Therenborough|Therenborough]]&amp;lt;br/&amp;gt;[[Langenfirth|Langenfirth]]&amp;lt;br/&amp;gt;[[Rossman&#039;s_Landing|Rossman&#039;s Landing]]||Theren Keep Dungeon&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||Theren Keep Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne_City|Throne City]]||Imperial Palace, Dungeon||Old Throne City, Dahl Aeliy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - For some stealing charges you may be placed in the stocks instead of fined. This generally happens when the total fine is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - Siksraja is part of the Theren Keep justice conglomerate, despite having its own jail, wanted board, and guards.&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - Taisgath has its own jail and guards, but is part of Upper Ratha justice.&amp;lt;br /&amp;gt;&lt;br /&gt;
4 - Go drawbridge, NW, N, Go Step, Go Door, N, E, E, Climb Stair to reach the Theren Keep Dungeon. Then go W, W for where items are collected.&lt;br /&gt;
:(or enter through either of the moat entrances after dark)&lt;br /&gt;
&lt;br /&gt;
==Clan Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Cut off hand with a very long stun and a heavy bleeder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction&lt;br /&gt;
|-&lt;br /&gt;
| [[Ain_Ghazal|Ain Ghazal]] &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Boar_Clan|Boar Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse_Clan|Horse Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ilaya_Taipa|Ilaya Taipa]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Knife_Clan|Knife Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Steelclaw_Clan|Steelclaw Clan]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone_Clan|Stone Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Tiger_Clan|Tiger Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wolf_Clan|Wolf Clan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - I was not arrested or punished after several unsuccessful stealing attempts but the area is listed as &amp;quot;Unusual Justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Dirge Justice==&lt;br /&gt;
&lt;br /&gt;
The city of [[Dirge]] has it&#039;s own unique style of justice&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Severe beating with a long stun and numerous bleeding wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Hara%27jaal_Justice|Hara&#039;jaal Justice]]==&lt;br /&gt;
[[Hara&#039;jaal]] is a non justice area and most crimes will result in no punishment. If you are hunting [[Corsair|Corsairs]], they will occasionally look for a guard to have you arrested. If caught by the guards you will be tied to a post and whipped.&lt;br /&gt;
&lt;br /&gt;
==[[Thief|Thieves&#039; Guild]] Justice==&lt;br /&gt;
&lt;br /&gt;
Thieves can use their [[Thief#contacts|contacts]] to dispense their own justice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Use&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug [Theft]  || Sends your thugs after a non-Thief who steals.&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Item ||Sends your thugs to collect Ambika items from non-Thieves&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Graverob ||Sends your thugs after any Thief grave robber.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Trader#Guild Abilities and Breakdowns|Trade Route Justice]]==&lt;br /&gt;
If a trader catches a thief stealing from them on a trade route they can accuse the thief at the nearest outpost. The guild will send thugs to beat the perpetrator and leave them for dead.&lt;br /&gt;
&lt;br /&gt;
Syntax: Accuse &amp;lt;thief&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Justice&amp;diff=504694</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Justice&amp;diff=504694"/>
		<updated>2019-07-11T17:53:04Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Crime in Elanthia is regulated by the justice systems of the various provinces and local villages. &lt;br /&gt;
The {{com|JUSTICE}} verb will tell you if the area has justice enforced or if it is a lawless area.&lt;br /&gt;
If you are wanted guards will, in time, capture you as you pass.  If you wish to surrender yourself to clear charges against you, you may do so with the [[Surrender command]].  The {{com|Recall}} WARRANT command can be used to recall any outstanding criminal warrants you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Justice Type !! Messaging&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Standard Justice|Standard Justice]] || After assessing the area, you think local law enforcement keeps an eye on what&#039;s going on here.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Clan Justice|Clan Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Dirge Justice|Dirge Justice]] || After assessing the area, you believe there is some kind of unusual law enforcement in this area.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Hara&#039;jaal Justice|Hara&#039;jaal Justice]] || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|-&lt;br /&gt;
|  Non Justice Area || You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[#Thieves&#039; Guild Justice|Thief Guild]] and [[#Trade Route Justice|Trader Guild]] also employ their own form of justice.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Standard Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Charge !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Aiding and Abetting || Dragging someone out of a shop after they have been caught stealing&amp;lt;br/&amp;gt;Teaching or listening to thievery&lt;br /&gt;
|-&lt;br /&gt;
| Crimes Against the State ||&lt;br /&gt;
|-&lt;br /&gt;
| Disturbing the Peace || Casting certain AoE spells in a justice zone, usually those that can&#039;t harm bystanders&lt;br /&gt;
|-&lt;br /&gt;
| Endangering the Public || Casting certain AoE spells in a justice zone, usually potentially lethal ones&lt;br /&gt;
|-&lt;br /&gt;
| Forbidden Practices&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ||Suffering a visible [[Sorcery#Sorcerous Backlash|sorcerous backlash]] in a justice zone&amp;lt;br/&amp;gt;Casting a [[necromancy]] or [[sorcery]] spell in a justice zone&amp;lt;br/&amp;gt;Having a visible necromancy or sorcery effect in a justice zone&amp;lt;br/&amp;gt;Teaching sorcery in a justice zone&amp;lt;br/&amp;gt;Empathic shifting in a justice zone(except in Ilithi)&lt;br /&gt;
|-&lt;br /&gt;
| Murder|| Killing another player&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || Stealing from a shop &amp;lt;br/&amp;gt;Stealing from a player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - May also cause  [[Outrage#Social Corruption|Social Corruption]] which may lead to subsequent arrests.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Old Charges that may not be used in the current justice system:&lt;br /&gt;
*Assault&lt;br /&gt;
*trafficking guild secrets&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction !! Guardhouse Location (Recover Items)!! Wanted Board Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesry_Surlaenis&#039;a|Aesry Surlaenis&#039;a]] || Guard Office || Courtyard of the Jail&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossing|Crossing]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;[[Kaerna|Kaerna]]&amp;lt;br/&amp;gt;[[Arthe Dale|Arthe Dale]] ||Guard House Office in the Crossing||Guard House Office in the Crossing&amp;lt;br/&amp;gt;Crossing Town Green North&lt;br /&gt;
|-&lt;br /&gt;
| [[Hibarnhvidar|Hibarnhvidar]] &amp;lt;br/&amp;gt;[[Raven&#039;s_Point|Raven&#039;s Point]] || Justice Office ||  Outside the Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Leth_Deriel|Leth Deriel]] || The Gallows Tree || The Gallows Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Mer&#039;kresh|Mer&#039;kresh]] || Courthouse Guardroom || Courthouse Entryway&lt;br /&gt;
|-&lt;br /&gt;
| [[Muspar&#039;i|Muspar&#039;i]] ||Justice Office||Justice Office&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Lower Ratha - 1st/2nd Tier]] || High Guardhouse ||Board on the Greater Cobra Road&lt;br /&gt;
|- &lt;br /&gt;
| [[Ratha|Upper Ratha - 3rd/4th Tier]] ||Office of the Malk&#039;smo || Office of the Malk&#039;smo&lt;br /&gt;
|-&lt;br /&gt;
| [[Riverhaven|Riverhaven]] ||Town Jail Lobby||Town Jail Lobby&lt;br /&gt;
|-&lt;br /&gt;
| [[Shard|Shard]] &amp;lt;br/&amp;gt; [[Fayrin&#039;s_Rest|Fayrin&#039;s Rest]] ||Sentinel&#039;s Office in the Great Tower ||  Sentinel&#039;s Office in the Great Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Siksraja|Siksraja]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ||Cietums||Cietums&lt;br /&gt;
|-&lt;br /&gt;
| [[Taisgath|Taisgath]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Guard Room in the Moon Mage Guild || Taisgath Dock&lt;br /&gt;
|-&lt;br /&gt;
| [[Therenborough|Therenborough]]&amp;lt;br/&amp;gt;[[Langenfirth|Langenfirth]]&amp;lt;br/&amp;gt;[[Rossman&#039;s_Landing|Rossman&#039;s Landing]]||Theren Keep Dungeon&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||Theren Keep Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne_City|Throne City]]||Imperial Palace, Dungeon||Old Throne City, Dahl Aeliy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - For some stealing charges you may be placed in the stocks instead of fined. This generally happens when the total fine is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - Siksraja is part of the Theren Keep justice conglomerate, despite having its own jail, wanted board, and guards.&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - Taisgath has its own jail and guards, but is part of Upper Ratha justice.&amp;lt;br /&amp;gt;&lt;br /&gt;
4 - Go drawbridge, NW, N, Go Step, Go Door, N, E, E, Climb Stair to reach the Theren Keep Dungeon. Then go W, W.&lt;br /&gt;
:(or enter through either of the moat entrances after dark)&lt;br /&gt;
&lt;br /&gt;
==Clan Justice==&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Cut off hand with a very long stun and a heavy bleeder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Jurisdictions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Jurisdiction&lt;br /&gt;
|-&lt;br /&gt;
| [[Ain_Ghazal|Ain Ghazal]] &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Boar_Clan|Boar Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse_Clan|Horse Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ilaya_Taipa|Ilaya Taipa]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Knife_Clan|Knife Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Steelclaw_Clan|Steelclaw Clan]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone_Clan|Stone Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Tiger_Clan|Tiger Clan]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wolf_Clan|Wolf Clan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - I was not arrested or punished after several unsuccessful stealing attempts but the area is listed as &amp;quot;Unusual Justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Dirge Justice==&lt;br /&gt;
&lt;br /&gt;
The city of [[Dirge]] has it&#039;s own unique style of justice&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crime !! Punishment&lt;br /&gt;
|-&lt;br /&gt;
| Casting an AoE Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Casting a Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Having a Visible Necromancy Spell|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Sorcery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Teaching a Thievery Class|| No response&lt;br /&gt;
|-&lt;br /&gt;
| Stealing from a shop || Severe beating with a long stun and numerous bleeding wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Hara%27jaal_Justice|Hara&#039;jaal Justice]]==&lt;br /&gt;
[[Hara&#039;jaal]] is a non justice area and most crimes will result in no punishment. If you are hunting [[Corsair|Corsairs]], they will occasionally look for a guard to have you arrested. If caught by the guards you will be tied to a post and whipped.&lt;br /&gt;
&lt;br /&gt;
==[[Thief|Thieves&#039; Guild]] Justice==&lt;br /&gt;
&lt;br /&gt;
Thieves can use their [[Thief#contacts|contacts]] to dispense their own justice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Use&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug [Theft]  || Sends your thugs after a non-Thief who steals.&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Item ||Sends your thugs to collect Ambika items from non-Thieves&lt;br /&gt;
|-&lt;br /&gt;
| Contact &amp;lt;target&amp;gt; Thug Graverob ||Sends your thugs after any Thief grave robber.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Trader#Guild Abilities and Breakdowns|Trade Route Justice]]==&lt;br /&gt;
If a trader catches a thief stealing from them on a trade route they can accuse the thief at the nearest outpost. The guild will send thugs to beat the perpetrator and leave them for dead.&lt;br /&gt;
&lt;br /&gt;
Syntax: Accuse &amp;lt;thief&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=SimuCon&amp;diff=502532</id>
		<title>SimuCon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=SimuCon&amp;diff=502532"/>
		<updated>2019-05-09T15:33:07Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}[[rare source::true| ]]&lt;br /&gt;
SimuCon is the annual Simutronics convention held in St. Louis, Missouri.&lt;br /&gt;
&lt;br /&gt;
The first SimuCon was in 1990, several years prior to DragonRealms&#039; creation, and it was actually called GemCon (for Simutronics biggest game of the time [[GemStone]]).&lt;br /&gt;
&lt;br /&gt;
The next SimuCon was in 1997 and was called SimuCon II.  After that all SimuCons were named by the year they were held from SimuCon &#039;98 through SimuCon 2007, though no SimuCon was held in 2006.&lt;br /&gt;
&lt;br /&gt;
In 1999 a large number of players, led by GameMaster Treveri, started a player-run DragonRealms convention in Las Vegas called [[VegasCon]].  The first VegasCon was coincidentally scheduled the same weekend as a similar GemStone meeting in Las Vegas.  After 1999 all VegasCons have been planned with both DragonRealms and GemStone at the same location.&lt;br /&gt;
&lt;br /&gt;
==GemCon==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance: 10&lt;br /&gt;
*Memorable Events:  &lt;br /&gt;
*Memory Sites:&lt;br /&gt;
&lt;br /&gt;
==SimuCon II==&lt;br /&gt;
*Location: [http://www.marriott.com/hotels/travel/stlap-st-louis-airport-marriott/ St. Louis Airport Marriott]&lt;br /&gt;
*Approximate Number in Attendance: 48 (DragonRealms only)&lt;br /&gt;
*Memorable Events: [http://www.royaldumpe.com/ The Royal Dumpe] outing&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/simucon%5D%5B/ SimuCon II Official Memory Site]&lt;br /&gt;
&lt;br /&gt;
==SimuCon &#039;98==&lt;br /&gt;
*Location: [http://www.adamsmark.com/stlouis/index.asp Adam&#039;s Mark St. Louis]&lt;br /&gt;
*Approximate Number in Attendance: 152 (DragonRealms only)&lt;br /&gt;
*Memorable Events: Downtown late night scavenger hunt&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/1998/ SimuCon &#039;98 Official Memory Site]&lt;br /&gt;
&lt;br /&gt;
==SimuCon &#039;99==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance: 437 (162 DragonRealms)&lt;br /&gt;
*Memorable Events: Duffy&#039;s Pub, Quavvy&#039;s Bar, Kygar Festival, Hero&#039;s Journey preview&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/1999/ SimuCon &#039;99 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2000==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2000/ SimuCon 2000 Link Collection] (No official site made in 2000)&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2001==&lt;br /&gt;
*Location: [http://www1.hilton.com/en_US/hi/hotel/STLHIHF-Hilton-St-Louis-Airport-Missouri/index.do St. Louis Airport Hilton]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events: GM Dunking Booth, Quavvy&#039;s Bar&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2001/ SimuCon 2001 Link Collection] (No official site made in 2001)&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2002==&lt;br /&gt;
*Location: [http://www1.hilton.com/en_US/hi/hotel/STLHIHF-Hilton-St-Louis-Airport-Missouri/index.do St. Louis Airport Hilton]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2002/ SimuCon 2002 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2003==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2003/ SimuCon 2003 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2004==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2004/ SimuCon 2004 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2005==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2005/ SimuCon 2005 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2007==&lt;br /&gt;
*Location:&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
&lt;br /&gt;
==Simucon 2014==&lt;br /&gt;
*Location: Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates: August 6th-10th, 2014&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2014 Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*Special Scripted Ring: {{sloot|i|twisted golden ring studded with multicolored stones}}&lt;br /&gt;
**132 possible aura combinations&lt;br /&gt;
**12 possible colors&lt;br /&gt;
**11 possible styles&lt;br /&gt;
*Unique Title: [[Title:Merrymaker|Merrymaker]]&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
&lt;br /&gt;
==Simucon 2015==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 6th-9th, 2015.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2015 Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Auction information===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Gore Voucher||Allows for the gorification of one weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Full Feature Alteration Voucher||Read [[Feature Alteration]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Forgebinding Voucher||Good for 1 [[Forgebinding]].&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Hunter&#039;s Sack||Contains four treasure maps with valid destinations.&lt;br /&gt;
|-&lt;br /&gt;
|Rebecho Voucher||Good for three sessions of work (must be completed at the same time.)  Read [[Rebecho]] for info.&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|beanbag homunculus}}||Incredibly verby, worn, TAP-changing toy.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Chakrel, Soulstone, or (50 mana) Cambrinth Voucher||Any rares must be provided.&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave Voucher||Allows for the wind slash/stomp/shockwave effect to be added to one weapon.  Enemy blow back w/damage. Effect is similar to {{ilink|w|spiked steel mace with a raccoon carved into its ebony handle}} and {{ilink|w|Ice-blue two-headed hammer marked with silver-inlaid lightning bolts}}.&lt;br /&gt;
|-&lt;br /&gt;
|Food Creating Voucher||Allows for the food-creation effect to be added to one weapon.  These items will randomly make food on successful hits ([[Post:Food_making_weapons_-_11/25/2013_-_17:41|Related Post]]).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*Special Scripted Morph Pet: {{sloot|i|shapeless grey blob comprised of shifting shadows}}&lt;br /&gt;
**Linkable and unlinkable, making them truly yours.&lt;br /&gt;
**175,616 unique taps ([[https://docs.google.com/spreadsheets/d/1RJ79wGL94kXOoywoRsL14ldb57QibXg1ojaHwvPbmgI/edit#gid=0 Full list of options.]]).&lt;br /&gt;
**8 possible worn locations&lt;br /&gt;
**56 possible articles + adjectives&lt;br /&gt;
**56 possible colors&lt;br /&gt;
**56 possible nouns&lt;br /&gt;
**7 total verbs&lt;br /&gt;
**2 possible upgrade types:&lt;br /&gt;
**:- Upgrade to T5 includes 250,047 unique taps with upgrades --  63 adjectives/colors/nouns.  11 total verbs&lt;br /&gt;
**:- Upgrade type 2 includes custom TAP modifier + LOOK&lt;br /&gt;
*Unique Title: [[Title:Party_Benefactor|Party Benefactor]]&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*1 Hour Pass to [[Fate&#039;s_Fortune&#039;s_Games|Fate&#039;s Fortune Games]] Area&lt;br /&gt;
&lt;br /&gt;
==Simucon 2016==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 17th-21nd, 2016.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2016--2#/ Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*High Capacity Backpack: {{sloot|i|embroidered backpack depicting a large town by the side of a river}}&lt;br /&gt;
*Lighter: {{sloot|i|anlorma-avtoma beetle coated in iridescent glass}}&lt;br /&gt;
*Iltesh Instructions: {{sloot|i|serrated iltesh instructions}}&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*10x {{ilink|i|golden rat token}}s for the [[Drathrok%27s_Duskruin#Duskruin_Labyrinth|Duskruin Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
==Simucon 2017==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 2nd-6th, 2017.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2017#/ Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*High Capacity shoulder worn: {{sloot|i|giant party sack bedazzled with countless glitterstars and shadowstars}}&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*Unique Title: [[Title:Altruist|Altruist]] ({{sloot|i|brightly colored parchment}})&lt;br /&gt;
*Special Scripted Button: {{sloot|i|golden button set with a shadowstar}} or {{sloot|i|golden button set with a glitterstar}}&lt;br /&gt;
*Snake charm: {{sloot|i|shadowstar-eyed serpent charm}} or {{sloot|i|glitterstar-eyed serpent charm}}&lt;br /&gt;
&lt;br /&gt;
==Simucon 2018==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 8th-12th, 2018.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.starwoodmeeting.com/Book/Simucon2018 Hotel Booking]&lt;br /&gt;
**[http://forums.play.net/forums/SimuCon/SimuCon%20&#039;18/General%20Discussions/view Official Forums Link]&lt;br /&gt;
**[https://discord.gg/f8Qkz4Y Unofficial Simucon Discord Server]&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2018-community-adventure/ Indiegogo Funding]&lt;br /&gt;
**[https://gswiki.play.net/SimuCon_2018 GemstoneIV&#039;s Wiki SimuCon Page] Additional Schedule Details&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Non-Attendee Goodie Bag===&lt;br /&gt;
* 500 SimuCoins&lt;br /&gt;
* 2x RPA4&lt;br /&gt;
* Custom Title (Zill Breaker)&lt;br /&gt;
* {{sloot|i|extraordinary zillinen pouch with perfect proportions}}&lt;br /&gt;
* {{sloot|i|serrated khopesh instructions}}&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Attendee Goodie Bag===&lt;br /&gt;
* Custom Login &amp;amp; Logout Messages&lt;br /&gt;
* St. Louis Themed Goodies (Designed based on places gone to at &#039;Con)&lt;br /&gt;
* 500 SimuCoins&lt;br /&gt;
* 2x RPA4&lt;br /&gt;
* Custom Title (Simucon themed)&lt;br /&gt;
* Scripted item designed with SimuCon only special materials&lt;br /&gt;
&lt;br /&gt;
==Simucon 2019==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; July 10th-14th, 2019.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP Hotel Booking]&lt;br /&gt;
**[https://discord.gg/f8Qkz4Y Unofficial Simucon Discord Server]&lt;br /&gt;
**[https://gswiki.play.net/SimuCon_2019 GemstoneIV&#039;s Wiki SimuCon Page] Additional Details&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Totenus&lt;br /&gt;
* Tenike&lt;br /&gt;
* Nikpack&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Armifer&lt;br /&gt;
* Evike&lt;br /&gt;
* Iocanthe&lt;br /&gt;
* Javac&lt;br /&gt;
* Lyneya&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Registered_Item_Update&amp;diff=466779</id>
		<title>Post:Registered Item Update</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Registered_Item_Update&amp;diff=466779"/>
		<updated>2017-04-07T01:59:53Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-ZADRAES&lt;br /&gt;
|t=Re: Registered Item Update&lt;br /&gt;
|d=7/8/2015 4:53:52 AM&lt;br /&gt;
|f=Surviving in DragonRealms - Elanthia \ Item Registration&lt;br /&gt;
|p=Several updates just went in to make it easier to identify items that are registered to others, hopefully to clue you in to questionable purchases at the time. Forums formatting isn&#039;t great, but hopefully the examples are still clear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APPRAISE now has a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
REGISTER CHECK now has similar indications:&lt;br /&gt;
&lt;br /&gt;
You take a moment to recall your registered items...&lt;br /&gt;
......1) 1/11/2013 a funny blade with wicked stuff&lt;br /&gt;
......X) A funny blade with wicked stuff is registered to someone else.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ACCEPT verb now messages the person accepting an item -- whether it&#039;s a GIVE/ACCEPT, a BARTER exchanging two items (works both ways), or a BARTER exchanging an item + coins:&lt;br /&gt;
&lt;br /&gt;
You accept Minime&#039;s offer and are now holding a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
​&lt;br /&gt;
Minime&#039;s point of view of item+item barter:&lt;br /&gt;
You accept Zadraes&#039;s offer and take a sad knife as you hand him a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
&lt;br /&gt;
Zadraes&#039;s point of view of item+item barter:&lt;br /&gt;
Minime has accepted your offer and takes the sad knife as he hands you a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, Trader auction halls won&#039;t allow them to sell registered items. This may cause some short term pain, to which I apologize, but long term we need to shift the responsibility of making sure items are registered (or unregistered) by the right people. I&#039;m holding off on market tables and shops in hopes that these other changes lead to better habits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;re still keeping an eye on how the Lost and Found mechanics play out and may make additional tweaks to other mechanics if necessary. Hopefully these updates help make registration more visible, since otherwise people don&#039;t think about it unless they&#039;re in the office.&lt;br /&gt;
&lt;br /&gt;
These updates are live everywhere EXCEPT for the APPRAISE verb in TF. TF&#039;s appraise verb will come with the woodworking/lumberjacking release. &lt;br /&gt;
&lt;br /&gt;
SGM Zadraes&lt;br /&gt;
Premium Lead&lt;br /&gt;
Trader Guild Advocate&lt;br /&gt;
[[Zadraes]]&lt;br /&gt;
}}&lt;br /&gt;
http://forums.play.net/forums/DragonRealms/Surviving%20in%20DragonRealms%20-%20Elanthia/Item%20Registration/view/82&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item_registration&amp;diff=466778</id>
		<title>Item registration</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item_registration&amp;diff=466778"/>
		<updated>2017-04-07T01:57:30Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
=Services=&lt;br /&gt;
;Town Registrar Information &lt;br /&gt;
&lt;br /&gt;
Registration of an item should not be construed as an insurance policy of any type, nor is it proof of ownership.  It simply establishes a detailed record of the item, and that it was at one time in the possession of the person who paid for the registration.&lt;br /&gt;
&lt;br /&gt;
It is unnecessary to register an item again unless it has been significantly altered.&lt;br /&gt;
&lt;br /&gt;
To register your item, go through the curtain.  Once there, the clerk will help you to &#039;&#039;&#039;REGISTER&#039;&#039;&#039; or &#039;&#039;&#039;UNREGISTER&#039;&#039;&#039; your item.&lt;br /&gt;
&lt;br /&gt;
You also have the ability to figure out what items on you are registered to you by using &#039;&#039;&#039;REGISTER CHECK&#039;&#039;&#039;. &#039;&#039;&#039;REGISTER CHECK&#039;&#039;&#039; items registered to someone else will show they are regsistered to another person, but not tell you who specifically. You can always check who, other than you, registered an item by trying to register it at an office for 5 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You take a moment to recall your registered items...&lt;br /&gt;
......1) 1/11/2013 a funny blade with wicked stuff&lt;br /&gt;
......X) A funny blade with wicked stuff &#039;&#039;&#039;is registered to someone else.&#039;&#039;&#039;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
APPRAISE also has a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
:Registered to you: The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
:Registered to someone else: Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note in some cases items which are lost by players may be recovered without GM intervention. Check NEWS 2 29 for details in game and visit the Lost and Found bin at the Carousel Square [[Vaults]] payment desk.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[Vaults|Carousel Square Vaults]] house branches of the item registration offices. You can also find offices in these locations:&lt;br /&gt;
&lt;br /&gt;
==Crossing==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Town Hall, Records Storage&lt;br /&gt;
|desc=This cramped, dusty office displays all the standard appointments that mark it as serving an extremely important role in the bureaucracy of the town government.  Dilapidated, make-shift shelves are crammed full of books and papers that bear no evidence of being organized in any useful manner.  Everything is covered with a thick layer of dust, and the walls and ceiling are stained with black from the smoke that rises from the single, small lamp that rests on a high desk in the center of the room.&lt;br /&gt;
You also see a sign, a simple curtain and an arched door. &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Records Office is located down the corridor in the Town Hall, next to the Lottery Office on the second floor.&lt;br /&gt;
:Climb Stair, Go Hall, West, Go Door&lt;br /&gt;
&lt;br /&gt;
==Therenborough==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Ibec Hall, Registry Records Office&lt;br /&gt;
|desc=Highly polished wooden filing cabinets line the walls of this tiny office, leaving no room for frivolous decoration.  Piles of neatly stacked papers cover the top of a cherrywood desk that has been positioned to immediately catch the attention of anyone entering the room.  The cramped waiting area intentionally lacks furniture, encouraging citizens to take care of business as quickly as possible and be on their way.  &lt;br /&gt;
You also see a sign, Registrar Gilbair and a plain curtain. &amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The Records Office is located in [[Ibec Hall]] on the northeastern side of [[Therenborough]].&lt;br /&gt;
:North, North, North, Go Gold Arch, Go Cherrywood Door, Go Curtain.&lt;br /&gt;
&lt;br /&gt;
==Ratha==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Sshoi-sson Palace, Registry Records Office&lt;br /&gt;
|desc=Not much bigger than a closet, this stark white office is dominated by a government issued desk that is covered in neatly stacked papers.  Secure filing cabinets line the back wall, leaving just enough room for the clerk on duty to move between them.  The cramped waiting area intentionally lacks furniture, encouraging citizens to take care of business as quickly as possible and be on their way.  &lt;br /&gt;
You also see an office door, a sign and Registrar Chulack.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
*In [[Ratha]], [[Qi&#039;Reshalia]], go to the [[Sshoi-sson Palace]] on the 3rd Tier&lt;br /&gt;
:GO gate, NORTH 2 times, CLIMB the STAIRS, GO DOOR, GO HALL, GO SOUTH, GO RECORD OFFICE&lt;br /&gt;
&lt;br /&gt;
==[[Hollow Eve]] event, [[Hollow_Eve_Festival_417_Map#Baby_Metal_Arachnid|Baby Spider]]==&lt;br /&gt;
*From the archway go N, NE, E, E, S GO METAL ARCH&lt;br /&gt;
&lt;br /&gt;
=Fees=&lt;br /&gt;
Note that it costs 5 gold per item registered.&lt;br /&gt;
;Not all items may be registered, and registration does not guarantee replacement of lost items.&lt;br /&gt;
You can find out the owner of something registered to someone else by trying to REGISTER it twice; it costs 5 silver per item to check the registration status.&lt;br /&gt;
&lt;br /&gt;
=Registering=&lt;br /&gt;
*Registration of an item should not be construed as an insurance policy of any type, nor is it proof of ownership. It simply establishes a detailed record of the item, and that it was at one time in the possession of the person who paid for the registration.&lt;br /&gt;
&lt;br /&gt;
*It is unnecessary to register an item again unless it has been significantly altered.&lt;br /&gt;
&lt;br /&gt;
*Registering an item will not EVER guarantee that the item will be replaced if the item is lost. It simply means that IF an item is lost AND a GM determines that it is eligible for replacement, we can more easily re-create the exact item you lost.&lt;br /&gt;
&lt;br /&gt;
=Through the Curtain=&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Town Hall Records Office, Booth&lt;br /&gt;
|desc=You&#039;ve entered a space which is wedged between two rows of filing cabinets and sectioned off by a heavy brocade curtain.  In it is a simple modwir desk with an elderly clerk sitting behind it, peering over the mounds of paper which surround him.  He snorts to himself once, mutters something under his breath, then returns to work.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see Registrar Paltagir, a simple curtain and a sign.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To register your item, simply &#039;&#039;&#039;REGISTER {item name}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
To unregister an item registered to you, simply &#039;&#039;&#039;UNREGISTER {item name}&#039;&#039;&#039;. (You may need to unregister an item before you can re-register it.)&lt;br /&gt;
To check the registration status of an item, &#039;&#039;&#039;ASK [NPC] ABOUT RECORD&#039;&#039;&#039;.&lt;br /&gt;
:You can find out the owner of something registered to someone else by trying to REGISTER it twice; it costs 5 silver per item&lt;br /&gt;
&lt;br /&gt;
==What can be Registered==&lt;br /&gt;
*Altered items&lt;br /&gt;
*Non standard items&lt;br /&gt;
*Forged or player made items&lt;br /&gt;
*Quest items&lt;br /&gt;
;IT IS UNNECESSARY TO REGISTER AN ITEM AGAIN UNLESS IT HAS BEEN SIGNIFICANTLY ALTERED.&lt;br /&gt;
&lt;br /&gt;
==Registration Updates==&lt;br /&gt;
APPRAISE includes a line if an item is registered, indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&amp;quot;The funny blade looks to bear your familiar marks of registration. Unfamiliar marks of registration are evident on the blade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
REGISTER CHECK also includes similar indications:&lt;br /&gt;
&amp;quot;You take a moment to recall your registered items... ......1) 1/11/2013 a funny blade with wicked stuff ......X) A funny blade with wicked stuff is registered to someone else. Roundtime: 3 sec.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ACCEPT verb will messages the person accepting an item -- whether it&#039;s a GIVE/ACCEPT, a BARTER exchanging two items (works both ways), or a BARTER exchanging an item + coins:&lt;br /&gt;
&amp;quot;You accept Minime&#039;s offer and are now holding a funny blade with wicked stuff. You notice unfamiliar marks of registration upon it. ​ Minime&#039;s point of view of item+item barter: You accept Zadraes&#039;s offer and take a sad knife as you hand him a funny blade with wicked stuff. You notice unfamiliar marks of registration upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zadraes&#039;s point of view of item+item barter: Minime has accepted your offer and takes the sad knife as he hands you a funny blade with wicked stuff. You notice unfamiliar marks of registration upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can not sell registered items in trader auction halls &lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Registered_Item_Update&amp;diff=466777</id>
		<title>Post:Registered Item Update</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Registered_Item_Update&amp;diff=466777"/>
		<updated>2017-04-07T01:50:46Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: Created page with &amp;quot;http://forums.play.net/forums/DragonRealms/Surviving%20in%20DragonRealms%20-%20Elanthia/Item%20Registration/view/82  {{Post |a=DR-ZADRAES |t=Re: Registered Item Update |d=7/8/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://forums.play.net/forums/DragonRealms/Surviving%20in%20DragonRealms%20-%20Elanthia/Item%20Registration/view/82&lt;br /&gt;
&lt;br /&gt;
{{Post&lt;br /&gt;
|a=DR-ZADRAES&lt;br /&gt;
|t=Re: Registered Item Update&lt;br /&gt;
|d=7/8/2015 4:53:52 AM&lt;br /&gt;
|n=&lt;br /&gt;
|f= Surviving in DragonRealms - Elanthia \ Item Registration&lt;br /&gt;
|c=m&lt;br /&gt;
|p=&#039;&#039;&amp;lt;nowiki&amp;gt;&amp;lt;&amp;lt;&amp;lt;/nowiki&amp;gt;Several updates just went in to make it easier to identify items that are registered to others, hopefully to clue you in to questionable purchases at the time. Forums formatting isn&#039;t great, but hopefully the examples are still clear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APPRAISE now has a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
REGISTER CHECK now has similar indications:&lt;br /&gt;
&lt;br /&gt;
You take a moment to recall your registered items...&lt;br /&gt;
......1) 1/11/2013 a funny blade with wicked stuff&lt;br /&gt;
......X) A funny blade with wicked stuff is registered to someone else.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ACCEPT verb now messages the person accepting an item -- whether it&#039;s a GIVE/ACCEPT, a BARTER exchanging two items (works both ways), or a BARTER exchanging an item + coins:&lt;br /&gt;
&lt;br /&gt;
You accept Minime&#039;s offer and are now holding a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
​&lt;br /&gt;
Minime&#039;s point of view of item+item barter:&lt;br /&gt;
You accept Zadraes&#039;s offer and take a sad knife as you hand him a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
&lt;br /&gt;
Zadraes&#039;s point of view of item+item barter:&lt;br /&gt;
Minime has accepted your offer and takes the sad knife as he hands you a funny blade with wicked stuff.&lt;br /&gt;
You notice unfamiliar marks of registration upon it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, Trader auction halls won&#039;t allow them to sell registered items. This may cause some short term pain, to which I apologize, but long term we need to shift the responsibility of making sure items are registered (or unregistered) by the right people. I&#039;m holding off on market tables and shops in hopes that these other changes lead to better habits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;re still keeping an eye on how the Lost and Found mechanics play out and may make additional tweaks to other mechanics if necessary. Hopefully these updates help make registration more visible, since otherwise people don&#039;t think about it unless they&#039;re in the office.&lt;br /&gt;
&lt;br /&gt;
These updates are live everywhere EXCEPT for the APPRAISE verb in TF. TF&#039;s appraise verb will come with the woodworking/lumberjacking release. &lt;br /&gt;
&lt;br /&gt;
SGM Zadraes&lt;br /&gt;
Premium Lead&lt;br /&gt;
Trader Guild Advocate&lt;br /&gt;
[[Zadraes]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sleeping_Dragon_Corn_Maze_421&amp;diff=459047</id>
		<title>Sleeping Dragon Corn Maze 421</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sleeping_Dragon_Corn_Maze_421&amp;diff=459047"/>
		<updated>2016-11-10T20:19:00Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
[[File:cornmaze.jpg|600px|center]]&lt;br /&gt;
&lt;br /&gt;
==Opening and Closing Dates==&lt;br /&gt;
{{ilink|i|corn maze pass|Passes}} for the maze cost 1,000 [[SimuCoins]] each. Players who are attending [[Hollow Eve Festival 421|Hollow Eve]] receive some {{sloot|i|festive spider pouch with googly eyes|complimentary passes}} to the maze.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instance!!Opens!!Closes!!Box Office&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Prime&#039;&#039;&#039;|| November 4 || TK ||[https://store.play.net/Store/Purchase/dr?Filter=HOLLOW+EVE SimuCoin Store]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plat&#039;&#039;&#039;|| November 4 || TK ||[https://store.play.net/Store/Purchase/dr?Filter=HOLLOW+EVE SimuCoin Store]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fallen&#039;&#039;&#039;|| November 5 || TK ||[https://store.play.net/Store/Purchase/dr?Filter=HOLLOW+EVE SimuCoin Store]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official Description and Announcement==&lt;br /&gt;
The Sleeping Dragon Corn Maze is a massive labyrinth set up in the corn fields of Arthe Dale to celebrate a bountiful harvest! It&#039;s fun for both adventurers and commoners, with spooky delights and haunted passageways. The maze becomes considerably spookier at night! With a small token entry fee, you can explore the enormous maze and gain prizes!&lt;br /&gt;
&lt;br /&gt;
Like many other recent events, there&#039;s no box office scheduling to deal with! Runs through the maze are individual, and you can go anytime you want, with whoever you want! One ticket in will give you an hour within the maze to explore and even help out the people of Arthe Dale if you like! And if you&#039;ve managed to get all the way to the end of the maze in one hour, you will get an extra prize!&lt;br /&gt;
&lt;br /&gt;
The Corn Maze is sponsored by the [[guilds]] of [[Crossing]], and thus is set up specifically with adventurers in mind. But to keep it more open to the general population, only certain parts of the corn maze are really dangerous, and it&#039;s usually quite obvious where. That being said, there is an element of real danger everywhere in the maze, due to some circumstances beyond Arthe Dale&#039;s control.&lt;br /&gt;
&lt;br /&gt;
===Activities===&lt;br /&gt;
*Protect the harvest by fighting off blight locusts in the northeast part of the corn maze &lt;br /&gt;
*Also protect the harvest by fighting off murder crows in the southwest part of the corn maze &lt;br /&gt;
*Find people (or animals!) who are lost in the maze and need to be escorted out &lt;br /&gt;
*Find specific landmarks inside the maze &lt;br /&gt;
*Treasure hunt! &lt;br /&gt;
*Keep your wits about you as the haunts inside try to frighten you! &lt;br /&gt;
*Watch out for the Scarecrow! &lt;br /&gt;
*And more!&lt;br /&gt;
&lt;br /&gt;
===Prizes===&lt;br /&gt;
Aside from items found inside the corn maze, there will be weapons, armor, clothing, and more!&lt;br /&gt;
&lt;br /&gt;
===Outfit Glamours===&lt;br /&gt;
Outfits are a new kind of magical glamour that work in a very similar way to the item hiders. However, instead of just hiding your existing items, it will also take on the appearance of items that you do want to show, without needing to actually wear them! This does NOT harm the original item in any way, and an item can be glamoured to more than one outfit at once. Up to fifteen items can be applied to a fully unlocked outfit, and there are three kinds: Normal clothing and trinkets, jewelry, and armor.&lt;br /&gt;
&lt;br /&gt;
====Details====&lt;br /&gt;
*Outfits hide &#039;&#039;&#039;everything&#039;&#039;&#039; you&#039;re wearing except what is in the outfit. You can still use the &#039;always show&#039; mechanics to make a hidden item you&#039;re wearing visible again, though.&lt;br /&gt;
**&#039;&#039;&#039;NOTE:&#039;&#039;&#039; For [[F2P]] folks, an outfit will still show the stored item appearances, but will &#039;&#039;&#039;not&#039;&#039;&#039; hide the other things you are wearing.&lt;br /&gt;
*Unlike {{ilink|i|black shadowsilk cloak}}s or {{ilink|i|moonsilver pendant}}s, these do not hide or change your [[features]] in any way.&lt;br /&gt;
*Outfits are generally worn, but you do need at least one item saved to the outfit in order to wear it. You can&#039;t wear an empty outfit!&lt;br /&gt;
*Outfits also show your item appearances in the order that you stored them. You can make sure you store them in an order that you like by using TURN to select which of your spaces you save each item appearance to.&lt;br /&gt;
*The main reason to have jewelry and armor outfits is that you can wear one shimmering outfit, one jewelry outfit, and one armor outfit all at the same time, so if you have an outfit in mind that has more than the allotted slots in it, you can create it. However, you cannot wear two of the same kind of outfit together.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
;Province: [[Zoluren]]&lt;br /&gt;
;Town: [[Arthe Dale]] (down a path at the hilltop outside entrance)&lt;br /&gt;
&lt;br /&gt;
[[File:CornMaze.png]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
All mobs flex to your skill level.&lt;br /&gt;
*(adjective) [[blight locust]]&lt;br /&gt;
*(adjective) [[murder crow]]&lt;br /&gt;
*[[Harawep&#039;s Spider]]&lt;br /&gt;
*[[The Scarecrow]]&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
You can ask the halflings or the gor&#039;tog farmer found within the maze for tasks. Some tasks teach skills. The first ten tasks completed while in the maze reward 10 kernels each. Tasks beyond that reward 2 kernels each.&lt;br /&gt;
&lt;br /&gt;
You may cancel a task using ASK HALFLING FOR TASK CANCEL, but a cooldown timer will be applied preventing you from getting a new task for a short while.&lt;br /&gt;
&lt;br /&gt;
===Exploring the Maze===&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to find and touch some of the landmarks in the maze!  It&#039;ll be fun!&amp;quot;&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to go find my fellow Halflings working in the maze and give them a good poke in the ribs for me!  There are five of them.&amp;quot;&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to go to each section of the maze and let out a good scream!  It&#039;ll make the corn maze extra spooky.  There are nine sections of the maze, but if you scream in five that&#039;ll be enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Search Tasks===&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to search out some of the grasshoppers that are running around in the maze, snag them and bring them back to us.  About ten will do.&amp;quot; (Perception)&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to forage some corn in the maze and bring it to me.  Make sure it&#039;s ripe!  Ten pieces will do.&amp;quot; (Outdoorsmanship)&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to search out some golden tokens in the maze.  About ten pieces will do!&amp;quot; (Perception)&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Maze===&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to make some scarecrows in different sections of the maze!  To do this, find a good spot and BUILD it until it&#039;s done.  Five total should do it.&amp;quot; (Mechanical Lore)&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to go pull some weeds out from between the corn.  It&#039;s pretty thick in some areas.  Clearing out ten areas will be appreciated.&amp;quot; (Athletics)&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to disarm some of the traps that have been put around the maze by some mischief-makers.  Five will do.&amp;quot; (Search/Perception Disarm/Locksmithing)&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to chase out some of the mice that are hiding in the maze.  I know they might be cute, but they&#039;re pests.  You just have to WAVE your hands at them until they run from the maze.  If you chase away about ten that&#039;ll be great!&amp;quot; (Performance)&lt;br /&gt;
&lt;br /&gt;
===Defeating Enemies===&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to kill some of the locusts in the green growth area of the maze.  Ten of them will do.&amp;quot;&lt;br /&gt;
*&amp;quot;Okay, we&#039;d like you to kill some of the murder crows in the ripened field area of the maze.  Ten of them will do.&amp;quot;&lt;br /&gt;
*While not tasks themselves, finding and killing [[The Scarecrow]] (rare spawn in locust area) or [[Harawep&#039;s Spider]] (rare spawn in crow area) can reward you with kernels.&lt;br /&gt;
&lt;br /&gt;
===Messaging for Too Many Tasks===&lt;br /&gt;
&amp;quot;You&#039;ve done an awful lot of tasks really quickly.  You can still take tasks, but they&#039;re not going to be worth as much.  If you want you can leave the maze and come back in again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Incidental Loot==&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
*{{sloot|a|bright yellow leather gloves lined with soft grey fur}}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
*{{sloot|i|bedraggled tutu with attached leggings}}&lt;br /&gt;
*{{sloot|i|carmine homespun linen cloak trimmed with chocolate brown ribbon}}&lt;br /&gt;
*{{sloot|i|enveloping web-patterned pall of lace layered with gauze}}&lt;br /&gt;
*{{sloot|i|faded red and green kerchief}}&lt;br /&gt;
*{{sloot|i|glossy crow wings with long satin feathers}}&lt;br /&gt;
*{{sloot|i|pair of faded blue cotton pants with frayed hems}}&lt;br /&gt;
*{{sloot|i|neatly made straw hat with a wide blue band}}&lt;br /&gt;
*{{sloot|i|pair of faded blue cotton pants with frayed hems}}&lt;br /&gt;
*{{sloot|i|pale golden sash embroidered with &amp;quot;The Corniest&amp;quot; along the back}}&lt;br /&gt;
*{{sloot|i|plum colored veil embroidered with a tiny shariza in one corner}}&lt;br /&gt;
&lt;br /&gt;
===Containers===&lt;br /&gt;
*{{sloot|i|battered tin lunchbox}}&lt;br /&gt;
:*{{sloot|i|thornberries}}&lt;br /&gt;
:*{{sloot|i|oatcake}}&lt;br /&gt;
:*{{sloot|i|ear of sweet corn}}&lt;br /&gt;
:*{{sloot|i|green apple}}&lt;br /&gt;
:*{{sloot|i|cornbread muffin}}&lt;br /&gt;
*{{sloot|i|colorful bag appliqued with harvest images}}&lt;br /&gt;
*{{sloot|i|fiery orange canvas backpack clasped with a cedar button}}&lt;br /&gt;
*{{sloot|i|pale yellow belt purse shaped like a kernel of corn}}&lt;br /&gt;
&lt;br /&gt;
===Food/Drink===&lt;br /&gt;
*{{sloot|i|orange globe of Jack-o-Lantern gin painted with smeary black glittered eyes}}&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
*{{sloot|i|bright copper locust earcuff enameled with gleaming black eyes}}&lt;br /&gt;
*{{sloot|i|dried cornsilk circlet braided with dried locusts}}&lt;br /&gt;
*{{sloot|i|pair of glossy obsidian cufflinks banded in silver}}&lt;br /&gt;
*{{sloot|i|pair of yellow quartz cufflinks shaped like kernels of corn}}&lt;br /&gt;
*{{sloot|i|round orange hair comb carved with a goofy grinning face}}&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
*{{sloot|i|cambrinth blight locust pendant dangling from a woven grass chain}}&lt;br /&gt;
*{{sloot|i|cambrinth murder crow pendant strung upon a dark chain}}&lt;br /&gt;
*{{sloot|i|cambrinth pumpkin pendant strung upon silken vines}}&lt;br /&gt;
*{{sloot|i|cambrinth scarecrow pendant strung upon suede}}&lt;br /&gt;
*{{sloot|i|chakrel amulet carved to resemble a bonfire}}&lt;br /&gt;
*{{sloot|i|dried gourd rattle wrapped in a mesh of beaded cords}}&lt;br /&gt;
*{{sloot|i|gold and chakrel amulet crafted to look like a flaming skull}}&lt;br /&gt;
*{{sloot|i|hammered bronze torque capped in soulstone}}&lt;br /&gt;
*{{sloot|i|soulstone-set armband shaped like a dragon protecting an egg}}&lt;br /&gt;
*{{sloot|i|thick cambrinth armband carved with a pattern of blight locusts.}}&lt;br /&gt;
*{{sloot|i|thick cambrinth armband incised with a winding maze-like pattern}}&lt;br /&gt;
*{{sloot|i|thick cambrinth armband set with a medallion depicting crossed scythes}}&lt;br /&gt;
*{{sloot|i|thick cambrinth armband shaped like braided stalks of wheat}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*{{sloot|i|booklet bound in black and white}}&lt;br /&gt;
*{{sloot|i|bright yellow carved corn kernels}}&lt;br /&gt;
*{{sloot|i|corn husk poppet with a head of straw hair decorated by bows}}&lt;br /&gt;
*{{sloot|i|corn husk poppet with crudely painted facial features}}&lt;br /&gt;
*{{sloot|i|corn maze pass}}&lt;br /&gt;
*{{sloot|i|corncob pipe with multicolored gem kernels}}&lt;br /&gt;
*{{sloot|i|ear of unripe corn}} (found if you {{com|forage}} by itself anywhere in the maze)&lt;br /&gt;
*{{sloot|i|fat orange book with clouds painted on the cover}}&lt;br /&gt;
*{{sloot|i|featureless corn husk poppet}}&lt;br /&gt;
*{{sloot|i|night black book dotted with bats}}&lt;br /&gt;
*{{sloot|i|oversized green diary painted with horses}}&lt;br /&gt;
*{{sloot|i|pale blue book with butterflies painted on the cover}}&lt;br /&gt;
*{{sloot|i|petite violet notebook engraved with knotwork}}&lt;br /&gt;
*{{sloot|i|rainbow-hued booklet trimmed in silver}}&lt;br /&gt;
*{{sloot|i|rounded yellow book displaying a chubby calf}}&lt;br /&gt;
*{{sloot|i|scowling scarecrow doll wearing a tiny straw hat}}&lt;br /&gt;
*{{sloot|i|short-stemmed pipe with a glossy red apple bowl}}&lt;br /&gt;
*{{sloot|i|simple paper fan painted with a white chicken}}&lt;br /&gt;
*{{sloot|i|small ankle knife of snowflake obsidian}}&lt;br /&gt;
*{{sloot|i|small red notebook embroidered with a golden sun}}&lt;br /&gt;
*{{sloot|i|smiling scarecrow doll with a large fuzzy mustache}}&lt;br /&gt;
*{{sloot|i|snow white diary with a ruby rose on the spine}}&lt;br /&gt;
*{{sloot|i|tattered finger puppet painted like a scarecrow}}&lt;br /&gt;
*{{sloot|i|tiny brown felt mouse clutching a carved kernel of corn}}&lt;br /&gt;
*{{sloot|i|whimsical scarecrow doll arrayed with miniature felt flowers instead of hair}}&lt;br /&gt;
&lt;br /&gt;
==End Treasure==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Weapon/Armor tiers currently based on common expectations of durability stats. &#039;&#039;&#039;Please appraise all items in game before purchasing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===bale of hay===&lt;br /&gt;
Items cost 60 kernels in Prime, 45 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|square cast iron skillet with a darkened oak handle}}||item||makes grilled cheese&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|polished steel war sword capped with an amber sphere}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|belaying pin of oak studded with brass beads}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|copper-inlaid steel maul with a carved ivory grip}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|blackened steel short sword etched with a silver lightning bolt}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|heavy iron mace with a raging rooster head}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|kapok-framed aquarium}}||housing||contains fish&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bright white silk sack}}||outfit||snowflake-themed suit&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|etched steel spatha with a wire-wrapped hilt}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|blackened steel gladius capped with a marble sphere}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|wiirwood pilum with a bright bronze tip}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|steel pugio with a hilt of braided whitethorn}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|lamellar hauberk crafted of enamelled bronze}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|tall tower shield painted a mottled green and gold}}||shield||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|twisted black scepter covered in tiny spikes}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|star-headed steel flail with a firestained chain}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|etched steel kaskara hilted with witchclaw}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|glossy walnut gavel banded with etched brass}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|heavy steel hara with a witchclaw grip}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|soft suede instrument case clasped with a diamond drumstick}}||instrument||tabla&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|lustrous purpleheart telescope case banded with silver filigree}}||telescope||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pale golden moneybelt subtly embroidered with silver thread}}||clothing||holds 20 coins&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|winged helm of sleek black leather}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|layered glass jewelry box with silver filigree fittings}}||outfit||very verby&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===wooden barrel===&lt;br /&gt;
Items cost 90 kernels in Prime, 67 in Platinum&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|carved ironwood staff}}||magical device||holds [[runestones]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|grey glass ring}}||magical device||eye-changer&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|maned helm of enameled steel}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|curved scythe with a leather-clad handle}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small book bound in crimson fabric titled &amp;quot;In Freedom&#039;s Name&amp;quot;}}||magical device||creates lockpicks&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small blue steel shark with a hinged tail}}||lighter||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small white goat pin surrounded by a cage of woven twigs}}||jewelry||eats junk&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|clouded glass armband strung with a constellation of tiny stars}}||jewelry||shows constellations&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|burnished gold viper charm}}||jewelry||atmo&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small metal monkey holding half of a Trothfang fire pepper to its mouth}}||lighter||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystal wand}}||magical device||changes colors of some items&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|zenganne cloak}}||clothing||weather cloak&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|windsteel battle axe with a leather-wrapped kapok grip}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|heavily-etched windsteel cinquedea bearing an unadorned ring on the hilt}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|pale oak rod capped with a blue glass teardrop}}||magical device||freezes target&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|frosted glass ring edged with swirls of ultramarine}}||magical device||creates a spirit shield, fully unlocked by default&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|sturdy khor&#039;vela staff inlaid with tiny veins of cambrinth}}||weapon||T6 + holds 35 mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|darkened steel back-sword with an intricate gold handguard}}||weapon||T6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===light armor arrangement===&lt;br /&gt;
Items cost 30 kernels in Prime, 22 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|heavy roughspun mask with exposed bits of straw padding}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|heavy workgloves crafted with woven straw decorations around the wrists}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|thickly layered roughspun aventail woven with flexible straw}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|heavy roughspun cap displaying errant pieces of straw poking out of the seams}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|bluish green leather gloves with decorative clawed fingertips}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|scaled blue-green leather helm}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|leather mask sculpted to resemble a dragon&#039;s maw}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|padded steelsilk hood trimmed with smoky brocade}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|padded steelsilk mask with brocade edging}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of steelsilk sleeves adorned with heavy bands of brocade}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of brocade gloves with intricate steelsilk threading}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|draconic leather helm with ivory teeth}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|scale-embossed leather mask set with dragonfire amber}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of scale-embossed leather gloves}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of supple leather gloves patterned with autumn leaves}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|streamlined leather helm of mottled oxblood and harvest gold hues}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|smooth leather mask dyed deep harvest gold}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|khaddar gloves with heavy padding along their backs}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of khaddar pants wrapped in thickly braided strips along the legs}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|draping hood of khaddar lined in armure}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|dashing khaddar mask edged in strips of fine armure}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===long wooden table===&lt;br /&gt;
Items cost 200 kernels in Prime, 150 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|darkened steel scythe affixed to a twisted cambrinth haft}}||weapon||T5 + holds 200 mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|wheaten-hued staff incised with myriad runes}}||weapon||T5 + permanent universal focus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===makeshift counter===&lt;br /&gt;
Items cost 250 kernels in Prime, 187 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shimmering outfit}}||glamour||everything&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|jewelry outfit}}||glamour||jewelry only&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|armor outfit}}||glamour||armor only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Learn more about [[glamours]].&lt;br /&gt;
&lt;br /&gt;
===wide armor display===&lt;br /&gt;
Items cost 30 kernels in Prime, 22 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|trimetal chain gloves worked in a tree pattern}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|trimetal chain balaclava studded with razaksel squirrels}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|apple red great helm crested with thealstone worms}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|thealstone-inlaid heavy plate gauntlets}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|mask of pallid links stitched to moonspun silk padding}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|moonlight-hued chain gloves with a visible silken lining}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|gleaming bronze pot ingeniously repurposed into a great helm}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of articulated gauntlets made from welded-together spoons}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of heavy plate gauntlets done in a vibrant mix of glaes and steel}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|great helm embellished with multihued glaes fire}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|asini chainmail mask edged with blackened steel crows}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|chain helm crafted from alternating links of asini and blackened steel}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|blackened steel chain gloves with asini knuckleguards}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|blackened steel chain greaves with asini kneeguards}}||armor||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|heavy bronze-hued pot lid}}||shield||T5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===slender weapon rack===&lt;br /&gt;
Items cost 30 kernels in Prime, 22 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|glaes spider set with a large libger&#039;s eye stone}}||weapon||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|blackened steel machete inset with spectrolite along the grip}}||weapon||T5&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|gold-inlaid steel scythe with a carved oak haft}}||weapon||T5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===body armor stand===&lt;br /&gt;
Items cost 90 kernels in Prime, 67 in Platinum&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|asini chainmail shirt featuring blackened steel accents}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|heavily padded steelsilk robe with an inset brocade front panel}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|serpentine double leathers tinted in pale frosty shades}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|colorful plate armor set with a sleeping dragon done in multihued glaes}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|sleek atumnal-hued leather bodysuit}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|formal-looking khaddar shirt with armure lining}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|set of hulking battle plate crafted from cookery tools}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|grazhir-pale chain robe decorated with a silver crescent moon}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|shiny plate armor enameled the bright red of an apple}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|trimetal chain hauberk with engraved razaksel shoulder plates}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|suit of articulated leather armor scuplted to appear like dragon scales}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|heavy roughspun hauberk edged in gingham}}||armor||T6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
===a tall Gor&#039;Tog===&lt;br /&gt;
Towering high above the tops of the corn, the Gor&#039;Tog really sticks out in the field.  Dressed in purple leather overalls fastened with yellow buttons, the Gor&#039;Tog wanders the cornfield with a book in his hand and a stoic look on his face.&lt;br /&gt;
&lt;br /&gt;
===a carefree Halfling===&lt;br /&gt;
Dressed in green leather overalls fastened with black buttons, the Halfling wanders the cornfield with a single playing card in his mouth and an apathetic look on his face.&lt;br /&gt;
&lt;br /&gt;
===a cheerful Halfling===&lt;br /&gt;
Dressed in brown leather overalls fastened with large silver buttons, the Halfling wanders the cornfield with a stalk of grass in his mouth and a cheerful look on his face.&lt;br /&gt;
&lt;br /&gt;
===a grumpy Halfling.===&lt;br /&gt;
Dressed in black leather overalls fastened with white buttons, the Halfling wanders the blighted area of the cornfield with a pipe in his mouth and a very sour look on his face.&lt;br /&gt;
&lt;br /&gt;
===a tiny Halfling===&lt;br /&gt;
Dressed in orange leather overalls fastened with green buttons, the Haflling wanders the field with a doll in his hand and a neutral look on his face.&lt;br /&gt;
&lt;br /&gt;
===a tired Halfling===&lt;br /&gt;
Dressed in grey corduroy overalls fastened with blue buttons, the Halfling wanders the cornfield with a half-eaten apple in her hand and an exhausted look on her face.&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
The tall Gor&#039;tog and the Halflings share the same responses.&lt;br /&gt;
*&#039;&#039;&#039;corn:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;You&#039;re standing in the corn now.  We basically have the harvest from one of our bigger fields and left most of it up for now!  Feel free to explore as much as you want, it&#039;s lots of fun!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;maze:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;It&#039;s huge!  I don&#039;t know how they did it.  But there are several sections to it.  About nine, I&#039;d say!  The green growth and the ripened field have some aggressive crows and an infestation of locusts inside, but the rest of the maze is pretty safe.  Though it gets pretty spooky at night!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;crows:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;The murder crows are huge pests.  Literally.  They&#039;re in the ripened field, stealing the corn.  It&#039;s so aggravating.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;fun:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;There&#039;s lots of fun to be had in the corn maze!  Just ask me if you want a task to do while you&#039;re in it, or start exploring!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;outfits:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;The outfits are great, and the perfect thing for Hollow Eve!  See, what they do is magically remember when you APPLY items to them, and then you can wear the outfit all at once!  The best part is, you don&#039;t need to keep the original item in order for your outfit to have it, it&#039;ll save it until you replace it with something new!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;dragon:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Yeah, the corn maze is in the shape of a sleeping dragon!  It&#039;s pretty cool.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;arthe:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Arthe Dale is our village!  It&#039;s nice and quaint and quiet.  This is the most exciting thing to happen to it in years!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;dale:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Arthe Dale is our village!  It&#039;s nice and quaint and quiet.  This is the most exciting thing to happen to it in years!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;hollow:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Yep!  We&#039;re running alongside Hollow Eve this year.  So when you get tired of shopping, or dying in their games, you can come here!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;eve:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Yep!  We&#039;re running alongside Hollow Eve this year.  So when you get tired of shopping, or dying in their games, you can come here!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;spider:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Do you mean Hollow Eve&#039;s Giant Spider, or the Spider in the corn maze?  Yeah, both of them are pretty creepy.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;scarecrow:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;The Scarecrow is said to haunt the ripened field.  It&#039;s really spooky!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;locusts:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;The locusts are terrible!  They&#039;re all in the green growth.  They already wrecked part of the field and then they moved over there.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;blight:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;The blight was caused by the plague locusts.  They basically ate most of the corn and poisoned what was left.  That entire part of the field is a total loss.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;help:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;You&#039;ll need to go back into the maze to help out more.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;escorts:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Yes, the maze is massive!  Sometimes people get lost in there.  If you spend too long in the maze, we&#039;ll escort you out of there.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;prizes:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;We have lots of nice prizes at the end!  We&#039;ll give you some silver corn kernels for doing things in the maze, and you can exchange those for the prizes.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;kernels:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;Yes, the silver corn kernels will go in a little bottle that we can give you.  Make sure you&#039;re wearing the bottle while you&#039;re in the maze so that we can easily give you the kernels!  They&#039;re way too small to just carry around.  The bottle&#039;s got a little pin so you can stick it on your clothes.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;bottle:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;I can give you a bottle if you don&#039;t already have one!&amp;quot; You get handed a {{sloot|i|tiny glass bottle}}, which you quickly pin onto your clothes.&lt;br /&gt;
*&#039;&#039;&#039;task:&#039;&#039;&#039; A tiny Halfling looks at you and replies, &amp;quot;You&#039;re already on a task.  I&#039;ll repeat it to you!  So we&#039;d like you to search out some golden tokens in the maze.  About ten pieces will do!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Quests}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Concentration&amp;diff=454442</id>
		<title>Talk:Concentration</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Concentration&amp;diff=454442"/>
		<updated>2016-10-06T17:00:33Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suggested Content==&lt;br /&gt;
* Abilities that use Concentration.&lt;br /&gt;
* Abilities affected by Concentration.&lt;br /&gt;
&lt;br /&gt;
== New Formula January 16, 2008 ==&lt;br /&gt;
&lt;br /&gt;
Believe it&#039;s&lt;br /&gt;
&lt;br /&gt;
Max Concentration = ([[Discipline]] * 3) + ([[Intelligence]] * 2) + ([[Stamina]] / 2)&lt;br /&gt;
&lt;br /&gt;
Can&#039;t ref.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Formula August 23, 2016 ==&lt;br /&gt;
http://forums.play.net/forums/DragonRealms/Abilities,%20Skills%20and%20Magic/General%20Discussions/view/4187&lt;br /&gt;
&lt;br /&gt;
Update to make Max Concentration = Old Max Concentration/2 + 300. So using the forumla from https://elanthipedia.play.net/Concentration, I think this makes the New Max Concentration formula:&lt;br /&gt;
&lt;br /&gt;
Max Concentration = 300 + ([[Discipline]] * 1.5) + ([[Intelligence]] * 0.75) + ([[Stamina]] * 0.5)&lt;br /&gt;
&lt;br /&gt;
Anyone confirm my logic and able to update the image on the concentration page?&lt;br /&gt;
--[[User:NIKPACK|NIKPACK]] ([[User talk:NIKPACK|talk]]) 12:00, 6 October 2016 (CDT)&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_quest_walkthroughs&amp;diff=441528</id>
		<title>Cleric quest walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_quest_walkthroughs&amp;diff=441528"/>
		<updated>2016-04-27T19:07:12Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
{{incomplete|(1) Steps need to be linked and made wiki-friendly. (2) Should probably break this up into separate pages. (3) Link spoilers where appropriate.}}&lt;br /&gt;
&lt;br /&gt;
This is a collection of spoilers to help young clerics struggling through various quests. The goal of these guides is to provide a resource for young clerics struggling a quest, as well as a reference to capture detail that is often forgotten by more experienced clerics. The majority of the information in the initial version of this page was lifted from the [[http://www.drsecrets.com/secrets/wiki/Cleric_Quests DRSecrets wiki]].&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Circle 2: [[Tamsine&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
To complete the Tasmine Quest simply go to the Cleric Shop in Crossing and purchase a [[Sirese flower]] (25 copper Kronars; 22 with 10 charisma). From there take it to Tamsine’s Shrine in Crossing. From the Cleric Shop go E, SE, E, S, S, Go Shrine.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# {{com|put}} {{tt|flower on rock}}&lt;br /&gt;
# {{com|offer}} {{tt|flower on rock}}&lt;br /&gt;
# There will be a long sequence, after which you will have learned the commune.&lt;br /&gt;
&lt;br /&gt;
==Circle 3: [[Eluned&#039;s_commune_(1)|Eluned&#039;s commune (water)]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Head to the bridge past Stone Clan but before Reavers. On the southern end of the bridge there is a path to the east. Follow this to the end, and then go into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Silvery Pool]&lt;br /&gt;
Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water.&lt;br /&gt;
Obvious paths: out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
{{com|meditate}}&lt;br /&gt;
&lt;br /&gt;
There will be a sequence, and you will find yourself turned into a fish and eventually in the Crystal Cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Crystal Cavern]&lt;br /&gt;
This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|dive}} {{tt|deeper water}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You take a deep breath and dive into the deeper water.&lt;br /&gt;
&lt;br /&gt;
[Crystal Cavern, Some Deeper Water]&lt;br /&gt;
The waters are cold and deep, lightless as the heart of the earth. It surrounds you and cradles you, sustaining your senses, if not your lungs.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|swim}} {{tt|down}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You swim further into the water.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|swim}} {{tt|down}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You swim further into the water.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
[Crystal Cavern]&lt;br /&gt;
This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|meditate}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You meditate further on the nature of Eluned.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
[Silvery Pool]&lt;br /&gt;
Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water.&lt;br /&gt;
Obvious paths: out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Circle 8: [[Kertigen&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
First make your way to the oeblicher. if you don&#039;t know where it is, head a little north of rock trolls till you see a stoney trail. Climb trail, up, go door, say grek (password to enter Stone Clan, &amp;quot;grek&amp;quot; means &amp;quot;friend&amp;quot; in [[Haakish]]), go door again, n,ne,n,n,nw,n,n,n,go stone, go oeblicher.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
When you get inside, the only way out is to find the altar and pray, or spend enough time down there and you will become unconscious and wake up outside of it.&lt;br /&gt;
&lt;br /&gt;
You have to either look torch if there are torches above the doorways, making sure your looking at the brightest torch, or look floor if there is a knotwork pattern in the floor. If you don&#039;t do this in every room to find your way, then you will be returned to the oeblicher when you pray at the altar. If you wish, this script will take you to the altar doing all the correct steps. Just enter the oeblicher, wait for the stun to wear off, stand, and start the script.&lt;br /&gt;
&lt;br /&gt;
Once you get to the altar, just pray once and wait...that&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
==Circle 12: [[Hodierna&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Go to [[Hodierna&#039;s Solace]] which is on the south side of the crossing ferry. From the docks, go: s, s, s, s, go path, go clear, go arch.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
Open the book, and read it. after you are done with the last page, climb the stairs, and get flame.&lt;br /&gt;
&lt;br /&gt;
==Circle 15: [[Eluned&#039;s commune (2)|Eluned&#039;s commune (swim)]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
First you have to go to the [[RanikMap8|Cape of Storms]], and find the Empath Bartling. To get there, from the outside the east gate of crossing go e, ne, n, n, e, se, ne, ne, e, go plank, ne, e, e, se, e, se, up, e, go shed, go arch, climb stair, go cat.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
You need to ask Bartling about Eluned and about Sea, and wait a bit...he&#039;ll start talking. When he&#039;s done speaking, go cat, climb stair, go arch, out, s, east, dive cliff, dive cliff. Here you have your vision, when it&#039;s over climb indents to get back to the top of the cliff.&lt;br /&gt;
&lt;br /&gt;
==Circle 20: [[Meraud&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Go to the tower in Cougars, from the west side of the brook go w,sw,w go tower, go arch, then climb the steps to the top.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
When you reach the top scratch the wolf statue there and wait for the God’s aspect to tell you about the commune.&lt;br /&gt;
&lt;br /&gt;
==Circle 25: [[Infusion]]==&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
First find Tallis in the Crossing temple High Priestess quarters and ask her about infusion. It will make things easier if you can bring a moonmage along or set a teleportation device if you have one to get you back when your done with the quest. Once Tallis gives you the quest, you will need to head down to Shard where the not-so-new hunting area is in Darkmist Moors. Once you leave the road and enter Darkmist Moors, go se, se, se, sw, e, ne, se, (an altar is ne) e, ne, nw, ne, se, e, then climb tree. You *have* to &amp;lt;peer church&amp;gt; in order to view your path to get to it as there are 3 possible ways to get to it, either ne, se or e. Once you do that, &amp;lt;Climb trunk&amp;gt; to get down. You will be going through Crag Moth Larva, Zombie Kobold Headhunters, and Skeletal Kobold Savages. Once you do the peer church part and go the path that it tells you to, go ne, and go church.&lt;br /&gt;
&lt;br /&gt;
Refer to [[RanikMap64c]] for a map of this part.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the church, go n, n, (clean altar) go arch, go door, go path, ne, ne, e, se, sw, w and you will be at the mausoleum. The doors are tricky as they are trapped. Don&#039;t pick them or try to disarm them. The easiest way we could open them and go inside is if a cleric casts Uncurse on it to open it. Once they are open, go door, then n, n. and go arch again see above.&lt;br /&gt;
&lt;br /&gt;
You will then find yourself in the room where the ebony coffin is. In that room there is a tapestry, look/search behind it and there you will find a crank and a lever. Turn the crank so that the coffin rises. Then &amp;lt;look starlight or sunlight depending on time of day&amp;gt; in the room and see what symbol it rests/shines on. For us, the starlight showed on the symbol of the wolf.&lt;br /&gt;
&lt;br /&gt;
Then we went south to the room where there are two tapestries. Go tapestry, and there is a wheel and a rope there. Pull the rope and the wheel will move and show an image. Look wheel to see the image. Match the image you see with the lists below. Then go out and go other tapestry and do the same thing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Symbol&lt;br /&gt;
!Light Symbol&lt;br /&gt;
!Dark Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Boar   ||the image of a longbow                                    ||the image of a berserking barbarian&lt;br /&gt;
|-&lt;br /&gt;
|Cat    ||the image of a grimacing woman in the throes of childbirth||image of a pair of twin crossed swords with jagged blades&lt;br /&gt;
|-&lt;br /&gt;
|Cobra  ||the image of a shattered egg                              ||the image of an erupting volcano&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin||the image of a deer drinking from a flowing stream        ||the image of a great tidal wave&lt;br /&gt;
|-&lt;br /&gt;
|Lion   ||the image of a pack of well-groomed battle hounds         ||the image of a bloodstained stiletto&lt;br /&gt;
|-&lt;br /&gt;
|Panther||the image of a cluster of twinkling stars                 ||the image of a child shivering fearfully in the throes of a nightmare&lt;br /&gt;
|-&lt;br /&gt;
|Ram    ||the image of a flourishing rose garden                    ||the image of a jagged crystalline blade&lt;br /&gt;
|-&lt;br /&gt;
|Raven  ||the image of a bowl of striped peppermint                 ||the image of a shattered caravan wheel&lt;br /&gt;
|-&lt;br /&gt;
|Wolf   ||the image of a charred black stave                        ||the image of a long flowing skirt&lt;br /&gt;
|-&lt;br /&gt;
|Wren   ||the image of a plump opera singer                         ||the image of a cracked mirror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you do that dark and light tapestry part, go back into the room where the coffin is, and pull the lever behind the tapestry there, and the coffin will come crashing down on the bier with the symbol the starlight was shining on. If you get the guesses wrong (the ones you made behind the dark and light tapestries) it will come crashing down onto the floor.&lt;br /&gt;
&lt;br /&gt;
After the coffin is on the bier its supposed to be on, you &amp;lt;go coffin&amp;gt; and it will close on its own and you will end up at the Abyss. RanikMap 64d For a script that will do the previous part go here Infusion.cmd make sure you start at the room with the coffin. Each person in the group has to go down separately.&lt;br /&gt;
&lt;br /&gt;
When you first enter the abyss you need to get 3 claws from the Lanky Grey Lachs that are in the first part of it. Then the cleric needs to bless them, and find the 3 altars (altar of flesh, altar of soul and altar of mind) and put 1 blessed claw on each altar. It appears that you need enough utility ranks to cast Bless at 40 mana to overcome the resistance of the claws. Then you need to wait a moment or two and a crystalline bridge will appear in the room where the altar of the Soul is.&lt;br /&gt;
&lt;br /&gt;
The altar of the Flesh is the safe room. The critters in this part of the quest are Feral Bone Mastiffs and Transparent Shylvic, Vaporous Bloodwraiths and Gargantuan Bone Golems. When you step onto the bridge, you will get a vision. Then you will get three choices of directions with an animal/symbol choice which relates to the direction. If you brought help, they can wait in the altar of flesh safe room until you are done.&lt;br /&gt;
&lt;br /&gt;
====Visions====&lt;br /&gt;
Here are some visions, please add new ones you encounter. Some of them I have narrowed down to 2 choices, if you figure out the correct choice please delete the wrong choice.&lt;br /&gt;
For visions that are not listed below, you can either guess, or here is a helpful link for trying to figure out answers to your visions… The wolf den … choose guilds/clerics/gods, which will list out the gods and their persona and animal symbols.&lt;br /&gt;
Once you figure out the persona and their animal symbol, you can do further research at the official DR Gods page which should help you figure everything out.&lt;br /&gt;
&lt;br /&gt;
The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants&#039; tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child&#039;s face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Direction&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A black mist materializes before you. As the dark shrouds of moisture part you see a vision of the night. A vague form begins to take shape, speedily crossing an open field. The dark clouds covering the moon part briefly and in that short span of time your mind captures the sight of a hideous black unicorn, its spiraled horn gleaming dully, its hooves covered in red blood. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A cold chill dances down your spine. You glance down to where a crude burlap sack materializes at your feet, writhing and twisting with unearthly hissing sounds emanating from within. Your hand trembles as you bend down and retrieve it. Slowly you untie the heavy cord that secures it at the top. It slips from your shaking hands and plunges to the ground, and dozens of writhing coils spill from within.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||You suddenly find yourself nestled in a crevice atop a great, snowy mountain range. A temple spires skyward nearby, enwreathed by the eternal maelstrom of the North Wind. The sound of galloping hooves approaches rapidly from behind you as the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||The images of strange creatures swimming gaily in the sea materializes before you. Half fish, half human, they are laughing and splashing each other with the salty water. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||You suddenly find yourself aboard a great merchant&#039;s ship. The water around you is stilled, and the sails droop heavily on the masts as the sailors grow ill-tempered and mutinous. A light laughter sprinkles across the water as a stiff breeze begins to stir.&amp;lt;br/&amp;gt;The ship&#039;s sails begin to billow as the vision fades. &lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;black widow&#039;&#039;&#039;||The image of a battle-worn S&#039;Kra Mur Archmagess appears before you, tearing through battle with a horde of fearsome Adan&#039;f, wielding twin blades of steel -- one in each hand. She rasps sibilant phrases that incite intricate patterns of lightning to soar through the air, arcing in morbid grace between the foes that fall so easily before her. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;boar&#039;&#039;&#039;||The image of a dead warrior forms before you. His body is lying on a marble slab and is being attended to by several holy priests. You watch with interest as they anoint it carefully with holy oil as it is prepared for burial. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;centaur&#039;&#039;&#039;||Droplets of sweat begin to trickle down your back as you feel a stabbing, searing, crushing pain in your chest. Trying to inhale, you find you are unable to draw a breath. Glancing down you see your life&#039;s blood seeping from your body and on to the ground beneath your feet. You look around as your knees begin to buckle, observing a vast battlefield strewn with bodies upon which you are yet another martyr for war&#039;s glory. A wave of blackness sweeps over you like the pall of death, though soon your vision readjusts to your real surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||The image of a proud S&#039;Kra Mur materializes before you. He has a flexible ridged crest which follows the shape of his skull, slitted clear colored eyes, and speckled scales with a pale silver underbelly and a slender tail.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||Visions of trams from all over the realm fills your mind. Each tram is loaded with rocks laced with gold and silver. Some of the trams from deep within the bowels of the earth are laden with diamond, emerald, and ruby encrusted rock. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||Darkness slowly gathers around you like the suffocating pall of night. You blink your eyes, straining to see even the faintest glimmer of light. Slowly, and very subtly, the blackness turns to grey and before you on the horizon the sun begins to rise. A new day is born. Slowly the strange light wanes and your senses return to your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants&#039; tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child&#039;s face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||A loud grumbling tugs at your imagination as you see strange whorls in the abyss&#039; inky darkness begin to form images. You see a man angrily throwing garments into a case on a bed. A woman with tear streaked cheeks stands near him, wringing her hands and pleading to him with her eyes. The man closes the case loudly and glances derisively at the woman. He pulls a wedding ring from his finger and as he turns to stomp out of the room, he throws it on the floor.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||The vision of a rain drenched bride slowly materializes before you, her face and dress soiled with running makeup. Sodden wedding guests run for cover as the biting rain pelts down indiscriminately, leaving the poor lass to weep alone at the altar.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dolphin&#039;&#039;&#039;||You see the image of hot searing flames streaking speedily across the sky and huge explosions of red fire engulf the moon above you. Suddenly heavenly rain cascades down from overhead, quenching the horrific fire. As the flames recede, you see the moon charred forever black.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||A grim vision appears before you. You find yourself in the middle of a bloody battlefield strewn with the dead bodies of Elven and Human warriors. It begins to rain and curiously you look up at a strangely cloudless sky. The droplets increase in intensity, soaking your hair and dripping into your eyes where you feel a stinging sensation. Befuddled, you cup your hands together which quickly fill with the strange liquid. You cautiously bring your hands to your mouth and when you taste the rain, you realize it is salty. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||The image of a huge temple with a vaulted ceiling appears before you. Standing in front of the altar is a beautiful bride dressed in a white satin gown holding a cascading bouquet of white roses. Standing proudly by her side is the dark haired groom. They both turn and face the High Priest standing before them. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;goshawk&#039;&#039;&#039;||An interesting scene unfolds before you as tendrils of ether dance over the dark abyss. You see a shifty looking character slip some coin into the hand of a provincial guard. The guard quickly pockets the coin and looks the other way. You watch in disbelief as the shady figure slips into a store, and quickly runs out, a shopkeeper in hot pursuit. The guard continues to look the other way. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;heron&#039;&#039;&#039;||A huge gilded mirror slowly materializes from the ether before you and you feel compelled to admire your image in its depths. As you approach it, it suddenly shatters into fragments of light that swirl down into the abyss below.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;jackal&#039;&#039;&#039;||A vision shimmers before you. You see an old priest lying in his bed, his body ravaged by disease. His wrinkled face grimaces in pain as he draws each labored breath. Slowly he opens his eyes, and stares at something that only he can see. A tiny smile graces his lips and his face softens as he softly exhales for last time.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||A vision of a female warrior dressed in battle garb slowly materializes. She walks slowly, her left leg dragging on the soft earth. Her armor is scuffed and marred and a large sack weighs heavily against her hip. She slowly turns your way and you feel a scream well up in your throat, for there is only an empty socket where her left eye used to be. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||Spiraled tendrils of ether begin to coalesce before you, forming the insubstantial shape of a conch shell. You reach out and pluck it from the air, and the lines that form it become pronounced and tangible. You hold it to your ear and are lulled by the sibilant sounds echoing eternally within. Your eyes flutter drowsily and you soon find yourself with your hand to your ear, with no sign of the mysterious shell.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;lion&#039;&#039;&#039;||The image of a robed judge materializes before you. You watch as he slams a wooden gavel on the table. A shackled prisoner standing before him hangs his head as he is led back to the cells by the attending guards. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||The image of a man expertly riding a horse forms before you. The horse gallops up a tree lined driveway to a country house and as the rider alights, the door is flung open. Several children emerge from the cozy home and squealing happily they run towards the man to greet him. He drops to one knee and enfolds them in a loving embrace. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||Your vision begins to cloud as a cold emptiness begins to permeate your senses. You find yourself disembodied, floating errantly in a dark void. In the distance a strange bridge protrudes curiously into the emptiness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||A strange scene unfolds before you. You see a man running speedily through the streets of a town. Sweat dribbles down his face and his breathing is labored, and yet he does not pause for rest. He keeps glancing over his shoulder, his eyes glazed and filled with fear. Suddenly you see what is pursuing him. Several vicious hounds, their tongues lolling from their jaws are rapidly descending upon the runner. He trips and sprawls to the ground, and the hounds are upon him. As the vision fades, a steel-clad warrior steps into the alley and retrieves a woman&#039;s handbag that the man had dropped in his haste.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||The image of a beautiful silver bastard sword wavers before you. Its formidable hand-polished steel blade is crowned by an ivory handle adorned with a intricately carved dragon&#039;s head. It shimmers indiscriminately, as if beckoning to mold itself to your hand.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;nightingale&#039;&#039;&#039;||A strange scene emerges before you. You see a vision of a huge dragon with glittering scales and long leathery wings. It appears to be weakened as evidenced by its sluggish movements. From outside your realm of vision you sense movement and from that direction a handful of sand is tossed at the battle weary beast. You watch in awe as the mighty beast snorts one last fiery breath and then curls unto itself, fast asleep. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;owl&#039;&#039;&#039;||Your hand numbs momentarily. You glance down at it and find that you are holding a magnificent black staff that is marbled with silver streaks. You hand begins to tingle and as you watch, the staff shimmers and disappears.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||Suddenly you are enveloped in fog and as it slowly begins to clear a strange scene unravels. You see the image of a group of intangible beings wavering before you. They seem filled with despair, their shoulders are slumped and their heads are bowed wearily. Suddenly from among them comes a single loud rallying cry, a solitary voice from the group spurring the others forcefully forward. You observe with fascination as you watch these strange beings begin to gather their strength and plunge into an unseen battle. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||The image of a holy priest kneeling before the prone body of a fallen warrior materializes before you. You watch as the priest murmurs a quiet prayer over the dead body. The fallen man gasps in a deep breath, his eyes flying open as the vision begins to disperse.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;panther&#039;&#039;&#039;||The image of a frightened boy retreating from a wounded cougar appears before you. The bloodied cougar is snarling angrily at the child. The boy turns and breaks into a run, dropping a broken longbow to the ground. The cougar gives chase, and begins to close the distance between them. You watch in horror as the animal reaches the terrified child and leaps...only to claw at empty air. The boy has disappeared! You stand there befuddled, and a new scene materializes before you. You see the anxious child in bed looking up at a shadowy figure looming over him. You watch, confused, as the figure bends over and lightly kisses the child on the forehead. The child smiles peacefully and drifts into more pleasant dreams. The vision fades&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||Suddenly your equilibrium seems out of kilter, and you stumble slightly, feeling nauseous. A searing pain stabs you right behind your eyes before it settles down into dull rhythmic pounding between your ears. You hiccup and the bitter taste of flat ale floods your mouth. Still wobbling, you press your palms against your temples and close your eyes, wondering if you are going to pass out. Suddenly you feel the soft brush of a kiss upon your forehead and as you slowly open your eyes, you realize the pain is gone.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||The image of a woman practicing vocal ranges appears before you. You cringe as you hear her strain to reach higher octaves as her voice sends unpleasant shivers down your spine. Suddenly the woman twitches oddly, and then coughs. As she opens her mouth to continue, a terror-stricken expression fills her face. No sound comes from her open mouth. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||A vision of a young adventurer materializes before you, as he purchases his first shield from a roadside merchant with a handful of copper. The young lad tromps out of the city gates, arms high and head higher, as he marches thick into the goblins&#039; home. Soon, one of the grimy beasts engages him, striking out with a rusted short sword. As the sword clashes roughly against the lad&#039;s new shield, it shatters under the very first blow, breaking through to land a fair gash in his left arm. With a surprised cry, the would-be adventurer throws down his worthless arms and flees back to the safety of town. As the vision fades, a vile laughter echoes around as an unnatural gleam sparks in the goblin&#039;s eyes.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||The vision of a seamstress intricately embroidering tiny flowers on a gown materializes before you. As you watch her nimble fingers create purple lilacs on the smooth fabric, you hear her suddenly grumble as the thread snaps. She pauses to rethread her needle, and the scissors in her lap slide to the floor. Reaching down to pick up the scissors, she knocks off a small box of pins which scatter to the floor. She stands, exasperated, and sets the gown on the chair as she begins to pick up the pins. She doesn&#039;t notice the gown slip to the floor, and she inadvertently steps on it, dirt from her shoes marring the fine fabric. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ram&#039;&#039;&#039;||The image of a tavern filled with raucous Halflings materializes before you. A rotund bartender lines up steins of ale and goblets of wine on the bar before him. The sound of music can be heard intermittently between the boisterous laughter and loud guffaws. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||A table with an ornate golden-filigreed chest glistens into view. You open its ancient dust-laden lid to find a cache of various sized rubies, diamonds, and emeralds. As you reach to take one, the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||You hear a loud, resonant, metallic sound. It repeats itself, falling into what seems to be a natural rhythm. **Clang!** **Clang!** Suddenly it stops and you hear a loud hissing noise, akin to the sound of hot molten lava pouring into a cold mountain lake. You find yourself enveloped in a cloud of hot, moist steam which quickly dissipates.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||A wave of nausea washes over you and your vision goes blank. A brief moment passes where you feel nothing, as if drifting in vast, empty space. You return to your senses shortly, but feeling a bit vacant somehow.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||Shadows suddenly swirl up from the abyss, enwreathing you in their inky depths. Gradually pinpoints of light break through as a vast night sky sprawls out above. You fix your gaze heavenward just in time to see a fiery comet streak across the sky, filling you with a sense of sadness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||A vision of a crowded beach materializes before you. Children play happily in the water while their parents sit on the white sand chatting and enjoying the sun. Ominously the sky begins to darken, going from a clear blue to a cloudy grey and as you peer out over the water you see a huge tidal wave speedily churning towards the unsuspecting swimmers. You watch in mute horror as the tsunami reaches the shoreline and obliterates everything there. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||You see the image of a schooner pitching and yawing in an angry turbulent sea. Huge crested waves smash heavily against the struggling ship, drowning the deck in frigid seawater.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrew&#039;&#039;&#039;||The wavering image of a beautiful blond mage appears before you. As you watch, she begins to twirl, and her fabulous multi-colored skirt swirls seductively around her long slender legs. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a cozy bedroom materializes before you. An Elven couple are deeply asleep in their posted bed. The wife begins to thrash beneath the covers, her soft sobs breaking the silence of the night. As her cries become louder, her husband begins to stir and slowly awakens. As he begins to turn towards her, she suddenly bolts upright, screaming loudly, her hands beating away something unseen. She turns, trembling into her husband&#039;s arms, and the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a huge egg appears before you. As you watch, you notice it begin to roll and shake. A crack begins to form, and you see a tiny claw break through the tough shell, picking at it until a small hole is made. Suddenly the head of a baby lizard emerges from the opening. It opens its mouth and a small flame issues forth. It is then you realize that it is not a lizard after all. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a campfire materializes before you. Encircling the glowing embers in a small group of people resting quietly as they draw warmth and comfort from the smoldering flames.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a cozy kitchen materializes before you. A black wood burning stove emits the smell of a succulent dinner cooking. You see a small child playing with a spinning top on a polished wooden floor while his mother sits at the table mending clothes. An older child is curled up on a rug by an open hearth reading a book. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;unicorn&#039;&#039;&#039;||A vision of a Healerie appears before you. Several Empaths sit and efficiently attend to the battle-weary wounded who are brought to them. The pungent scent of herbs and potions fills your nostrils as a young Paladin lass passes in the arms of one of the martyrs, despite his best effort to apply various reagents to her wounds. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||The image of a rain swollen river appears. Dark muddy water filled with soggy debris churns angrily against a weakened dam. In horror you watch as the level of the water steadily raises until the structure can bear its weight no longer. With a huge explosion of sound the damn bursts and tons of water is unleashed, devastating the town below. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||You hear a deep rumbling deep in the earth below you and you feel a slight vibration. The movement becomes stronger as the ground starts to tremble beneath you. You fight to remain upright.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||A macabre scene unfolds before you. You see a hunter patiently stalking his prey, a loaded crossbow in his hands. As he slowly creeps forward you notice an exposed root in his path. You try to shout a warning, but no sound escapes your open mouth. You watch in horror as in slow motion, the hunter&#039;s foot catches the root and he tumbles to the ground. The crossbow fires and impales him in the gut. He screams in agony and writhes in excruciating pain as his now empty hands attempt to staunch the flow of his life&#039;s blood. As the vision fades and you watch the hunter die a slow and agonizing death, you hear a satisfied gutteral rasping in the nearby forest.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||The grim scene of a battlefield unfolds before you. Hundreds of mutilated bodies, some still alive, cover a bloody field. You see an undulating shadow hovering macabrely as it glides from one body to the next. It pauses over the fallen that are writhing in their final death throes and waits for them to breathe their last. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||The image of a Halfling lass hanging clean white bedding on a clothesline emerges before you. The small sheets waft gently in the breeze as they dry in the hot summer heat. Inexplicably a dark black cloud appears in the clear sky. A torrent of rain deluges the crisp sheets and the ground beneath them. As suddenly as the storm appears, it vanishes, and the sun begins to dry the now soiled linen. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||The vision of a temple shrine materializes before you. You see four marble columns supporting a latticework roof covered in flowering vines. A simple marble altar stands at the far end of the shrine before a brilliant tapestry in black and gold. You watch as two young children enter the area giggling and whispering to each other. Kneeling down they both very carefully reach into their pockets and remove a few pieces of sticky candy. They bow their heads whispering a quiet prayer, and gently place the sweets on the altar. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||You see the image of an old basket weaver working diligently at his craft. Hundreds of his creations are stacked on several tables surrounding him, each item a testament to his extensive talent. The old man speedily works, his gnarled hands intricately intertwining the damp slats before they dry. He pauses briefly, with a puzzled expression. He ponders a moment and then looks carefully at the partially completed basket in his hands. You hear a small gasp escape his lips as he notices a flaw in the row he has just weaved. He mutters a quiet prayer of thanks under his breath as he unravels the slats to the point of error. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolf&#039;&#039;&#039;||The image of three Heralds forms before you. You instantly turn your head, as you know instinctively that to gaze upon them will only cause you pain. Their mere presence seems to tug at the essence coursing through you. A gnawing thought seeps into your subconscious, a remembrance of something past. The images fade.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolf&#039;&#039;&#039;||Your vision blurs, and you see the image of yourself old and withered. You are seated at a huge round table and are surrounded by friends and family who are toasting to your long life. As you raise your glass to drink of its contents the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolverine&#039;&#039;&#039;||A beautiful vista materializes. You find yourself standing atop a mountain, with miles of open land splayed out before you. In one direction you can see lush apple trees dotting a flowered meadow. A bubbling trout filled brook meanders crookedly through fertile landscape, while a doe with a young fawn pause to drink from the cool stream. A dark forest greets you as you gaze in a different direction, while in another view snowcapped mountains emerge. Slowly the beautiful panorama, unblemished by mortal man, fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wren&#039;&#039;&#039;||A cozy room materializes before you. A black kettle of bubbling soup hangs from an iron hook over a crackling fire. Cooling on the table in the center of the room are several loaves of bread. Out of the corner of your eye a movement catches your eye. You gasp in amazement as you watch a slender figure with vibrant sapphire blue wings fly through the open window, grab the bread, and fly out! The vision fades.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 5 choices you have to make correctly before you can reach the dais where the grimoire is that you have to read before you learn Infusion. If you make the wrong choice, you will fall into Maelshyve&#039;s Ascent and be stunned for a moment. The bloodwraiths are in here so BE CAREFUL! I stepped into one room and one of them nailed me in one cast of fireball I think it was and I died. You have to run through the rooms but be careful while running because you can trip and fall, sometimes landing a few feet below on another level. Once you get to the top of it and go up, just &amp;lt;go throne&amp;gt; and you will end up in the safe room (altar of flesh). Then go ne all the way, and s all the way back to the altar of the soul. It takes and &amp;lt;go bridge&amp;gt; again and start all over.&lt;br /&gt;
&lt;br /&gt;
If you take too long, the bridge will flicker and waver, then disappear and you will end up in Maelshyve&#039;s Ascent again. Then you will have to repeat the blessing of lach claws and putting them on the 3 altars part. Once you are successful and reach the dais, you need to open the grimoire, and then type &amp;lt;read grimoire&amp;gt; and stay there until you have read it. This part will take awhile, there are some damn awful rts in there. Once you are finished, if you have SOL, cast it harness some mana and infuse it into the SOL. It will create a platform. Go platform and you&#039;ll be taken back across the gap and be deposited at the altar of the soul. If you don&#039;t have SOL you have to &amp;lt;jump abyss&amp;gt; to get outta there and run all the way up to the top of Maelshyve&#039;s Ascent again and &amp;lt;go throne&amp;gt; again. then se until can go s, go arch, e, (uncurse door) go door&amp;gt; is Heirophant&#039;s Chamber.&lt;br /&gt;
&lt;br /&gt;
The only way to get out (if you can&#039;t get a gate or teleport somehow) is to find the armoire that is in the Heirophant&#039;s Chamber. You have to pick it to unlock it, open it, search it, then &amp;lt;go armoire&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Infusion_Quest]]&lt;br /&gt;
&lt;br /&gt;
==Circle 30: [[Resurrection]]==&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE&lt;br /&gt;
&lt;br /&gt;
# Climb to the top of the Temple to the High Priestess’s Chambers and ask Tallis about resurrection&lt;br /&gt;
# After listening to her talk go down to the Eyes of the Thirteen and go to Urrem’tier’s altar&lt;br /&gt;
# Pull the candle stick in the room, this will transport you to a special room, it’ll be dark so cast DR or bring a light source&lt;br /&gt;
# Get Goblet then type fill my goblet with chalice. You might want to get more than one of these just in case you die the first time.&lt;br /&gt;
# Head to Riverhaven where you will need to get flint an edged weapon and an Altar candle. The Altar Candle must be purchased in Riverhaven, the others you can get anywhere. Again, you might want to get more than one candle just in case.&lt;br /&gt;
# Head to the altar in the Zauflung out the east gate, I’d suggest using a map for this part although be warned the first part of the Zaulfung is not mapped you’ll just have to wander until you find a tree that you can climb, climb up the tree and go down and you’ll be in the mapped area&lt;br /&gt;
# Touch the altar and pray and you’ll be grabbed by a large claw and dragged down, make sure you stand after the claw grabs you&lt;br /&gt;
# The claw will drag you all the way down and spit you out, use your map again to maneuver your way through the Basilisk and Cinder Beast area to the Stalagtite that you will climb&lt;br /&gt;
# Make your way over to the rope bridge and go rope. There are reports of this bridge taking around 100 climbing to cross although better safe than sorry, I made it across with no problems with 50 climbing, a capped CJ and a capped Spider Climb.&lt;br /&gt;
# Shuffle East till you finally reach the other side&lt;br /&gt;
# Head eastish till you find a Obliesk, touch it three times to find the order of the statues to the north&lt;br /&gt;
# Head north and look at each statue to find the correct order, if the Obliesk was fire cold shadow then you would touch the statue with the red orb first, then the one with the blue orb, then the one with the black orb. Be wary of room descriptions, when I went through the Statue with the blue orb had in the room description talk of shadows and the room with the statue holding the black orb the room description had talk of being cold.&lt;br /&gt;
# After touching the orbs head to the room to the north, you’ll have to go up each corridor to the nw and ne and pull the arm and tail respectively. I went up the nw path first to pull the arm. You’ll want to head south as soon as possible because this will hurt you.&lt;br /&gt;
# After pulling the arm head the other direction and pull the tail, same as the arm, head south as soon as possible. If you are daring you can try pulling the tail first, I’m not sure what this will do.&lt;br /&gt;
# Head back to where the paths split nw and ne there will now be a new path to the north&lt;br /&gt;
# Head north then Climb the bank and swim north to the other bank and climb bank again&lt;br /&gt;
# Head north and step into the circle in about 30 seconds you’ll be transported. when you step off the circle you’ve been transported. If you see a Hierophant, run, they can cast magic and will kill you if you stay on the circle.&lt;br /&gt;
# Move n, ne, ne, nw, nw and step on another circle and wait again&lt;br /&gt;
# After stepping off this second circle move s, s climb stair&lt;br /&gt;
# Light your altar candle with your flint. After you light the candle, make sure you carry the lit candle in your hand. If you go into the altar without it, you will die.&lt;br /&gt;
# Get your Goblet and fill goblet with water&lt;br /&gt;
# Go altar. NOTE you need the goblet in one hand and the candle in the other!&lt;br /&gt;
# Drink goblet, you’ll drink it all up then slowly your spirit will drain away till it gets down to nothing and you’ll enter the void&lt;br /&gt;
# You’ll hear voices talk for awhile, they’ll ask you if you want to go home. DON’T GO HOME. Search periodically after that, I’m not sure of the exact messaging when you need to search but if you keep searching eventually you’ll see a bridge.&lt;br /&gt;
# Go bridge, you won’t be able to right away but it’ll trigger the next train of events which will be a bunch of visions, then it will ask you to pray(Use your faith to light the darkness in this world)&lt;br /&gt;
# Pray until you start getting repeat messages, and then wait eventually it will ask you to go bridge again, when it does do so&lt;br /&gt;
# You’ve now completed the quest and have Resurrection in your spellbook&lt;br /&gt;
# The easiest way to get out is go back the way you came, you&#039;ll reach a dead end where the door opened after pulling the arm and tail, touch etching and it will teleport you through the wall.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Resurrection_Quest]]&lt;br /&gt;
&lt;br /&gt;
==Circle 35: [[Glythtide&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
You’ll travel to Leth Deriel, from the Northeast Gate (not the typical NW gate that you use to go to Crossing), go e, n, nw then Look Bough, Go path then follow that trail to the gazebo.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# {{com|drink}} {{tt|wine}}&lt;br /&gt;
# The halfling there will talk to you for awhile then kick you out to the gazebo again.&lt;br /&gt;
# Go path and {{com|get}} {{tt|petal}}&lt;br /&gt;
# Go north and {{com|get}} {{tt|rue}}&lt;br /&gt;
# Go south, go gazebo, then search, go trap.&lt;br /&gt;
# The halfling will talk to you for awhile again then kick you out and your done.&lt;br /&gt;
&lt;br /&gt;
You’re now able to create Roses!&lt;br /&gt;
&lt;br /&gt;
==Circle 40: [[Fire of Ushnish]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To obtain this spell you need the following:&lt;br /&gt;
* Three empty spell slots&lt;br /&gt;
* A hefty requirement of &#039;&#039;at least&#039;&#039; 250 &amp;quot;blended&amp;quot; or &amp;quot;average&amp;quot; of your Holy Magic and Targeted Magic.&lt;br /&gt;
* The [[Fists of Faenella]] or [[Horn of the Black Unicorn]] spell.&lt;br /&gt;
* Several [[Item:Mobar blood|Mobar blood]] I&#039;d bring at least a few of these. You can cut down on the number needed by making sure you&#039;re using the crevasse with the correct coloring (see below) but there&#039;s still a bit of a random component.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE.&lt;br /&gt;
# Start out by asking a guildleader about the Fire of Ushnish spell&lt;br /&gt;
# So head up to the Gate of Souls, just south of the ferry to Riverhaven. http://www.elanthipedia.com/wiki/RanikMap14&lt;br /&gt;
# Goto the area marked &#039;to Gate of Souls&#039; and PUSH the BOULDER. Don&#039;t move until you&#039;ve completely moved the boulder and can see the tunnel. #:There&#039;s a strength check for the boulder so if you can&#039;t completely move it out of the way, cast Benediction.&lt;br /&gt;
#:KNEEL and GO TUNNEL will take you to [[RanikMap14a]]&lt;br /&gt;
# Make your way to the room labeled the Oracle Chamber where you will find a mysterious, glowing cone.&lt;br /&gt;
# study cone to learn a prayer&lt;br /&gt;
# Now we have to find a place for our offering. So head further into the southern Temple, and CLIMB CLIFF into the Fangs of Ushnish.&lt;br /&gt;
# Search around the Fangs of Ushnish for a volcanic crevasse. The crevase moves around from time to time, so search every room in there until you find it.&lt;br /&gt;
# The color of the lava you&#039;re looking for depends on your last favor. Black (dark aspect), silver-grey (neutral aspect), or blue-white (positive aspect). If it&#039;s the wrong color wait for it to change rooms.&lt;br /&gt;
# Once you find the correct color, get your mobar blood and POUR BLOOD IN CREVASSE.&lt;br /&gt;
# A magma viper should appear. If it doesn&#039;t appear after a few seconds try agin. Once it does STUDY CREVASSE. If you&#039;re getting a message that it&#039;s too convoluted you don&#039;t have enough PM. Try again when you have more. If you&#039;re getting a message saying it&#039;s too dark/light for your eyes it&#039;s the wrong color. Wait for it to move and try again.&lt;br /&gt;
# Head back to the Oracle&#039;s Chamber, KNEEL, and PRAY USHNISH&lt;br /&gt;
# Congratulations, you now know the Fire of Ushnish spell!&lt;br /&gt;
&lt;br /&gt;
==Circle 50: [[Murrula&#039;s Flames]]==&lt;br /&gt;
Given by: Father Karjon in the church of Tiger Clan&lt;br /&gt;
&lt;br /&gt;
This walkthrough was put together by Renkxil and reformatted by Dasffion&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To obtain this spell you need the following:&lt;br /&gt;
* 30 Charisma&lt;br /&gt;
* [[Item:Holy oil|Holy oil]]&lt;br /&gt;
* a feather from the Crossing cleric shop&lt;br /&gt;
* Recommended: Enough Holy/Targeted Magic to cast [[Harm Evil]] at least at 47 mana (more is better, this is to even have a chance hitting the bony fylgja)&lt;br /&gt;
* Recommended: At least 35 Discipline (more is better, this is to help with hitting the bony fylgja)&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# We begin. Talk to Father Karjon in the church of Tiger Clan. He&#039;s hard to miss. Ask Karjon about Murrula&#039;s Flames and he&#039;ll give you a key&lt;br /&gt;
# Now, head down to the dark spirits (use divine radiance as a light source), and you&#039;ll find a room that has a pile of rotting timbers in it. Look for the pile that looks &amp;quot;oddly different&amp;quot;. Push on the timbers until the trap door appears. Unlock it with the key and go trap door&lt;br /&gt;
# Read the tome, there is heavy RT here, but the area is safe.&lt;br /&gt;
# Head to the Forest of Night in Leth Deriel. There, head to the death spirit area. The entrance is only available at night. Upon entering this area, say &amp;quot;Findylis.&amp;quot; in every room. The room that worked for me was the one immediately southeast of where I entered.&lt;br /&gt;
# Findylis will take you to her tree and talk to you for awhile then ask you to kill and raise a dryad.&lt;br /&gt;
# Get your holy oil, and your feather, Then, head back to the blood dryad and nyad spot. Kill one, soul bond it, dip feather in oil, mark dryad with feather and then raise it. MAKE SURE YOU BOND IT. If you don&#039;t it&#039;ll raise a corrupted dryad that will tear you to shreds.&lt;br /&gt;
# Head back to the same spot and say Findylis again. Here, she will give you a speech, and then ask you to climb her tree and &amp;quot;Master the Echos&amp;quot;&lt;br /&gt;
# Once you climb the tree, type &#039;listen&#039;, and various random musics will start to echo. Each time a type of music plays, it will be a favored type of an aspect of Faenella. Idon (heron), is all drums and percussions. Faenella (wren) is all harps and stringed instruments. Murrula (phoenix) is all flutes and woodwinds. Touch the figures who correspond to the music.&lt;br /&gt;
# Go down and talk to Findylis again. She will tell you to have the immortals cast their benevolent gaze down upon you, etc. This means, go to the Eyes of the Thirteen in the Crossing Temple and light each one. Buy silver altar candles from the cart-monk on the temple grounds outside, and put the candle in each of the candlesticks. Once they&#039;re all lit, hurry down to the main altar and put your egg on it. If all the candles are still lit, the egg will &amp;quot;hatch&amp;quot; a statue of a phoenix.&lt;br /&gt;
# Clean the phoenix with some holy water. It&#039;ll read something like starry road whatever. This means, its off to Zaulfung again! Apparently if you don&#039;t do this at the Temple it won&#039;t message but you can still complete the quest as long as the Phoenix is clean. Go to the greater Zaulfung swamp and go to the area on Ranik&#039;s map marked &amp;quot;Beak&amp;quot; and climb it. NOTE: If your climbing isn&#039;t great get some climbing CJs Go all the way down, go all the way north, and climb the crevice. Go up, and climb the spire. when you get to the top put phoenix in spire&lt;br /&gt;
# Now, you&#039;re back in the void. Kill all of the bony fylgjas and get the piece of glass that they drop, one at a time. Affix the glass to the triptych of where that aspect of the god is missing (the triptychs are east a bit, don&#039;t bother mapping it as it changes every time you go in.) For example, if a shark drops, put it on the triptych with the albatross and dolphin, and so on. I had 150 TM at this point, and it took casts of HE at 40-50 to even dent them. Suffice to say, it took a long time to kill them all. I&#039;ve been told you don&#039;t have to kill them all, just enough to get all the triptychs, however it can be difficult to sort through them while you&#039;re being attacked so I still recommend just killing them all, then gathering up the triptychs. NOTE: There are random stuns in this area BE CAREFUL Once you kill them all, another portal will open in some random room. Go around until you find it. Go into the nebulous rift.&lt;br /&gt;
# A long sequence will happen. Go to the lake, put the statue in the monolith, and study it. It will take a while, but keep going. Once you do that, another long sequence, you&#039;ll die, and be reborn. Congratulations, the spell is yours.&lt;br /&gt;
&lt;br /&gt;
==Circle 60: [[Truffenyi&#039;s commune]]==&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
You have to complete this quest to circle past 60. If you&#039;re already 150 go to a guild leader and ask about quest.&lt;br /&gt;
&lt;br /&gt;
The quest starts off with your guild leader giving you a Miniature altar and giving you the clue of having to gain the attention of a Deity from each Alignment. Your altar itself is the clue for which Deities you need to gain the attention of. It&#039;s always in the forum of Neutral, straight out animal, the Neutral animal will be interacting with a symbol of the Light Aspect. On the back will depict the Dark Aspect. Below are the some of the known Clues and Gods they align to.&lt;br /&gt;
&lt;br /&gt;
====Altar Description====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Neutral&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Kertigen||Raven&lt;br /&gt;
|-&lt;br /&gt;
|Hodierna||Unicorn&lt;br /&gt;
|-&lt;br /&gt;
|Meraud||Wolf&lt;br /&gt;
|-&lt;br /&gt;
|Damaris||Panther&lt;br /&gt;
|-&lt;br /&gt;
|Everild||Boar&lt;br /&gt;
|-&lt;br /&gt;
|Truffenyi||Ox&lt;br /&gt;
|-&lt;br /&gt;
|Hav&#039;roth||Cobra&lt;br /&gt;
|-&lt;br /&gt;
|Eluned||Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Glythtide||Ram&lt;br /&gt;
|-&lt;br /&gt;
|Tamsine||Cat&lt;br /&gt;
|-&lt;br /&gt;
|Faenella||Wren&lt;br /&gt;
|-&lt;br /&gt;
|Chadatru||Lion&lt;br /&gt;
|-&lt;br /&gt;
|Urrem&#039;tier||Scorpion&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Light&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Divyaush||wrapped gift&lt;br /&gt;
|-&lt;br /&gt;
|Berengaria||sheath of grain&lt;br /&gt;
|-&lt;br /&gt;
|Firulf||black staff&lt;br /&gt;
|-&lt;br /&gt;
|Phelim||batch of feathers&lt;br /&gt;
|-&lt;br /&gt;
|Kuniyo||carrying a bundle of pelts&lt;br /&gt;
|-&lt;br /&gt;
|Alamhif||toy bridge(?)&lt;br /&gt;
|-&lt;br /&gt;
|Peri&#039;el||&lt;br /&gt;
|-&lt;br /&gt;
|Lemicus||lodestone&lt;br /&gt;
|-&lt;br /&gt;
|Saemaus||wedding ring&lt;br /&gt;
|-&lt;br /&gt;
|Albreda||olive laurel&lt;br /&gt;
|-&lt;br /&gt;
|Murrula||silver flute&lt;br /&gt;
|-&lt;br /&gt;
|Rutilor||intricate sword&lt;br /&gt;
|-&lt;br /&gt;
|Eylhaar||scythe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Dark&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Zachriedek||&lt;br /&gt;
|-&lt;br /&gt;
|Asketi||a long row of dismembered bodies leading toward a broken altar.&lt;br /&gt;
|-&lt;br /&gt;
|Kerenhappuch||a disheveled man weeping behind two women who are locked in combat.&lt;br /&gt;
|-&lt;br /&gt;
|Dergati||&lt;br /&gt;
|-&lt;br /&gt;
|Trothfang||a riotous party. Wine sloshes out of full cups held by people around the table, while other figures are slumped over in their chairs, dark pools around their feet.&lt;br /&gt;
|-&lt;br /&gt;
|Huldah||a tithe box sitting outside of a small chapel, the tail of a snake disappearing into the slot. 	&lt;br /&gt;
|-&lt;br /&gt;
|Ushnish||a scene of wilted crops interspersed with livestock lying supine a rough texture to the carving is noticeable above each animal.&lt;br /&gt;
|-&lt;br /&gt;
|Drogor||a simply dressed mage sleeping underneath an elm tree during a downpour. A spellbook sits open on a nearby picnic table.&lt;br /&gt;
|-&lt;br /&gt;
|Be&#039;ort||a haggard looking Gnome lying on his side and clutching his knees in his arms. A crooked smile stretches across his face as he stares at a roach crawling in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|Harawep||the outskirts of a small village the trees skirting the border are fully engulfed in flames.&lt;br /&gt;
|-&lt;br /&gt;
|Idon||young woman walking away from an orphanage.&lt;br /&gt;
|-&lt;br /&gt;
|Botolf||a man walking down the aisle of a courtroom.  On either side of the man, a group of figures raise their fists toward him, while a woman sits near the front of the group weeping.&lt;br /&gt;
|-&lt;br /&gt;
|Aldauth||a long beach after a horrific battle. A few figures seem to be crawling away from the tide.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Get favor orbs of the three gods that your altar depicts and put them in your altar. Close it then PRAY ALTAR. The altar should burst into flame (giving you light hand bleeders in the process) if you have all 3 correct. If only 1 is correct there will be a slight whine from the altar. If you have two correct orbs you will receive a message about profound emptiness washing over you. Your burning altar will turn into a vial on the ground. Pick it up.&lt;br /&gt;
&lt;br /&gt;
Before starting the next part make sure you have at least 2 hours to spend. Try to drink the vial and you&#039;ll be get a message like this&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tilt the vial back, but the liquid doesn&#039;t pour out. Seemingly repelled by your attempt to drink it, the murky substance pools at the back of the vial. A cacophony of voices rises in your ears, composed of disjointed whispers, foul phrases and lyrical singing that blend together until they speak in unison, &amp;quot;We see you, child, your bodily shell like clay unfinished in form even when your soul shines like the stars. You hold in your hand a remedy for that condition, though peril awaits should you falter. Drink and begin to cleanse if you are ready, but let nothing else pass your lips until you are done with your task. While you fast you will be tested, so remember two things. Leave temptation behind, and aid will be given if you know who to ask.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drink again to start the next part. During this part I&#039;m pretty sure you can&#039;t eat or drink anything or you get poison and die. This is a really long part with a lot of waiting. You can do other stuff during this part but don&#039;t miss the visions. Food will appear in your hand from time to time but get rid of it as soon as possible. You&#039;ll also get visions, when you get these you&#039;ll have to pray to a Light aspect that correlates with the vision. If you&#039;re not sure just pray to all the Dark/Neutral/Light Gods (whichever your last favor was with). You should have enough time to get them all.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll get a message like this (it took me a little over 2 hours):&lt;br /&gt;
&lt;br /&gt;
A stern voice surrounds you, &amp;quot;Rishlu, you have my attention, though really you are never far from my sight. I know you have sacrificed, and you have been devout. If you could see yourself through my eyes, you&#039;d know how you shine in a sea of greys. Search out my shrine on the streets of Therenborough, as only the pure may find where it is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Fasting Visions====&lt;br /&gt;
Note: With the last favor from Dergati (Dark Aspect), for each vision I pray to the dark aspect of that god and it works just fine.&lt;br /&gt;
&lt;br /&gt;
=====Neutral Aspects=====&lt;br /&gt;
&lt;br /&gt;
=====Light Aspects=====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Immortal&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|Divyaush||Your vision fades and you suddenly see yourself working in front of a glowing forge. You strike down with your hammer over a broken piece of armor, but each well-intentioned blow just adds to the disrepair. You know that your increasing hunger is the cause of your poor workmanship, but your work must get finished before you can stop to eat.&lt;br /&gt;
|-&lt;br /&gt;
|Berengaria||Your vision fades and you see yourself toiling in a dusty field. Each withered crop you toss aside accompanies a sad rumbling in your belly. You continue up the slope, knowing full well each plant you uproot will be the same, but you must carry on -- others depend on you.&lt;br /&gt;
|-&lt;br /&gt;
|Kuniyo||Your vision fades and you see yourself huddled in front of a fire in an icy cavern, the frozen form of your companion a few feet away. Dizzy and weak with hunger, you stare at the remains of your friend. In your mind, you know they will find you soon, but the only thing that separates you being found alive or dead is if you eat.&lt;br /&gt;
|-&lt;br /&gt;
|Peri&#039;el||Your vision fades and you see yourself surrounded by occupied cots. The air is still and silent now that the last patient has passed, another painless surrender to the affliction that has consumed everyone around you. Had you not been working so tirelessly to save them, you might have been one of the many who drank from the tainted well. Now with no one left to save, you feel your thirst renew. One final drink and you&#039;re back with those you love, quickly and peacefully. Otherwise, you will suffer on alone, tormented by the pasty husks around you, until thirst takes you.&lt;br /&gt;
|-&lt;br /&gt;
|Lemicus||Your vision fades and you see yourself alone on a raft, calm seas in all directions. The cloudless sky above lends you no respite from the burning rays of sunlight cast down, your thirst already compelling you toward your final act. You reach down and scoop a handful of salty water to drink. Though your mind tells you that death will follow quickly from drinking, your body can&#039;t much longer resist the urge to let slide that cool wet liquid across your lips.&lt;br /&gt;
|-&lt;br /&gt;
|Albreda||Your vision fades and you see yourself as a young child sitting in the corner. You watch your parents eating at the table quietly, casting disapproving looks at you each time your stomach growls. The fire that burnt down the barn wasn&#039;t your doing, but they blamed you anyways, and your discontent burns more fiercely than your hunger.&lt;br /&gt;
|-&lt;br /&gt;
|Murrula||Your vision fades and you find yourself travelling the desert. It&#039;s been two days since the bandits made off with your supplies, and your body is nearing exhaustion. You&#039;ve been smart to sleep during the day, but even travelling at night the dry air slowly sucks the life from you. At least you know where you are, but unfortunately it&#039;s far too long a trip in any direction to find water.&lt;br /&gt;
|-&lt;br /&gt;
|Rutilor||Your vision fades and you see yourself tired and sore after a long day of harvesting crops. You walk alongside a team of oxen that haul your goods as you wind your way back home. As you round the final bend you spy the local tax collector surrounded by a contingent of armed men standing between you and your home. You knew they would come, but you did not expect them this soon. There wasn&#039;t even enough time to hide away sufficient food to keep your family fed through the winter. Already you feel the pangs of hunger suffered last year as your mind screams, &amp;quot;They take too much! How will we survive?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Saemaus||Your vision fades and you see yourself sitting on a bar stool. The bartender stands off to the side wiping out a mug with a smudged cloth. Sunlight beams in through the window showing no other patrons, and you&#039;re relieved to have the place to yourself. You trace a finger over the lip of the shot glass in front of you the warm brown liquid heaven inside will let you forget. The door creaks a protest as it opens and two men walk in, their conversation stopping as they enter. In your mind you know they were talking about you, as they all have been, and you grip the shot glass tightly and rage on alone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Dark Aspects=====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Immortal&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|Asketi||Your vision fades and you see yourself walking through one of your grain fields. On the eastern side of the field a line of fruit trees speckled with color cast long shadows from the rising sun behind them. Children climb up and down the trees, then chase each other until they tire. Occasionally they snatch up a ripened fruit from a nearby branch and take a few bites before tossing the rest aside. They don&#039;t know how much damage they do, but the losses from their playing have taken its toll on your pantry. You don&#039;t want to spend the energy chasing them off again; they&#039;ll just come right back anyways. Sighing silently, you continue to watch the children play. &lt;br /&gt;
|-&lt;br /&gt;
|Be&#039;ort||Your vision fades and you see yourself sitting amongst a group gathered at an outdoor wedding. The couple stands at the front facing each other while a preacher continues to speak the marriage rites. These formal ceremonies take a long time, and this one is lasting particularly long. Off to the side you see the food set up for the reception. Table after table laden with spiced meats, expensive wines, and cheeses taunt your vision as you squirm in your chair ready to feast. &lt;br /&gt;
|-&lt;br /&gt;
|Dergati||Your vision fades and you see yourself sitting on a grassy hilltop. Staring up a the night sky you watch stars twinkle merrily as a cool breeze passes around you. A cluster of stars to the west catches your attention, and you suddenly can&#039;t stop thinking that they resemble a cupcake coated with raw sugar glistening from an unseen light. To the east, Yavash slowly rises. Your stomach ties up in knots as you notice how much the red moon resembles a giant hhyssk&#039;et berry pie. &lt;br /&gt;
|-&lt;br /&gt;
|Drogor||In your vision the waters pull away from the shore, gathering upward in a massive wall. The dancers stop and stare up at the waters as you take several steps back. Suddenly the top of the waterwall surges forward and down, crashing violently over the dark-skinned Elves, as stinging mist and sand pelt you where you stand. When the waters pull back toward the lake, neither the dancers nor the fire remain. &lt;br /&gt;
|-&lt;br /&gt;
|Idon||Your vision fades and you see yourself seated in the front row of a concert hall. The lights on the stage center on a beautiful young woman who is standing alone, singing the most entrancing music you&#039;ve ever heard. Tears stream down the faces of nearby listeners, but you can&#039;t maintain your attention any longer as your hunger has reached a ravenous point. Three encores is already enough, but judging from the reaction of the crowd, you&#039;re sure there will be more. If you leave before the singer is finished you&#039;ll draw the scorn of the other concert goers, so you continue to sit and hope your hunger will subside on its own. &lt;br /&gt;
|-&lt;br /&gt;
|Kerenhappuch||Your vision fades and you see yourself entertaining a neighboring farmer at your house. His crops for years have outperformed yours -- so much so that you&#039;ve been going hungry from the meager prices you fetch at market. You both drink your wine, a luxury you wouldn&#039;t normally afford, but learning his secret farming techniques will be worth the cost. The neighbor speaks proudly of what he&#039;s learned but drops no hints to what the secret is, his tales of success almost drowned out by the rumbling in your belly. &lt;br /&gt;
|-&lt;br /&gt;
|Trothfang||Your vision fades and you see yourself battling a small peccary. Wielding a sword, you deftly parry and dodge the peccary&#039;s charges, waiting for just the right moment to strike. Seizing an opportunity as the peccary passes, you land a massive slice along the peccary&#039;s back and follow through with a sweep to the right leg. The peccary collapses, and the intoxicating scent of cooked meat overtakes your senses. Confused you pick up the severed leg and notice a distinct hickory-smoked aroma from it, and the tenderloin looks to have a pineapple glaze. You want to eat, but something just doesn&#039;t seem right. &lt;br /&gt;
|-&lt;br /&gt;
|Zachriedek||Your vision fades and you see yourself standing in the snow peering into the window of a rival blacksmith&#039;s house. Inside, the warm glow from the fireplace illuminates a center table lined with succulent foods and ornate gifts. Around the table, your competitor and his employees drink deeply from tankards and goblets. He does good work, no better or worse than yours, but somehow he has managed to acquire much more business than you have. Your stomach draws up in knots as you continue to watch the group noshing and revelling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Head to Therenborough and search around. The location is not static, it has been found at Claymore Court, a couple rooms west of Claymore Court and past the arch near the cleric shop, Once you find the shrine, Pray Truffenyi and you&#039;ll fall sleep and wake in a forest clearing. Go Gap and you&#039;ll confront a magpie, follow it to the east and there&#039;ll be a weasel holding a stick. Jump weasel until it&#039;s on the edge of the branch then whistle magpie. Immediately after jump weasel again and you&#039;ll fall into the pit.&lt;br /&gt;
&lt;br /&gt;
In the pit you need to pull the ox until it stands, revealing a rock. The magpie will come drop some twine. Tie twine to stick then get the rock and tie rock to stick and you&#039;ll have a shovel. Then start digging and keep going until you get a message that you&#039;ve finished the ramp. This takes quite a bit of digging. Push the ox to get it up the ramp. Follow him up the ramp and he&#039;ll start talking to you. After he&#039;s done you&#039;ll go unconscious again and wake up in the shrine in Theren. You now have the commune.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Small_kertig%27s_tear_meteorite&amp;diff=441129</id>
		<title>Item:Small kertig&#039;s tear meteorite</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Small_kertig%27s_tear_meteorite&amp;diff=441129"/>
		<updated>2016-04-25T01:51:48Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: Created page with &amp;quot;{{Item |name=small kertig&amp;#039;s tear meteorite |look=This tear-shaped globule of silvery-black metal is an impressive-looking specimen, the slightly larger than usual size of the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=small kertig&#039;s tear meteorite&lt;br /&gt;
|look=This tear-shaped globule of silvery-black metal is an impressive-looking specimen, the slightly larger than usual size of the space debris enough to make even a novice of the forge drool.  An odd, hexagonal depression mars its smooth, bulbous end, designed to be fit with a key to reveal a hidden hollow.  The meteorite&#039;s interior is scraped clean, the smith responsible having had the good sense to not leave much meat on the bones, resulting in an external shell just thick enough to preserve the shape.&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; open met&lt;br /&gt;
You open the meteorite briefly to take a quick peek inside and see a kertig key and a silvery-black wire chest harness weighted by kertig&#039;s tears and rainbow sapphires.  You quickly close it back before an attendant tackles you for tampering with the merchandise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a silvery-black wire chest harness weighted by kertig&#039;s tears and rainbow sapphires from inside your tear meteorite.&lt;br /&gt;
&lt;br /&gt;
Fashioned to be worn across the chest, this harness is made from kertig wires that interweave sinuously to create a design that calls to mind meteorites streaking through the night sky.  Reinforcing the motif, the wires are weighted with small, silvery-black metal globules, the space debris respectably heavy despite their tiny size.  Interspersed with the fringe are rainbow sapphire teardrops, exhibiting midnight blues side-lit by fiery orange and lava-red hues reminiscent of a roaring forge.&lt;br /&gt;
&lt;br /&gt;
The chest harness is made with metal.&lt;br /&gt;
The chest harness is pocketed, and can be opened and closed.&lt;br /&gt;
The chest harness is fairly malleable.&lt;br /&gt;
It appears that the chest harness can be worn.&lt;br /&gt;
You wonder if the chest harness might weigh a few hundred stones.&lt;br /&gt;
You are confident that the chest harness is worth around 9750000 Kronars.&lt;br /&gt;
Roundtime: 8 seconds.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Small_stately_blue_gold_jewel_safe&amp;diff=441128</id>
		<title>Item:Small stately blue gold jewel safe</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Small_stately_blue_gold_jewel_safe&amp;diff=441128"/>
		<updated>2016-04-25T01:46:03Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: Created page with &amp;quot;{{Item |name=small stately blue gold jewel safe  |look=The gold marbling in the cobalt blue metal enhances the lines of the scrollwork trimming the safe, which is perkily perc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=small stately blue gold jewel safe &lt;br /&gt;
|look=The gold marbling in the cobalt blue metal enhances the lines of the scrollwork trimming the safe, which is perkily perched on four short legs with little claw feet.  Accenting the locking mechanism is an indicolite tourmaline faceplate flush-set with a trio of trilliant-cut rainbow sapphires, their matched indigo hue blending into shades of amber and jade.  When opened, the thick, lever-handled square door reveals an interior lined with velvet dyed to complement the tourmaline&#039;s fierce azure color.&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; open safe&lt;br /&gt;
You open the safe briefly to take a quick peek inside and see a blue gold key and a series of blue gold armbands lit by rainbow sapphires and indicolite tourmalines.  You quickly close it back before an attendant tackles you for tampering with the merchandise.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; tap armbands&lt;br /&gt;
You tap a series of blue gold armbands lit by rainbow sapphires and indicolite tourmalines that you are holding.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; l my armbands&lt;br /&gt;
Sized and arranged by width with narrow alternating wide, this matched collection of bands is designed to be worn along one arm in a graduated line.  Arranged in flush-set trios to outline a repeating triangular pattern along the gold-marbled, vibrant cobalt metal, rich indigo rainbow sapphires are trilliant-cut to reveal shades of amber blending into jade.  Mirroring the tri-toned stones&#039; positions are raised bezels bearing indicolite tourmalines whirl-cut to showcase their signature fierce azure color.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439813</id>
		<title>Item:Water (alchemy)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439813"/>
		<updated>2016-03-30T15:24:13Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=2&lt;br /&gt;
|name=water&lt;br /&gt;
|noun=water&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=-&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|type2=drink&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|uses=1&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=4&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
Used in [[alchemy]] and the creation of {{ilink|i|holy water}}.  Can be found in many areas for free or purchased from an alchemy shop.&lt;br /&gt;
&lt;br /&gt;
==Free Sources==&lt;br /&gt;
* Free locations found throughout the provinces are as follows.  To get them from the source, in most cases, you will want to have an empty container, such as a [[vial]] or [[jar]], and then {{com|fill}} &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water from &#039;&#039;&amp;lt;water source&amp;gt;&#039;&#039; or in some cases, simply {{com|fill}} my &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water.&lt;br /&gt;
* Water from most swimming locations will also work.  If you leave an area wet (ie. you get the messaging as you dry off), that water can usually be filled into a container for mixing.  For instance, Crossing goblin brook, Shard fallow field inlet, Riverhaven west gate streams, etc.  Often not every room in these areas will give you water, so move around until you find a spot. The syntax for filling your container from these will often use the shorter syntax above, in which case you want to pour the water into a nested container so you are not re-filling your vial with the same water over and over.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!City!!Location||Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Town Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Well on NTR west of the stone road||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||The town well||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||Kaerna Village Damaris altar||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Stone Clan]]||Trough in Goi&#039;s Pierowell||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Promado Village]]||Alabaster fountain in the Wir Dinego hunting area - Promado Village, Abandoned Cemetery, Alabaster Fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Swimming hole||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Ditch on road to Arthe Bay||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||trough in TGNE||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Willow Walk (empath) housing pond||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||goblin brook, SW from clearing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Monger&#039;s Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Cleric guild courtyard vat||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||well in Elmod Close housing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Crossing Temple by the Cleric Pedestal||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Asemath Academy central fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Strand Communal Center, Gardens||pools in Estate Holder only garden area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||SW of the great tree is a reservoir||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||fountain by Ankis Dir Observatory||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||bucket at the north intersection of town||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||trough in Rest of Ages horse stable||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||Bosque Deriel, Ilkas Veridun (west side of town bypass) - room that starts out &amp;quot;The path verges&amp;quot;, just on the ground||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Ilaya Taipa]]||Old Crank&#039;s Road basin||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Fayrin&#039;s Rest]]||Dragon Spine, Peri&#039;el&#039;s Mere up the ridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Steelclaw Clan]]||SCC arena||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Temple of Light fountain (in the fountain)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pool at the NE room of the Great Tower gardens (room to go to the gazebo)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Empath housing pool||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Jackal/Kobald Prairie, well near tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Basin in the Ferdahl&#039;s wash room, great tower||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Fieldstone well at the end of Street of the Four Moons in Shard||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Rain barrel on Shard south bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Water-filled basin at House of the Grey Storm, Water Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Small fountain at House of the Floating Reed, East Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Lapis Lazuli Road Eluned fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pearl Street fieldstone well||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Coral Crescent fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Sunbeam Circle well - housing out the east gate||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Crystal Forest, Frozen Glade housing - stream &amp;amp; pond, out the west gate housing||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Horse Clan]]||Basin off altar path||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Blackthorn Canyon]]||Stone Basin at Shadow&#039;s Reach||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Fountain in the cleric guild||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||indent along Shadaer Jama||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Cleric guild courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||urn through Empath guild gate||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain near the tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in the Ger Ilerthan Courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool W, SW from the eastern footpath||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 2nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain on Necropolis grounds||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Faenella fountain near charisma training||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||rock face in Highlands housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||From the pool and brook in the 2nd Tier Meadow Park||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain outside the 2nd tier Bazaar entrance||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain by the 2nd tier sewer drain||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Trough on lower 2nd tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Truffenyi&#039;s Fountain on 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Town Hall portico, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Basin in Faenella&#039;s Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Pool in the Damaris&#039; Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain at The Great Waymeet, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain in the Cleric Guild, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Outside the Imperial Palm Inn gazebo, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Walled Garden, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Courtyard fountain, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Chadatru&#039;s temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||basin &amp;amp; pool in the Sand Sprite/Sand Crab lair||need a light source&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Taisgath]]||Subterranean Depths, pool in Eviscerator hunting||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Mer&#039;Kresh]]||bucket at the WM guild, SW from Margathe||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||bucket by the well in Wishing Well Grove housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||fountain by the Govenor&#039;s Mansion fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain on Healing Pavilion rooftop||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Trough outside Bath House||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain outside Spell Library||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||WM water garden pool||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka Desert, Path of Three Brothers (housing outside town) - salt water in the fountain, can uncurse to remove salt||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Peri&#039;el&#039;s Retreat housing - water in all rooms but the fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka, Desert Oasis - pond south of the barge landing||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Rooms at the Ale &#039;n Axe inn have water in the bowls/washbowls||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Arnshal Road well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Font in Amphitheater||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Fountain in pavilion garden NE of bank||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Bucket in Cleric garden (back of shop)||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Tournament Lane water trough||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Lirum Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Kelpie hunting - different rooms along the path||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Phelim Shrine in kelpies||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||stream on the way to blood wolves||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||El&#039;Bain Stop Estate Holder club - holy water in the basin||Estate Holders only&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Rossman&#039;s Landing]]||Basin along road from Theren side to bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Langenfirth]]||Housing area brook||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Kads Zala Klajur - pool &amp;amp; spring near Grey Clay creature hunting between Langenfirth &amp;amp; Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Rawrs Rezs - depression near trail to Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Pool east from Temple grounds gate||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Halfling Quarter well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||West gate Pine Woods housing spring||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Sylvan Glade, out west gate near shaman||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Mayor&#039;s Mansion, mistwood door in the washbasin||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Riverhaven Temple, east from entrance in the pool||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Riverhaven Swamps, altar by the chest for bartering in the basin||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Maelshyve&#039;s Fortress, in the altar in the hierophants hunting area||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Ain Ghazal]]||Waterfall Gardens||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||The Road Beneath the Mountain basin||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Haalikshal Highway Guardhouse trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Catch-basin outside Barbarian Guild||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District pond||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District rain barrels||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||East Valley Road trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||basin in the Empath Guild housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||basin in the Grassy Vale housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||barrels of water on Togball field sidelines||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||pool in Vela&#039;Tohr Woods, Blighted Tangle||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||cistern in the Cleric Guild east &amp;amp; west courtyards||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||The Raven&#039;s Nest (barracks) dormitory, SE corner fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||stone trough on The Western Road (Forest Gryphons)||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{disambig2|water}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439812</id>
		<title>Item:Water (alchemy)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439812"/>
		<updated>2016-03-30T14:58:44Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=2&lt;br /&gt;
|name=water&lt;br /&gt;
|noun=water&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=-&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|type2=drink&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|uses=1&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=4&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
Used in [[alchemy]] and the creation of {{ilink|i|holy water}}.  Can be found in many areas for free or purchased from an alchemy shop.&lt;br /&gt;
&lt;br /&gt;
==Free Sources==&lt;br /&gt;
* Free locations found throughout the provinces are as follows.  To get them from the source, in most cases, you will want to have an empty container, such as a [[vial]] or [[jar]], and then {{com|fill}} &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water from &#039;&#039;&amp;lt;water source&amp;gt;&#039;&#039; or in some cases, simply {{com|fill}} my &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water.&lt;br /&gt;
* Water from most swimming locations will also work.  If you leave an area wet (ie. you get the messaging as you dry off), that water can usually be filled into a container for mixing.  For instance, Crossing goblin brook, Shard fallow field inlet, Riverhaven west gate streams, etc.  Often not every room in these areas will give you water, so move around until you find a spot. The syntax for filling your container from these will often use the shorter syntax above, in which case you want to pour the water into a nested container so you are not re-filling your vial with the same water over and over.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!City!!Location||Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Town Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Well on NTR west of the stone road||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||The town well||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||Kaerna Village Damaris altar||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Stone Clan]]||Trough in Goi&#039;s Pierowell||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Promado Village]]||Alabaster fountain in the Wir Dinego hunting area - Promado Village, Abandoned Cemetery, Alabaster Fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Swimming hole||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Ditch on road to Arthe Bay||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||trough in TGNE||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Willow Walk (empath) housing pond||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||goblin brook, SW from clearing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Monger&#039;s Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Cleric guild courtyard vat||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||well in Elmod Close housing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Crossing Temple by the Cleric Pedestal||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Asemath Academy central fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Strand Communal Center, Gardens||pools in Estate Holder only garden area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||SW of the great tree is a reservoir||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||fountain by Ankis Dir Observatory||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||bucket at the north intersection of town||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||trough in Rest of Ages horse stable||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||Bosque Deriel, Ilkas Veridun (west side of town bypass) - room that starts out &amp;quot;The path verges&amp;quot;, just on the ground||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Ilaya Taipa]]||Old Crank&#039;s Road basin||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Fayrin&#039;s Rest]]||Dragon Spine, Peri&#039;el&#039;s Mere up the ridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Steelclaw Clan]]||SCC arena||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Temple of Light fountain (in the fountain)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pool at the NE room of the Great Tower gardens (room to go to the gazebo)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Empath housing pool||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Jackal/Kobald Prairie, well near tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Basin in the Ferdahl&#039;s wash room, great tower||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Fieldstone well at the end of Street of the Four Moons in Shard||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Rain barrel on Shard south bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Water-filled basin at House of the Grey Storm, Water Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Small fountain at House of the Floating Reed, East Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Lapis Lazuli Road Eluned fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pearl Street fieldstone well||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Coral Crescent fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Sunbeam Circle well - housing out the east gate||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Crystal Forest, Frozen Glade housing - stream &amp;amp; pond, out the west gate housing||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Horse Clan]]||Basin off altar path||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Blackthorn Canyon]]||Stone Basin at Shadow&#039;s Reach||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Fountain in the cleric guild||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||indent along Shadaer Jama||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Cleric guild courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||urn through Empath guild gate||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain near the tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in the Ger Ilerthan Courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool W, SW from the eastern footpath||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 2nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain on Necropolis grounds||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Faenella fountain near charisma training||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||rock face in Highlands housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||From the pool and brook in the 2nd Tier Meadow Park||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain outside the 2nd tier Bazaar entrance||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain by the 2nd tier sewer drain||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Trough on lower 2nd tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Truffenyi&#039;s Fountain on 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Town Hall portico, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Basin in Faenella&#039;s Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Pool in the Damaris&#039; Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain at The Great Waymeet, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain in the Cleric Guild, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Outside the Imperial Palm Inn gazebo, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Walled Garden, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Courtyard fountain, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Chadatru&#039;s temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||basin &amp;amp; pool in the Sand Sprite/Sand Crab lair||need a light source&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Taisgath]]||Subterranean Depths, pool in Eviscerator hunting||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Mer&#039;Kresh]]||bucket at the WM guild, SW from Margathe||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||bucket by the well in Wishing Well Grove housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||fountain by the Govenor&#039;s Mansion fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain on Healing Pavilion rooftop||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Trough outside Bath House||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain outside Spell Library||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||WM water garden pool||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka Desert, Path of Three Brothers (housing outside town) - salt water in the fountain, can uncurse to remove salt||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Peri&#039;el&#039;s Retreat housing - water in all rooms but the fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka, Desert Oasis - pond south of the barge landing||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Rooms at the Ale &#039;n Axe inn have water in the bowls/washbowls||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Arnshal Road well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Font in Amphitheater||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Fountain in pavilion garden NE of bank||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Bucket in Cleric garden (back of shop)||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Tournament Lane water trough||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Lirum Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Kelpie hunting - different rooms along the path||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Phelim Shrine in kelpies||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||stream on the way to blood wolves||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||El&#039;Bain Stop Estate Holder club - holy water in the basin||Estate Holders only&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Rossman&#039;s Landing]]||Basin along road from Theren side to bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Langenfirth]]||Housing area brook||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Kads Zala Klajur - pool &amp;amp; spring near Grey Clay creature hunting between Langenfirth &amp;amp; Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Rawrs Rezs - depression near trail to Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Pool east from Temple grounds gate||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Halfling Quarter well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||West gate Pine Woods housing spring||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Sylvan Glade, out west gate near shaman||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Mayor&#039;s Mansion, mistwood door in the washbasin||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Riverhaven Temple, east from entrance in the pool||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Riverhaven Swamps, altar by the chest for bartering in the basin||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Maelshyve&#039;s Fortress, in the altar in the hierophants hunting area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Ain Ghazal]]||Waterfall Gardens||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||The Road Beneath the Mountain basin||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Haalikshal Highway Guardhouse trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Catch-basin outside Barbarian Guild||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District pond||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District rain barrels||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||East Valley Road trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||basin in the Empath Guild housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||basin in the Grassy Vale housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||barrels of water on Togball field sidelines||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||pool in Vela&#039;Tohr Woods, Blighted Tangle||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||cistern in the Cleric Guild east &amp;amp; west courtyards||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||The Raven&#039;s Nest (barracks) dormitory, SE corner fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||stone trough on The Western Road (Forest Gryphons)||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{disambig2|water}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Holy_water&amp;diff=439811</id>
		<title>Item:Holy water</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Holy_water&amp;diff=439811"/>
		<updated>2016-03-30T14:53:20Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=water&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=-&lt;br /&gt;
|type=cleric style&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Water can be gathered from many [[Item:Water_(alchemy)#Free_Sources|sources]] and turned into holy water using the [[Bless]] spell.&lt;br /&gt;
* The amount of water in your container does not matter when casting [[Bless]]. Using one minimum prep cast of Bless, you can create a full [[Item:Chalice|chalice]] (60 parts of holy water) just as easily as a [[Item:Silver_vial|silver vial]] (2 parts of holy water).&lt;br /&gt;
* Holy water is available naturally from some sources:&lt;br /&gt;
**the Huntress’ shrine near [[RanikMap40|Langenfirth]]&lt;br /&gt;
**the Fountain of One in the [[RanikMap67d|Temple of Light in Shard]]&lt;br /&gt;
**a font in [[Kweld Gelvdael]]&lt;br /&gt;
**in the [[RanikMap30|Riverhaven temple]] in town. Go into the temple, once east, and there is holy water in the pool&lt;br /&gt;
**in the temple in the [[RanikMap31a|Riverhaven swamps]], West of the central altar by the chest of stuff you barter, holy water can be found in the basin&lt;br /&gt;
**in the fortress in [[RanikMap31d|Maelshyve&#039;s Fortress]], holy water can be found in the altar in the hierophants hunting area.&lt;br /&gt;
* There are a great variety of containers available for storing water that can often be found at [[Category:Cleric_shops|Cleric]] and [[Category:Alchemy_shops|Alchemy]] shops.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439770</id>
		<title>Item:Water (alchemy)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Water_(alchemy)&amp;diff=439770"/>
		<updated>2016-03-29T17:39:05Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=2&lt;br /&gt;
|name=water&lt;br /&gt;
|noun=water&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=-&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|type2=drink&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|uses=1&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=4&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
Used in [[alchemy]] and the creation of {{ilink|i|holy water}}.  Can be found in many areas for free or purchased from an alchemy shop.&lt;br /&gt;
&lt;br /&gt;
==Free Sources==&lt;br /&gt;
* Free locations found throughout the provinces are as follows.  To get them from the source, in most cases, you will want to have an empty container, such as a [[vial]] or [[jar]], and then {{com|fill}} &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water from &#039;&#039;&amp;lt;water source&amp;gt;&#039;&#039; or in some cases, simply {{com|fill}} my &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039; with water.&lt;br /&gt;
* Water from most swimming locations will also work.  If you leave an area wet (ie. you get the messaging as you dry off), that water can usually be filled into a container for mixing.  For instance, Crossing goblin brook, Shard fallow field inlet, Riverhaven west gate streams, etc.  Often not every room in these areas will give you water, so move around until you find a spot. The syntax for filling your container from these will often use the shorter syntax above, in which case you want to pour the water into a nested container so you are not re-filling your vial with the same water over and over.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Province!!City!!Location||Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Town Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Dirge]]||Well on NTR west of the stone road||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||The town well||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Kaerna Village]]||Kaerna Village Damaris altar||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Stone Clan]]||Trough in Goi&#039;s Pierowell||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Promado Village]]||Alabaster fountain in the Wir Dinego hunting area - Promado Village, Abandoned Cemetery, Alabaster Fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Swimming hole||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Arthe Dale]]||Ditch on road to Arthe Bay||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||trough in TGNE||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Willow Walk (empath) housing pond||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||goblin brook, SW from clearing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Monger&#039;s Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Cleric guild courtyard vat||contains holy water&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||well in Elmod Close housing||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Crossing Temple by the Cleric Pedestal||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Asemath Academy central fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Crossing]]||Strand Communal Center, Gardens||pools in Estate Holder only garden area&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||SW of the great tree is a reservoir||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||fountain by Ankis Dir Observatory||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||bucket at the north intersection of town||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||trough in Rest of Ages horse stable||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Leth Deriel]]||Bosque Deriel, Ilkas Veridun (west side of town bypass) - room that starts out &amp;quot;The path verges&amp;quot;, just on the ground||&lt;br /&gt;
|-&lt;br /&gt;
|Zoluren||[[Ilaya Taipa]]||Old Crank&#039;s Road basin||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Fayrin&#039;s Rest]]||Dragon Spine, Peri&#039;el&#039;s Mere up the ridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Steelclaw Clan]]||SCC arena||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Temple of Light fountain (in the fountain)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pool at the NE room of the Great Tower gardens (room to go to the gazebo)||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Empath housing pool||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Jackal/Kobald Prairie, well near tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Basin in the Ferdahl&#039;s wash room, great tower||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Fieldstone well at the end of Street of the Four Moons in Shard||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Rain barrel on Shard south bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Water-filled basin at House of the Grey Storm, Water Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Small fountain at House of the Floating Reed, East Garden||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Lapis Lazuli Road Eluned fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Pearl Street fieldstone well||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Coral Crescent fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Sunbeam Circle well - housing out the east gate||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Shard]]||Crystal Forest, Frozen Glade housing - stream &amp;amp; pond, out the west gate housing||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Horse Clan]]||Basin off altar path||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi||[[Blackthorn Canyon]]||Stone Basin at Shadow&#039;s Reach||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Fountain in the cleric guild||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||indent along Shadaer Jama||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Cleric guild courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||urn through Empath guild gate||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain near the tanner||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in the Ger Ilerthan Courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool W, SW from the eastern footpath||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 2nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain on Necropolis grounds||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||Faenella fountain near charisma training||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||fountain in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||pool in 3nd tier south housing courtyard||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Aesry]]||rock face in Highlands housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||From the pool and brook in the 2nd Tier Meadow Park||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain outside the 2nd tier Bazaar entrance||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain by the 2nd tier sewer drain||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Trough on lower 2nd tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Truffenyi&#039;s Fountain on 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Town Hall portico, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Basin in Faenella&#039;s Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Pool in the Damaris&#039; Temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain at The Great Waymeet, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Fountain in the Cleric Guild, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Outside the Imperial Palm Inn gazebo, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Walled Garden, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Imperial Palm Inn, Courtyard fountain, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||Chadatru&#039;s temple, 3rd Tier||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Ratha]]||basin &amp;amp; pool in the Sand Sprite/Sand Crab lair||need a light source&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Taisgath]]||Subterranean Depths, pool in Eviscerator hunting||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[Mer&#039;Kresh]]||bucket at the WM guild, SW from Margathe||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||bucket by the well in Wishing Well Grove housing||&lt;br /&gt;
|-&lt;br /&gt;
|Qi&#039;Reshalia||[[M&#039;Riss]]||fountain by the Govenor&#039;s Mansion fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain on Healing Pavilion rooftop||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Trough outside Bath House||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Throne City]]||Fountain outside Spell Library||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||WM water garden pool||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka Desert, Path of Three Brothers (housing outside town) - salt water in the fountain, can uncurse to remove salt||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Peri&#039;el&#039;s Retreat housing - water in all rooms but the fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Muspar&#039;i]]||Velaka, Desert Oasis - pond south of the barge landing||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Rooms at the Ale &#039;n Axe inn have water in the bowls/washbowls||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Hvaral]]||Arnshal Road well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Font in Amphitheater||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Fountain in pavilion garden NE of bank||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Bucket in Cleric garden (back of shop)||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Tournament Lane water trough||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Therenborough]]||Lirum Square fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Kelpie hunting - different rooms along the path||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||Phelim Shrine in kelpies||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||stream on the way to blood wolves||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[El&#039;Bain&#039;s Stop]]||El&#039;Bain Stop Estate Holder club - holy water in the basin||Estate Holders only&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Rossman&#039;s Landing]]||Basin along road from Theren side to bridge||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Langenfirth]]||Housing area brook||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Kads Zala Klajur - pool &amp;amp; spring near Grey Clay creature hunting between Langenfirth &amp;amp; Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Siksraja]]||Svesinek Cels, Rawrs Rezs - depression near trail to Siksraja||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Pool east from Temple grounds gate||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Halfling Quarter well||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||West gate Pine Woods housing spring||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Sylvan Glade, out west gate near shaman||&lt;br /&gt;
|-&lt;br /&gt;
|Therengia||[[Riverhaven]]||Mayor&#039;s Mansion, mistwood door in the washbasin||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Ain Ghazal]]||Waterfall Gardens||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||The Road Beneath the Mountain basin||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Haalikshal Highway Guardhouse trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Catch-basin outside Barbarian Guild||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District pond||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||Gor&#039;Tog District rain barrels||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||East Valley Road trough||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Hibarnhvidar]]||basin in the Empath Guild housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||basin in the Grassy Vale housing area||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||barrels of water on Togball field sidelines||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||pool in Vela&#039;Tohr Woods, Blighted Tangle||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Boar Clan]]||cistern in the Cleric Guild east &amp;amp; west courtyards||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||The Raven&#039;s Nest (barracks) dormitory, SE corner fountain||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar||[[Raven&#039;s Point]]||stone trough on The Western Road (Forest Gryphons)||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{disambig2|water}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_quest_walkthroughs&amp;diff=438757</id>
		<title>Cleric quest walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_quest_walkthroughs&amp;diff=438757"/>
		<updated>2016-03-08T18:35:55Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
{{incomplete|(1) Steps need to be linked and made wiki-friendly. (2) Should probably break this up into separate pages. (3) Link spoilers where appropriate.}}&lt;br /&gt;
&lt;br /&gt;
This is a collection of spoilers to help young clerics struggling through various quests. The goal of these guides is to provide a resource for young clerics struggling a quest, as well as a reference to capture detail that is often forgotten by more experienced clerics. The majority of the information in the initial version of this page was lifted from the [[http://www.drsecrets.com/secrets/wiki/Cleric_Quests DRSecrets wiki]].&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Circle 2: [[Tamsine&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
To complete the Tasmine Quest simply go to the Cleric Shop in Crossing and purchase a [[Sirese flower]] (25 copper Kronars; 22 with 10 charisma). From there take it to Tamsine’s Shrine in Crossing. From the Cleric Shop go E, SE, E, S, S, Go Shrine.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# {{com|put}} {{tt|flower on rock}}&lt;br /&gt;
# {{com|offer}} {{tt|flower on rock}}&lt;br /&gt;
# There will be a long sequence, after which you will have learned the commune.&lt;br /&gt;
&lt;br /&gt;
==Circle 3: [[Eluned&#039;s_commune_(1)|Eluned&#039;s commune (water)]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Head to the bridge past Stone Clan but before Reavers. On the southern end of the bridge there is a path to the east. Follow this to the end, and then go into the pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Silvery Pool]&lt;br /&gt;
Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water.&lt;br /&gt;
Obvious paths: out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
{{com|meditate}}&lt;br /&gt;
&lt;br /&gt;
There will be a sequence, and you will find yourself turned into a fish and eventually in the Crystal Cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Crystal Cavern]&lt;br /&gt;
This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|dive}} {{tt|deeper water}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You take a deep breath and dive into the deeper water.&lt;br /&gt;
&lt;br /&gt;
[Crystal Cavern, Some Deeper Water]&lt;br /&gt;
The waters are cold and deep, lightless as the heart of the earth. It surrounds you and cradles you, sustaining your senses, if not your lungs.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|swim}} {{tt|down}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You swim further into the water.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|swim}} {{tt|down}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You swim further into the water.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
[Crystal Cavern]&lt;br /&gt;
This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone statue of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{com|meditate}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You meditate further on the nature of Eluned.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
[Silvery Pool]&lt;br /&gt;
Moonlight dances over the pool like a thousand stars among the dark ripples. The cool water laps against your skin in a soothing repetitive rhythm, relaxing your muscles and drawing you out of the shallows. Beneath your feet the pure white sand is smooth and clear of weeds. A lulling, meditative aura settles over the water.&lt;br /&gt;
Obvious paths: out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Circle 8: [[Kertigen&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
First make your way to the oeblicher. if you don&#039;t know where it is, head a little north of rock trolls till you see a stoney trail. Climb trail, up, go door, say grek (password to enter Stone Clan, &amp;quot;grek&amp;quot; means &amp;quot;friend&amp;quot; in [[Haakish]]), go door again, n,ne,n,n,nw,n,n,n,go stone, go oeblicher.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
When you get inside, the only way out is to find the altar and pray, or spend enough time down there and you will become unconscious and wake up outside of it.&lt;br /&gt;
&lt;br /&gt;
You have to either look torch if there are torches above the doorways, making sure your looking at the brightest torch, or look floor if there is a knotwork pattern in the floor. If you don&#039;t do this in every room to find your way, then you will be returned to the oeblicher when you pray at the altar. If you wish, this script will take you to the altar doing all the correct steps. Just enter the oeblicher, wait for the stun to wear off, stand, and start the script.&lt;br /&gt;
&lt;br /&gt;
Once you get to the altar, just pray once and wait...that&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
==Circle 12: [[Hodierna&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Go to Hodierna&#039;s Solace which is on the south side of the crossing ferry. From the docks, go: s, s, s, s, go path, go clear, go arch.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
Open the book, and read it. after you are done with the last page, climb the stairs, and get flame.&lt;br /&gt;
&lt;br /&gt;
==Circle 15: [[Eluned&#039;s commune (2)|Eluned&#039;s commune (swim)]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
First you have to go to the [[RanikMap8|Cape of Storms]], and find the Empath Bartling. To get there, from the outside the east gate of crossing go e, ne, n, n, e, se, ne, ne, e, go plank, ne, e, e, se, e, se, up, e, go shed, go arch, climb stair, go cat.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
You need to ask Bartling about Eluned and about Sea, and wait a bit...he&#039;ll start talking. When he&#039;s done speaking, go cat, climb stair, go arch, out, s, east, dive cliff, dive cliff. Here you have your vision, when it&#039;s over climb indents to get back to the top of the cliff.&lt;br /&gt;
&lt;br /&gt;
==Circle 20: [[Meraud&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
Go to the tower in Cougars, from the west side of the brook go w,sw,w go tower, go arch, then climb the steps to the top.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
When you reach the top scratch the wolf statue there and wait for the God’s aspect to tell you about the commune.&lt;br /&gt;
&lt;br /&gt;
==Circle 25: [[Infusion]]==&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
First find Tallis in the Crossing temple High Priestess quarters and ask her about infusion. It will make things easier if you can bring a moonmage along or set a teleportation device if you have one to get you back when your done with the quest. Once Tallis gives you the quest, you will need to head down to Shard where the not-so-new hunting area is in Darkmist Moors. Once you leave the road and enter Darkmist Moors, go se, se, se, sw, e, ne, se, (an altar is ne) e, ne, nw, ne, se, e, then climb tree. You *have* to &amp;lt;peer church&amp;gt; in order to view your path to get to it as there are 3 possible ways to get to it, either ne, se or e. Once you do that, &amp;lt;Climb trunk&amp;gt; to get down. You will be going through Crag Moth Larva, Zombie Kobold Headhunters, and Skeletal Kobold Savages. Once you do the peer church part and go the path that it tells you to, go ne, and go church.&lt;br /&gt;
&lt;br /&gt;
Refer to [[RanikMap64c]] for a map of this part.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the church, go n, n, (clean altar) go arch, go door, go path, ne, ne, e, se, sw, w and you will be at the mausoleum. The doors are tricky as they are trapped. Don&#039;t pick them or try to disarm them. The easiest way we could open them and go inside is if a cleric casts Uncurse on it to open it. Once they are open, go door, then n, n. and go arch again see above.&lt;br /&gt;
&lt;br /&gt;
You will then find yourself in the room where the ebony coffin is. In that room there is a tapestry, look/search behind it and there you will find a crank and a lever. Turn the crank so that the coffin rises. Then &amp;lt;look starlight or sunlight depending on time of day&amp;gt; in the room and see what symbol it rests/shines on. For us, the starlight showed on the symbol of the wolf.&lt;br /&gt;
&lt;br /&gt;
Then we went south to the room where there are two tapestries. Go tapestry, and there is a wheel and a rope there. Pull the rope and the wheel will move and show an image. Look wheel to see the image. Match the image you see with the lists below. Then go out and go other tapestry and do the same thing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Symbol&lt;br /&gt;
!Light Symbol&lt;br /&gt;
!Dark Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Boar   ||the image of a longbow                                    ||the image of a berserking barbarian&lt;br /&gt;
|-&lt;br /&gt;
|Cat    ||the image of a grimacing woman in the throes of childbirth||image of a pair of twin crossed swords with jagged blades&lt;br /&gt;
|-&lt;br /&gt;
|Cobra  ||the image of a shattered egg                              ||the image of an erupting volcano&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin||the image of a deer drinking from a flowing stream        ||the image of a great tidal wave&lt;br /&gt;
|-&lt;br /&gt;
|Lion   ||the image of a pack of well-groomed battle hounds         ||the image of a bloodstained stiletto&lt;br /&gt;
|-&lt;br /&gt;
|Panther||the image of a cluster of twinkling stars                 ||the image of a child shivering fearfully in the throes of a nightmare&lt;br /&gt;
|-&lt;br /&gt;
|Ram    ||the image of a flourishing rose garden                    ||the image of a jagged crystalline blade&lt;br /&gt;
|-&lt;br /&gt;
|Raven  ||the image of a bowl of striped peppermint                 ||the image of a shattered caravan wheel&lt;br /&gt;
|-&lt;br /&gt;
|Wolf   ||the image of a charred black stave                        ||the image of a long flowing skirt&lt;br /&gt;
|-&lt;br /&gt;
|Wren   ||the image of a plump opera singer                         ||the image of a cracked mirror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you do that dark and light tapestry part, go back into the room where the coffin is, and pull the lever behind the tapestry there, and the coffin will come crashing down on the bier with the symbol the starlight was shining on. If you get the guesses wrong (the ones you made behind the dark and light tapestries) it will come crashing down onto the floor.&lt;br /&gt;
&lt;br /&gt;
After the coffin is on the bier its supposed to be on, you &amp;lt;go coffin&amp;gt; and it will close on its own and you will end up at the Abyss. RanikMap 64d For a script that will do the previous part go here Infusion.cmd make sure you start at the room with the coffin. Each person in the group has to go down separately.&lt;br /&gt;
&lt;br /&gt;
When you first enter the abyss you need to get 3 claws from the Lanky Grey Lachs that are in the first part of it. Then the cleric needs to bless them, and find the 3 altars (altar of flesh, altar of soul and altar of mind) and put 1 blessed claw on each altar. It appears that you need enough utility ranks to cast Bless at 40 mana to overcome the resistance of the claws. Then you need to wait a moment or two and a crystalline bridge will appear in the room where the altar of the Soul is.&lt;br /&gt;
&lt;br /&gt;
The altar of the Flesh is the safe room. The critters in this part of the quest are Feral Bone Mastiffs and Transparent Shylvic, Vaporous Bloodwraiths and Gargantuan Bone Golems. When you step onto the bridge, you will get a vision. Then you will get three choices of directions with an animal/symbol choice which relates to the direction. If you brought help, they can wait in the altar of flesh safe room until you are done.&lt;br /&gt;
&lt;br /&gt;
====Visions====&lt;br /&gt;
Here are some visions, please add new ones you encounter. Some of them I have narrowed down to 2 choices, if you figure out the correct choice please delete the wrong choice.&lt;br /&gt;
For visions that are not listed below, you can either guess, or here is a helpful link for trying to figure out answers to your visions… The wolf den … choose guilds/clerics/gods, which will list out the gods and their persona and animal symbols.&lt;br /&gt;
Once you figure out the persona and their animal symbol, you can do further research at the official DR Gods page which should help you figure everything out.&lt;br /&gt;
&lt;br /&gt;
The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants&#039; tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child&#039;s face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Direction&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A black mist materializes before you. As the dark shrouds of moisture part you see a vision of the night. A vague form begins to take shape, speedily crossing an open field. The dark clouds covering the moon part briefly and in that short span of time your mind captures the sight of a hideous black unicorn, its spiraled horn gleaming dully, its hooves covered in red blood. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A cold chill dances down your spine. You glance down to where a crude burlap sack materializes at your feet, writhing and twisting with unearthly hissing sounds emanating from within. Your hand trembles as you bend down and retrieve it. Slowly you untie the heavy cord that secures it at the top. It slips from your shaking hands and plunges to the ground, and dozens of writhing coils spill from within.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||You suddenly find yourself nestled in a crevice atop a great, snowy mountain range. A temple spires skyward nearby, enwreathed by the eternal maelstrom of the North Wind. The sound of galloping hooves approaches rapidly from behind you as the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||The images of strange creatures swimming gaily in the sea materializes before you. Half fish, half human, they are laughing and splashing each other with the salty water. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||You suddenly find yourself aboard a great merchant&#039;s ship. The water around you is stilled, and the sails droop heavily on the masts as the sailors grow ill-tempered and mutinous. A light laughter sprinkles across the water as a stiff breeze begins to stir.&amp;lt;br/&amp;gt;The ship&#039;s sails begin to billow as the vision fades. &lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;black widow&#039;&#039;&#039;||The image of a battle-worn S&#039;Kra Mur Archmagess appears before you, tearing through battle with a horde of fearsome Adan&#039;f, wielding twin blades of steel -- one in each hand. She rasps sibilant phrases that incite intricate patterns of lightning to soar through the air, arcing in morbid grace between the foes that fall so easily before her. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;boar&#039;&#039;&#039;||The image of a dead warrior forms before you. His body is lying on a marble slab and is being attended to by several holy priests. You watch with interest as they anoint it carefully with holy oil as it is prepared for burial. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;centaur&#039;&#039;&#039;||Droplets of sweat begin to trickle down your back as you feel a stabbing, searing, crushing pain in your chest. Trying to inhale, you find you are unable to draw a breath. Glancing down you see your life&#039;s blood seeping from your body and on to the ground beneath your feet. You look around as your knees begin to buckle, observing a vast battlefield strewn with bodies upon which you are yet another martyr for war&#039;s glory. A wave of blackness sweeps over you like the pall of death, though soon your vision readjusts to your real surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||The image of a proud S&#039;Kra Mur materializes before you. He has a flexible ridged crest which follows the shape of his skull, slitted clear colored eyes, and speckled scales with a pale silver underbelly and a slender tail.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||Visions of trams from all over the realm fills your mind. Each tram is loaded with rocks laced with gold and silver. Some of the trams from deep within the bowels of the earth are laden with diamond, emerald, and ruby encrusted rock. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||Darkness slowly gathers around you like the suffocating pall of night. You blink your eyes, straining to see even the faintest glimmer of light. Slowly, and very subtly, the blackness turns to grey and before you on the horizon the sun begins to rise. A new day is born. Slowly the strange light wanes and your senses return to your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants&#039; tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child&#039;s face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||A loud grumbling tugs at your imagination as you see strange whorls in the abyss&#039; inky darkness begin to form images. You see a man angrily throwing garments into a case on a bed. A woman with tear streaked cheeks stands near him, wringing her hands and pleading to him with her eyes. The man closes the case loudly and glances derisively at the woman. He pulls a wedding ring from his finger and as he turns to stomp out of the room, he throws it on the floor.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||The vision of a rain drenched bride slowly materializes before you, her face and dress soiled with running makeup. Sodden wedding guests run for cover as the biting rain pelts down indiscriminately, leaving the poor lass to weep alone at the altar.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dolphin&#039;&#039;&#039;||You see the image of hot searing flames streaking speedily across the sky and huge explosions of red fire engulf the moon above you. Suddenly heavenly rain cascades down from overhead, quenching the horrific fire. As the flames recede, you see the moon charred forever black.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||A grim vision appears before you. You find yourself in the middle of a bloody battlefield strewn with the dead bodies of Elven and Human warriors. It begins to rain and curiously you look up at a strangely cloudless sky. The droplets increase in intensity, soaking your hair and dripping into your eyes where you feel a stinging sensation. Befuddled, you cup your hands together which quickly fill with the strange liquid. You cautiously bring your hands to your mouth and when you taste the rain, you realize it is salty. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||The image of a huge temple with a vaulted ceiling appears before you. Standing in front of the altar is a beautiful bride dressed in a white satin gown holding a cascading bouquet of white roses. Standing proudly by her side is the dark haired groom. They both turn and face the High Priest standing before them. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;goshawk&#039;&#039;&#039;||An interesting scene unfolds before you as tendrils of ether dance over the dark abyss. You see a shifty looking character slip some coin into the hand of a provincial guard. The guard quickly pockets the coin and looks the other way. You watch in disbelief as the shady figure slips into a store, and quickly runs out, a shopkeeper in hot pursuit. The guard continues to look the other way. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;heron&#039;&#039;&#039;||A huge gilded mirror slowly materializes from the ether before you and you feel compelled to admire your image in its depths. As you approach it, it suddenly shatters into fragments of light that swirl down into the abyss below.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;jackal&#039;&#039;&#039;||A vision shimmers before you. You see an old priest lying in his bed, his body ravaged by disease. His wrinkled face grimaces in pain as he draws each labored breath. Slowly he opens his eyes, and stares at something that only he can see. A tiny smile graces his lips and his face softens as he softly exhales for last time.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||A vision of a female warrior dressed in battle garb slowly materializes. She walks slowly, her left leg dragging on the soft earth. Her armor is scuffed and marred and a large sack weighs heavily against her hip. She slowly turns your way and you feel a scream well up in your throat, for there is only an empty socket where her left eye used to be. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||Spiraled tendrils of ether begin to coalesce before you, forming the insubstantial shape of a conch shell. You reach out and pluck it from the air, and the lines that form it become pronounced and tangible. You hold it to your ear and are lulled by the sibilant sounds echoing eternally within. Your eyes flutter drowsily and you soon find yourself with your hand to your ear, with no sign of the mysterious shell.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;lion&#039;&#039;&#039;||The image of a robed judge materializes before you. You watch as he slams a wooden gavel on the table. A shackled prisoner standing before him hangs his head as he is led back to the cells by the attending guards. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||The image of a man expertly riding a horse forms before you. The horse gallops up a tree lined driveway to a country house and as the rider alights, the door is flung open. Several children emerge from the cozy home and squealing happily they run towards the man to greet him. He drops to one knee and enfolds them in a loving embrace. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||Your vision begins to cloud as a cold emptiness begins to permeate your senses. You find yourself disembodied, floating errantly in a dark void. In the distance a strange bridge protrudes curiously into the emptiness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||A strange scene unfolds before you. You see a man running speedily through the streets of a town. Sweat dribbles down his face and his breathing is labored, and yet he does not pause for rest. He keeps glancing over his shoulder, his eyes glazed and filled with fear. Suddenly you see what is pursuing him. Several vicious hounds, their tongues lolling from their jaws are rapidly descending upon the runner. He trips and sprawls to the ground, and the hounds are upon him. As the vision fades, a steel-clad warrior steps into the alley and retrieves a woman&#039;s handbag that the man had dropped in his haste.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||The image of a beautiful silver bastard sword wavers before you. Its formidable hand-polished steel blade is crowned by an ivory handle adorned with a intricately carved dragon&#039;s head. It shimmers indiscriminately, as if beckoning to mold itself to your hand.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;nightingale&#039;&#039;&#039;||A strange scene emerges before you. You see a vision of a huge dragon with glittering scales and long leathery wings. It appears to be weakened as evidenced by its sluggish movements. From outside your realm of vision you sense movement and from that direction a handful of sand is tossed at the battle weary beast. You watch in awe as the mighty beast snorts one last fiery breath and then curls unto itself, fast asleep. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;owl&#039;&#039;&#039;||Your hand numbs momentarily. You glance down at it and find that you are holding a magnificent black staff that is marbled with silver streaks. You hand begins to tingle and as you watch, the staff shimmers and disappears.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||Suddenly you are enveloped in fog and as it slowly begins to clear a strange scene unravels. You see the image of a group of intangible beings wavering before you. They seem filled with despair, their shoulders are slumped and their heads are bowed wearily. Suddenly from among them comes a single loud rallying cry, a solitary voice from the group spurring the others forcefully forward. You observe with fascination as you watch these strange beings begin to gather their strength and plunge into an unseen battle. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||The image of a holy priest kneeling before the prone body of a fallen warrior materializes before you. You watch as the priest murmurs a quiet prayer over the dead body. The fallen man gasps in a deep breath, his eyes flying open as the vision begins to disperse.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;panther&#039;&#039;&#039;||The image of a frightened boy retreating from a wounded cougar appears before you. The bloodied cougar is snarling angrily at the child. The boy turns and breaks into a run, dropping a broken longbow to the ground. The cougar gives chase, and begins to close the distance between them. You watch in horror as the animal reaches the terrified child and leaps...only to claw at empty air. The boy has disappeared! You stand there befuddled, and a new scene materializes before you. You see the anxious child in bed looking up at a shadowy figure looming over him. You watch, confused, as the figure bends over and lightly kisses the child on the forehead. The child smiles peacefully and drifts into more pleasant dreams. The vision fades&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||Suddenly your equilibrium seems out of kilter, and you stumble slightly, feeling nauseous. A searing pain stabs you right behind your eyes before it settles down into dull rhythmic pounding between your ears. You hiccup and the bitter taste of flat ale floods your mouth. Still wobbling, you press your palms against your temples and close your eyes, wondering if you are going to pass out. Suddenly you feel the soft brush of a kiss upon your forehead and as you slowly open your eyes, you realize the pain is gone.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||The image of a woman practicing vocal ranges appears before you. You cringe as you hear her strain to reach higher octaves as her voice sends unpleasant shivers down your spine. Suddenly the woman twitches oddly, and then coughs. As she opens her mouth to continue, a terror-stricken expression fills her face. No sound comes from her open mouth. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||A vision of a young adventurer materializes before you, as he purchases his first shield from a roadside merchant with a handful of copper. The young lad tromps out of the city gates, arms high and head higher, as he marches thick into the goblins&#039; home. Soon, one of the grimy beasts engages him, striking out with a rusted short sword. As the sword clashes roughly against the lad&#039;s new shield, it shatters under the very first blow, breaking through to land a fair gash in his left arm. With a surprised cry, the would-be adventurer throws down his worthless arms and flees back to the safety of town. As the vision fades, a vile laughter echoes around as an unnatural gleam sparks in the goblin&#039;s eyes.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||The vision of a seamstress intricately embroidering tiny flowers on a gown materializes before you. As you watch her nimble fingers create purple lilacs on the smooth fabric, you hear her suddenly grumble as the thread snaps. She pauses to rethread her needle, and the scissors in her lap slide to the floor. Reaching down to pick up the scissors, she knocks off a small box of pins which scatter to the floor. She stands, exasperated, and sets the gown on the chair as she begins to pick up the pins. She doesn&#039;t notice the gown slip to the floor, and she inadvertently steps on it, dirt from her shoes marring the fine fabric. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ram&#039;&#039;&#039;||The image of a tavern filled with raucous Halflings materializes before you. A rotund bartender lines up steins of ale and goblets of wine on the bar before him. The sound of music can be heard intermittently between the boisterous laughter and loud guffaws. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||A table with an ornate golden-filigreed chest glistens into view. You open its ancient dust-laden lid to find a cache of various sized rubies, diamonds, and emeralds. As you reach to take one, the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||You hear a loud, resonant, metallic sound. It repeats itself, falling into what seems to be a natural rhythm. **Clang!** **Clang!** Suddenly it stops and you hear a loud hissing noise, akin to the sound of hot molten lava pouring into a cold mountain lake. You find yourself enveloped in a cloud of hot, moist steam which quickly dissipates.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||A wave of nausea washes over you and your vision goes blank. A brief moment passes where you feel nothing, as if drifting in vast, empty space. You return to your senses shortly, but feeling a bit vacant somehow.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||Shadows suddenly swirl up from the abyss, enwreathing you in their inky depths. Gradually pinpoints of light break through as a vast night sky sprawls out above. You fix your gaze heavenward just in time to see a fiery comet streak across the sky, filling you with a sense of sadness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||A vision of a crowded beach materializes before you. Children play happily in the water while their parents sit on the white sand chatting and enjoying the sun. Ominously the sky begins to darken, going from a clear blue to a cloudy grey and as you peer out over the water you see a huge tidal wave speedily churning towards the unsuspecting swimmers. You watch in mute horror as the tsunami reaches the shoreline and obliterates everything there. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||You see the image of a schooner pitching and yawing in an angry turbulent sea. Huge crested waves smash heavily against the struggling ship, drowning the deck in frigid seawater.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrew&#039;&#039;&#039;||The wavering image of a beautiful blond mage appears before you. As you watch, she begins to twirl, and her fabulous multi-colored skirt swirls seductively around her long slender legs. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a cozy bedroom materializes before you. An Elven couple are deeply asleep in their posted bed. The wife begins to thrash beneath the covers, her soft sobs breaking the silence of the night. As her cries become louder, her husband begins to stir and slowly awakens. As he begins to turn towards her, she suddenly bolts upright, screaming loudly, her hands beating away something unseen. She turns, trembling into her husband&#039;s arms, and the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a huge egg appears before you. As you watch, you notice it begin to roll and shake. A crack begins to form, and you see a tiny claw break through the tough shell, picking at it until a small hole is made. Suddenly the head of a baby lizard emerges from the opening. It opens its mouth and a small flame issues forth. It is then you realize that it is not a lizard after all. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a campfire materializes before you. Encircling the glowing embers in a small group of people resting quietly as they draw warmth and comfort from the smoldering flames.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a cozy kitchen materializes before you. A black wood burning stove emits the smell of a succulent dinner cooking. You see a small child playing with a spinning top on a polished wooden floor while his mother sits at the table mending clothes. An older child is curled up on a rug by an open hearth reading a book. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;unicorn&#039;&#039;&#039;||A vision of a Healerie appears before you. Several Empaths sit and efficiently attend to the battle-weary wounded who are brought to them. The pungent scent of herbs and potions fills your nostrils as a young Paladin lass passes in the arms of one of the martyrs, despite his best effort to apply various reagents to her wounds. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||The image of a rain swollen river appears. Dark muddy water filled with soggy debris churns angrily against a weakened dam. In horror you watch as the level of the water steadily raises until the structure can bear its weight no longer. With a huge explosion of sound the damn bursts and tons of water is unleashed, devastating the town below. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||You hear a deep rumbling deep in the earth below you and you feel a slight vibration. The movement becomes stronger as the ground starts to tremble beneath you. You fight to remain upright.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||A macabre scene unfolds before you. You see a hunter patiently stalking his prey, a loaded crossbow in his hands. As he slowly creeps forward you notice an exposed root in his path. You try to shout a warning, but no sound escapes your open mouth. You watch in horror as in slow motion, the hunter&#039;s foot catches the root and he tumbles to the ground. The crossbow fires and impales him in the gut. He screams in agony and writhes in excruciating pain as his now empty hands attempt to staunch the flow of his life&#039;s blood. As the vision fades and you watch the hunter die a slow and agonizing death, you hear a satisfied gutteral rasping in the nearby forest.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||The grim scene of a battlefield unfolds before you. Hundreds of mutilated bodies, some still alive, cover a bloody field. You see an undulating shadow hovering macabrely as it glides from one body to the next. It pauses over the fallen that are writhing in their final death throes and waits for them to breathe their last. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||The image of a Halfling lass hanging clean white bedding on a clothesline emerges before you. The small sheets waft gently in the breeze as they dry in the hot summer heat. Inexplicably a dark black cloud appears in the clear sky. A torrent of rain deluges the crisp sheets and the ground beneath them. As suddenly as the storm appears, it vanishes, and the sun begins to dry the now soiled linen. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||The vision of a temple shrine materializes before you. You see four marble columns supporting a latticework roof covered in flowering vines. A simple marble altar stands at the far end of the shrine before a brilliant tapestry in black and gold. You watch as two young children enter the area giggling and whispering to each other. Kneeling down they both very carefully reach into their pockets and remove a few pieces of sticky candy. They bow their heads whispering a quiet prayer, and gently place the sweets on the altar. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||You see the image of an old basket weaver working diligently at his craft. Hundreds of his creations are stacked on several tables surrounding him, each item a testament to his extensive talent. The old man speedily works, his gnarled hands intricately intertwining the damp slats before they dry. He pauses briefly, with a puzzled expression. He ponders a moment and then looks carefully at the partially completed basket in his hands. You hear a small gasp escape his lips as he notices a flaw in the row he has just weaved. He mutters a quiet prayer of thanks under his breath as he unravels the slats to the point of error. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolf&#039;&#039;&#039;||The image of three Heralds forms before you. You instantly turn your head, as you know instinctively that to gaze upon them will only cause you pain. Their mere presence seems to tug at the essence coursing through you. A gnawing thought seeps into your subconscious, a remembrance of something past. The images fade.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolf&#039;&#039;&#039;||Your vision blurs, and you see the image of yourself old and withered. You are seated at a huge round table and are surrounded by friends and family who are toasting to your long life. As you raise your glass to drink of its contents the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolverine&#039;&#039;&#039;||A beautiful vista materializes. You find yourself standing atop a mountain, with miles of open land splayed out before you. In one direction you can see lush apple trees dotting a flowered meadow. A bubbling trout filled brook meanders crookedly through fertile landscape, while a doe with a young fawn pause to drink from the cool stream. A dark forest greets you as you gaze in a different direction, while in another view snowcapped mountains emerge. Slowly the beautiful panorama, unblemished by mortal man, fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wren&#039;&#039;&#039;||A cozy room materializes before you. A black kettle of bubbling soup hangs from an iron hook over a crackling fire. Cooling on the table in the center of the room are several loaves of bread. Out of the corner of your eye a movement catches your eye. You gasp in amazement as you watch a slender figure with vibrant sapphire blue wings fly through the open window, grab the bread, and fly out! The vision fades.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 5 choices you have to make correctly before you can reach the dais where the grimoire is that you have to read before you learn Infusion. If you make the wrong choice, you will fall into Maelshyve&#039;s Ascent and be stunned for a moment. The bloodwraiths are in here so BE CAREFUL! I stepped into one room and one of them nailed me in one cast of fireball I think it was and I died. You have to run through the rooms but be careful while running because you can trip and fall, sometimes landing a few feet below on another level. Once you get to the top of it and go up, just &amp;lt;go throne&amp;gt; and you will end up in the safe room (altar of flesh). Then go ne all the way, and s all the way back to the altar of the soul. It takes and &amp;lt;go bridge&amp;gt; again and start all over.&lt;br /&gt;
&lt;br /&gt;
If you take too long, the bridge will flicker and waver, then disappear and you will end up in Maelshyve&#039;s Ascent again. Then you will have to repeat the blessing of lach claws and putting them on the 3 altars part. Once you are successful and reach the dais, you need to open the grimoire, and then type &amp;lt;read grimoire&amp;gt; and stay there until you have read it. This part will take awhile, there are some damn awful rts in there. Once you are finished, if you have SOL, cast it harness some mana and infuse it into the SOL. It will create a platform. Go platform and you&#039;ll be taken back across the gap and be deposited at the altar of the soul. If you don&#039;t have SOL you have to &amp;lt;jump abyss&amp;gt; to get outta there and run all the way up to the top of Maelshyve&#039;s Ascent again and &amp;lt;go throne&amp;gt; again. then se until can go s, go arch, e, (uncurse door) go door&amp;gt; is Heirophant&#039;s Chamber.&lt;br /&gt;
&lt;br /&gt;
The only way to get out (if you can&#039;t get a gate or teleport somehow) is to find the armoire that is in the Heirophant&#039;s Chamber. You have to pick it to unlock it, open it, search it, then &amp;lt;go armoire&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Infusion_Quest]]&lt;br /&gt;
&lt;br /&gt;
==Circle 30: [[Resurrection]]==&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE&lt;br /&gt;
&lt;br /&gt;
# Climb to the top of the Temple to the High Priestess’s Chambers and ask Tallis about resurrection&lt;br /&gt;
# After listening to her talk go down to the Eyes of the Thirteen and go to Urrem’tier’s altar&lt;br /&gt;
# Pull the candle stick in the room, this will transport you to a special room, it’ll be dark so cast DR or bring a light source&lt;br /&gt;
# Get Goblet then type fill my goblet with chalice. You might want to get more than one of these just in case you die the first time.&lt;br /&gt;
# Head to Riverhaven where you will need to get flint an edged weapon and an Altar candle. The Altar Candle must be purchased in Riverhaven, the others you can get anywhere. Again, you might want to get more than one candle just in case.&lt;br /&gt;
# Head to the altar in the Zauflung out the east gate, I’d suggest using a map for this part although be warned the first part of the Zaulfung is not mapped you’ll just have to wander until you find a tree that you can climb, climb up the tree and go down and you’ll be in the mapped area&lt;br /&gt;
# Touch the altar and pray and you’ll be grabbed by a large claw and dragged down, make sure you stand after the claw grabs you&lt;br /&gt;
# The claw will drag you all the way down and spit you out, use your map again to maneuver your way through the Basilisk and Cinder Beast area to the Stalagtite that you will climb&lt;br /&gt;
# Make your way over to the rope bridge and go rope. There are reports of this bridge taking around 100 climbing to cross although better safe than sorry, I made it across with no problems with 50 climbing, a capped CJ and a capped Spider Climb.&lt;br /&gt;
# Shuffle East till you finally reach the other side&lt;br /&gt;
# Head eastish till you find a Obliesk, touch it three times to find the order of the statues to the north&lt;br /&gt;
# Head north and look at each statue to find the correct order, if the Obliesk was fire cold shadow then you would touch the statue with the red orb first, then the one with the blue orb, then the one with the black orb. Be wary of room descriptions, when I went through the Statue with the blue orb had in the room description talk of shadows and the room with the statue holding the black orb the room description had talk of being cold.&lt;br /&gt;
# After touching the orbs head to the room to the north, you’ll have to go up each corridor to the nw and ne and pull the arm and tail respectively. I went up the nw path first to pull the arm. You’ll want to head south as soon as possible because this will hurt you.&lt;br /&gt;
# After pulling the arm head the other direction and pull the tail, same as the arm, head south as soon as possible. If you are daring you can try pulling the tail first, I’m not sure what this will do.&lt;br /&gt;
# Head back to where the paths split nw and ne there will now be a new path to the north&lt;br /&gt;
# Head north then Climb the bank and swim north to the other bank and climb bank again&lt;br /&gt;
# Head north and step into the circle in about 30 seconds you’ll be transported. when you step off the circle you’ve been transported. If you see a Hierophant, run, they can cast magic and will kill you if you stay on the circle.&lt;br /&gt;
# Move n, ne, ne, nw, nw and step on another circle and wait again&lt;br /&gt;
# After stepping off this second circle move s, s climb stair&lt;br /&gt;
# Light your altar candle with your flint. After you light the candle, make sure you carry the lit candle in your hand. If you go into the altar without it, you will die.&lt;br /&gt;
# Get your Goblet and fill goblet with water&lt;br /&gt;
# Go altar. NOTE you need the goblet in one hand and the candle in the other!&lt;br /&gt;
# Drink goblet, you’ll drink it all up then slowly your spirit will drain away till it gets down to nothing and you’ll enter the void&lt;br /&gt;
# You’ll hear voices talk for awhile, they’ll ask you if you want to go home. DON’T GO HOME. Search periodically after that, I’m not sure of the exact messaging when you need to search but if you keep searching eventually you’ll see a bridge.&lt;br /&gt;
# Go bridge, you won’t be able to right away but it’ll trigger the next train of events which will be a bunch of visions, then it will ask you to pray(Use your faith to light the darkness in this world)&lt;br /&gt;
# Pray until you start getting repeat messages, and then wait eventually it will ask you to go bridge again, when it does do so&lt;br /&gt;
# You’ve now completed the quest and have Resurrection in your spellbook&lt;br /&gt;
# The easiest way to get out is go back the way you came, you&#039;ll reach a dead end where the door opened after pulling the arm and tail, touch etching and it will teleport you through the wall.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Resurrection_Quest]]&lt;br /&gt;
&lt;br /&gt;
==Circle 35: [[Glythtide&#039;s commune]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
You’ll travel to Leth Deriel, from the Northeast Gate (not the typical NW gate that you use to go to Crossing), go e, n, nw then Look Bough, Go path then follow that trail to the gazebo.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# {{com|drink}} {{tt|wine}}&lt;br /&gt;
# The halfling there will talk to you for awhile then kick you out to the gazebo again.&lt;br /&gt;
# Go path and {{com|get}} {{tt|petal}}&lt;br /&gt;
# Go north and {{com|get}} {{tt|rue}}&lt;br /&gt;
# Go south, go gazebo, then search, go trap.&lt;br /&gt;
# The halfling will talk to you for awhile again then kick you out and your done.&lt;br /&gt;
&lt;br /&gt;
You’re now able to create Roses!&lt;br /&gt;
&lt;br /&gt;
==Circle 40: [[Fire of Ushnish]]==&lt;br /&gt;
Given by: Esuin&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To obtain this spell you need the following:&lt;br /&gt;
* Three empty spell slots&lt;br /&gt;
* A hefty requirement of &#039;&#039;at least&#039;&#039; 250 &amp;quot;blended&amp;quot; or &amp;quot;average&amp;quot; of your Holy Magic and Targeted Magic.&lt;br /&gt;
* The [[Fists of Faenella]] or [[Horn of the Black Unicorn]] spell.&lt;br /&gt;
* Several [[Item:Mobar blood|Mobar blood]] I&#039;d bring at least a few of these. You can cut down on the number needed by making sure you&#039;re using the crevasse with the correct coloring (see below) but there&#039;s still a bit of a random component.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE.&lt;br /&gt;
# Start out by asking a guildleader about the Fire of Ushnish spell&lt;br /&gt;
# So head up to the Gate of Souls, just south of the ferry to Riverhaven. http://www.elanthipedia.com/wiki/RanikMap14&lt;br /&gt;
# Goto the area marked &#039;to Gate of Souls&#039; and PUSH the BOULDER. Don&#039;t move until you&#039;ve completely moved the boulder and can see the tunnel. #:There&#039;s a strength check for the boulder so if you can&#039;t completely move it out of the way, cast Benediction.&lt;br /&gt;
#:KNEEL and GO TUNNEL will take you to [[RanikMap14a]]&lt;br /&gt;
# Make your way to the room labeled the Oracle Chamber where you will find a mysterious, glowing cone.&lt;br /&gt;
# study cone to learn a prayer&lt;br /&gt;
# Now we have to find a place for our offering. So head further into the southern Temple, and CLIMB CLIFF into the Fangs of Ushnish.&lt;br /&gt;
# Search around the Fangs of Ushnish for a volcanic crevasse. The crevase moves around from time to time, so search every room in there until you find it.&lt;br /&gt;
# The color of the lava you&#039;re looking for depends on your last favor. Black (dark aspect), silver-grey (neutral aspect), or blue-white (positive aspect). If it&#039;s the wrong color wait for it to change rooms.&lt;br /&gt;
# Once you find the correct color, get your mobar blood and POUR BLOOD IN CREVASSE.&lt;br /&gt;
# A magma viper should appear. If it doesn&#039;t appear after a few seconds try agin. Once it does STUDY CREVASSE. If you&#039;re getting a message that it&#039;s too convoluted you don&#039;t have enough PM. Try again when you have more. If you&#039;re getting a message saying it&#039;s too dark/light for your eyes it&#039;s the wrong color. Wait for it to move and try again.&lt;br /&gt;
# Head back to the Oracle&#039;s Chamber, KNEEL, and PRAY USHNISH&lt;br /&gt;
# Congratulations, you now know the Fire of Ushnish spell!&lt;br /&gt;
&lt;br /&gt;
==Circle 50: [[Murrula&#039;s Flames]]==&lt;br /&gt;
Given by: Father Karjon in the church of Tiger Clan&lt;br /&gt;
&lt;br /&gt;
This walkthrough was put together by Renkxil and reformatted by Dasffion&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To obtain this spell you need the following:&lt;br /&gt;
* 30 Charisma&lt;br /&gt;
* [[Item:Holy oil|Holy oil]]&lt;br /&gt;
* a feather from the Crossing cleric shop&lt;br /&gt;
* Recommended: Enough Holy/Targeted Magic to cast [[Harm Evil]] at least at 47 mana (more is better, this is to even have a chance hitting the bony fylgja)&lt;br /&gt;
* Recommended: At least 35 Discipline (more is better, this is to help with hitting the bony fylgja)&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# We begin. Talk to Father Karjon in the church of Tiger Clan. He&#039;s hard to miss. Ask Karjon about Murrula&#039;s Flames and he&#039;ll give you a key&lt;br /&gt;
# Now, head down to the dark spirits (use divine radiance as a light source), and you&#039;ll find a room that has a pile of rotting timbers in it. Look for the pile that looks &amp;quot;oddly different&amp;quot;. Push on the timbers until the trap door appears. Unlock it with the key and go trap door&lt;br /&gt;
# Read the tome, there is heavy RT here, but the area is safe.&lt;br /&gt;
# Head to the Forest of Night in Leth Deriel. There, head to the death spirit area. The entrance is only available at night. Upon entering this area, say &amp;quot;Findylis.&amp;quot; in every room. The room that worked for me was the one immediately southeast of where I entered.&lt;br /&gt;
# Findylis will take you to her tree and talk to you for awhile then ask you to kill and raise a dryad.&lt;br /&gt;
# Get your holy oil, and your feather, Then, head back to the blood dryad and nyad spot. Kill one, soul bond it, dip feather in oil, mark dryad with feather and then raise it. MAKE SURE YOU BOND IT. If you don&#039;t it&#039;ll raise a corrupted dryad that will tear you to shreds.&lt;br /&gt;
# Head back to the same spot and say Findylis again. Here, she will give you a speech, and then ask you to climb her tree and &amp;quot;Master the Echos&amp;quot;&lt;br /&gt;
# Once you climb the tree, type &#039;listen&#039;, and various random musics will start to echo. Each time a type of music plays, it will be a favored type of an aspect of Faenella. Idon (heron), is all drums and percussions. Faenella (wren) is all harps and stringed instruments. Murrula (phoenix) is all flutes and woodwinds. Touch the figures who correspond to the music.&lt;br /&gt;
# Go down and talk to Findylis again. She will tell you to have the immortals cast their benevolent gaze down upon you, etc. This means, go to the Eyes of the Thirteen in the Crossing Temple and light each one. Buy silver altar candles from the cart-monk on the temple grounds outside, and put the candle in each of the candlesticks. Once they&#039;re all lit, hurry down to the main altar and put your egg on it. If all the candles are still lit, the egg will &amp;quot;hatch&amp;quot; a statue of a phoenix.&lt;br /&gt;
# Clean the phoenix with some holy water. It&#039;ll read something like starry road whatever. This means, its off to Zaulfung again! Apparently if you don&#039;t do this at the Temple it won&#039;t message but you can still complete the quest as long as the Phoenix is clean. Go to the greater Zaulfung swamp and go to the area on Ranik&#039;s map marked &amp;quot;Beak&amp;quot; and climb it. NOTE: If your climbing isn&#039;t great get some climbing CJs Go all the way down, go all the way north, and climb the crevice. Go up, and climb the spire. when you get to the top put phoenix in spire&lt;br /&gt;
# Now, you&#039;re back in the void. Kill all of the bony fylgjas and get the piece of glass that they drop, one at a time. Affix the glass to the triptych of where that aspect of the god is missing (the triptychs are east a bit, don&#039;t bother mapping it as it changes every time you go in.) For example, if a shark drops, put it on the triptych with the albatross and dolphin, and so on. I had 150 TM at this point, and it took casts of HE at 40-50 to even dent them. Suffice to say, it took a long time to kill them all. I&#039;ve been told you don&#039;t have to kill them all, just enough to get all the triptychs, however it can be difficult to sort through them while you&#039;re being attacked so I still recommend just killing them all, then gathering up the triptychs. NOTE: There are random stuns in this area BE CAREFUL Once you kill them all, another portal will open in some random room. Go around until you find it. Go into the nebulous rift.&lt;br /&gt;
# A long sequence will happen. Go to the lake, put the statue in the monolith, and study it. It will take a while, but keep going. Once you do that, another long sequence, you&#039;ll die, and be reborn. Congratulations, the spell is yours.&lt;br /&gt;
&lt;br /&gt;
==Circle 60: [[Truffenyi&#039;s commune]]==&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
You have to complete this quest to circle past 60. If you&#039;re already 150 go to a guild leader and ask about quest.&lt;br /&gt;
&lt;br /&gt;
The quest starts off with your guild leader giving you a Miniature altar and giving you the clue of having to gain the attention of a Deity from each Alignment. Your altar itself is the clue for which Deities you need to gain the attention of. It&#039;s always in the forum of Neutral, straight out animal, the Neutral animal will be interacting with a symbol of the Light Aspect. On the back will depict the Dark Aspect. Below are the some of the known Clues and Gods they align to.&lt;br /&gt;
&lt;br /&gt;
====Altar Description====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Neutral&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Kertigen||Raven&lt;br /&gt;
|-&lt;br /&gt;
|Hodierna||Unicorn&lt;br /&gt;
|-&lt;br /&gt;
|Meraud||Wolf&lt;br /&gt;
|-&lt;br /&gt;
|Damaris||Panther&lt;br /&gt;
|-&lt;br /&gt;
|Everild||Boar&lt;br /&gt;
|-&lt;br /&gt;
|Truffenyi||Ox&lt;br /&gt;
|-&lt;br /&gt;
|Hav&#039;roth||Cobra&lt;br /&gt;
|-&lt;br /&gt;
|Eluned||Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Glythtide||Ram&lt;br /&gt;
|-&lt;br /&gt;
|Tamsine||Cat&lt;br /&gt;
|-&lt;br /&gt;
|Faenella||Wren&lt;br /&gt;
|-&lt;br /&gt;
|Chadatru||Lion&lt;br /&gt;
|-&lt;br /&gt;
|Urrem&#039;tier||Scorpion&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Light&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Divyaush||wrapped gift&lt;br /&gt;
|-&lt;br /&gt;
|Berengaria||sheath of grain&lt;br /&gt;
|-&lt;br /&gt;
|Firulf||black staff&lt;br /&gt;
|-&lt;br /&gt;
|Phelim||batch of feathers&lt;br /&gt;
|-&lt;br /&gt;
|Kuniyo||carrying a bundle of pelts&lt;br /&gt;
|-&lt;br /&gt;
|Alamhif||toy bridge(?)&lt;br /&gt;
|-&lt;br /&gt;
|Peri&#039;el||&lt;br /&gt;
|-&lt;br /&gt;
|Lemicus||lodestone&lt;br /&gt;
|-&lt;br /&gt;
|Saemaus||wedding ring&lt;br /&gt;
|-&lt;br /&gt;
|Albreda||olive laurel&lt;br /&gt;
|-&lt;br /&gt;
|Murrula||silver flute&lt;br /&gt;
|-&lt;br /&gt;
|Rutilor||intricate sword&lt;br /&gt;
|-&lt;br /&gt;
|Eylhaar||scythe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Dark&lt;br /&gt;
!Clue&lt;br /&gt;
|-&lt;br /&gt;
|Zachriedek||&lt;br /&gt;
|-&lt;br /&gt;
|Asketi||a long row of dismembered bodies leading toward a broken altar.&lt;br /&gt;
|-&lt;br /&gt;
|Kerenhappuch||a disheveled man weeping behind two women who are locked in combat.&lt;br /&gt;
|-&lt;br /&gt;
|Dergati||&lt;br /&gt;
|-&lt;br /&gt;
|Trothfang||a riotous party. Wine sloshes out of full cups held by people around the table, while other figures are slumped over in their chairs, dark pools around their feet.&lt;br /&gt;
|-&lt;br /&gt;
|Huldah||a tithe box sitting outside of a small chapel, the tail of a snake disappearing into the slot. 	&lt;br /&gt;
|-&lt;br /&gt;
|Ushnish||a scene of wilted crops interspersed with livestock lying supine a rough texture to the carving is noticeable above each animal.&lt;br /&gt;
|-&lt;br /&gt;
|Drogor||a simply dressed mage sleeping underneath an elm tree during a downpour. A spellbook sits open on a nearby picnic table.&lt;br /&gt;
|-&lt;br /&gt;
|Be&#039;ort||a haggard looking Gnome lying on his side and clutching his knees in his arms. A crooked smile stretches across his face as he stares at a roach crawling in front of him.&lt;br /&gt;
|-&lt;br /&gt;
|Harawep||&lt;br /&gt;
|-&lt;br /&gt;
|Idon||young woman walking away from an orphanage.&lt;br /&gt;
|-&lt;br /&gt;
|Botolf||a man walking down the aisle of a courtroom.  On either side of the man, a group of figures raise their fists toward him, while a woman sits near the front of the group weeping.&lt;br /&gt;
|-&lt;br /&gt;
|Aldauth||a long beach after a horrific battle. A few figures seem to be crawling away from the tide.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Get favor orbs of the three gods that your altar depicts and put them in your altar. Close it then PRAY ALTAR. The altar should burst into flame (giving you light hand bleeders in the process) if you have all 3 correct. If only 1 is correct there will be a slight whine from the altar. If you have two correct orbs you will receive a message about profound emptiness washing over you. Your burning altar will turn into a vial on the ground. Pick it up.&lt;br /&gt;
&lt;br /&gt;
Before starting the next part make sure you have at least 2 hours to spend. Try to drink the vial and you&#039;ll be get a message like this&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tilt the vial back, but the liquid doesn&#039;t pour out. Seemingly repelled by your attempt to drink it, the murky substance pools at the back of the vial. A cacophony of voices rises in your ears, composed of disjointed whispers, foul phrases and lyrical singing that blend together until they speak in unison, &amp;quot;We see you, child, your bodily shell like clay unfinished in form even when your soul shines like the stars. You hold in your hand a remedy for that condition, though peril awaits should you falter. Drink and begin to cleanse if you are ready, but let nothing else pass your lips until you are done with your task. While you fast you will be tested, so remember two things. Leave temptation behind, and aid will be given if you know who to ask.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drink again to start the next part. During this part I&#039;m pretty sure you can&#039;t eat or drink anything or you get poison and die. This is a really long part with a lot of waiting. You can do other stuff during this part but don&#039;t miss the visions. Food will appear in your hand from time to time but get rid of it as soon as possible. You&#039;ll also get visions, when you get these you&#039;ll have to pray to a Light aspect that correlates with the vision. If you&#039;re not sure just pray to all the Dark/Neutral/Light Gods (whichever your last favor was with). You should have enough time to get them all.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll get a message like this (it took me a little over 2 hours):&lt;br /&gt;
&lt;br /&gt;
A stern voice surrounds you, &amp;quot;Rishlu, you have my attention, though really you are never far from my sight. I know you have sacrificed, and you have been devout. If you could see yourself through my eyes, you&#039;d know how you shine in a sea of greys. Search out my shrine on the streets of Therenborough, as only the pure may find where it is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Fasting Visions====&lt;br /&gt;
Note: With the last favor from Dergati (Dark Aspect), for each vision I pray to the dark aspect of that god and it works just fine.&lt;br /&gt;
&lt;br /&gt;
=====Neutral Aspects=====&lt;br /&gt;
&lt;br /&gt;
=====Light Aspects=====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Immortal&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|Divyaush||Your vision fades and you suddenly see yourself working in front of a glowing forge. You strike down with your hammer over a broken piece of armor, but each well-intentioned blow just adds to the disrepair. You know that your increasing hunger is the cause of your poor workmanship, but your work must get finished before you can stop to eat.&lt;br /&gt;
|-&lt;br /&gt;
|Berengaria||Your vision fades and you see yourself toiling in a dusty field. Each withered crop you toss aside accompanies a sad rumbling in your belly. You continue up the slope, knowing full well each plant you uproot will be the same, but you must carry on -- others depend on you.&lt;br /&gt;
|-&lt;br /&gt;
|Kuniyo||Your vision fades and you see yourself huddled in front of a fire in an icy cavern, the frozen form of your companion a few feet away. Dizzy and weak with hunger, you stare at the remains of your friend. In your mind, you know they will find you soon, but the only thing that separates you being found alive or dead is if you eat.&lt;br /&gt;
|-&lt;br /&gt;
|Peri&#039;el||Your vision fades and you see yourself surrounded by occupied cots. The air is still and silent now that the last patient has passed, another painless surrender to the affliction that has consumed everyone around you. Had you not been working so tirelessly to save them, you might have been one of the many who drank from the tainted well. Now with no one left to save, you feel your thirst renew. One final drink and you&#039;re back with those you love, quickly and peacefully. Otherwise, you will suffer on alone, tormented by the pasty husks around you, until thirst takes you.&lt;br /&gt;
|-&lt;br /&gt;
|Lemicus||Your vision fades and you see yourself alone on a raft, calm seas in all directions. The cloudless sky above lends you no respite from the burning rays of sunlight cast down, your thirst already compelling you toward your final act. You reach down and scoop a handful of salty water to drink. Though your mind tells you that death will follow quickly from drinking, your body can&#039;t much longer resist the urge to let slide that cool wet liquid across your lips.&lt;br /&gt;
|-&lt;br /&gt;
|Albreda||Your vision fades and you see yourself as a young child sitting in the corner. You watch your parents eating at the table quietly, casting disapproving looks at you each time your stomach growls. The fire that burnt down the barn wasn&#039;t your doing, but they blamed you anyways, and your discontent burns more fiercely than your hunger.&lt;br /&gt;
|-&lt;br /&gt;
|Murrula||Your vision fades and you find yourself travelling the desert. It&#039;s been two days since the bandits made off with your supplies, and your body is nearing exhaustion. You&#039;ve been smart to sleep during the day, but even travelling at night the dry air slowly sucks the life from you. At least you know where you are, but unfortunately it&#039;s far too long a trip in any direction to find water.&lt;br /&gt;
|-&lt;br /&gt;
|Rutilor||Your vision fades and you see yourself tired and sore after a long day of harvesting crops. You walk alongside a team of oxen that haul your goods as you wind your way back home. As you round the final bend you spy the local tax collector surrounded by a contingent of armed men standing between you and your home. You knew they would come, but you did not expect them this soon. There wasn&#039;t even enough time to hide away sufficient food to keep your family fed through the winter. Already you feel the pangs of hunger suffered last year as your mind screams, &amp;quot;They take too much! How will we survive?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Saemaus||Your vision fades and you see yourself sitting on a bar stool. The bartender stands off to the side wiping out a mug with a smudged cloth. Sunlight beams in through the window showing no other patrons, and you&#039;re relieved to have the place to yourself. You trace a finger over the lip of the shot glass in front of you the warm brown liquid heaven inside will let you forget. The door creaks a protest as it opens and two men walk in, their conversation stopping as they enter. In your mind you know they were talking about you, as they all have been, and you grip the shot glass tightly and rage on alone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Dark Aspects=====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Immortal&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|Asketi||Your vision fades and you see yourself walking through one of your grain fields. On the eastern side of the field a line of fruit trees speckled with color cast long shadows from the rising sun behind them. Children climb up and down the trees, then chase each other until they tire. Occasionally they snatch up a ripened fruit from a nearby branch and take a few bites before tossing the rest aside. They don&#039;t know how much damage they do, but the losses from their playing have taken its toll on your pantry. You don&#039;t want to spend the energy chasing them off again; they&#039;ll just come right back anyways. Sighing silently, you continue to watch the children play. &lt;br /&gt;
|-&lt;br /&gt;
|Be&#039;ort||Your vision fades and you see yourself sitting amongst a group gathered at an outdoor wedding. The couple stands at the front facing each other while a preacher continues to speak the marriage rites. These formal ceremonies take a long time, and this one is lasting particularly long. Off to the side you see the food set up for the reception. Table after table laden with spiced meats, expensive wines, and cheeses taunt your vision as you squirm in your chair ready to feast. &lt;br /&gt;
|-&lt;br /&gt;
|Dergati||Your vision fades and you see yourself sitting on a grassy hilltop. Staring up a the night sky you watch stars twinkle merrily as a cool breeze passes around you. A cluster of stars to the west catches your attention, and you suddenly can&#039;t stop thinking that they resemble a cupcake coated with raw sugar glistening from an unseen light. To the east, Yavash slowly rises. Your stomach ties up in knots as you notice how much the red moon resembles a giant hhyssk&#039;et berry pie. &lt;br /&gt;
|-&lt;br /&gt;
|Drogor||In your vision the waters pull away from the shore, gathering upward in a massive wall. The dancers stop and stare up at the waters as you take several steps back. Suddenly the top of the waterwall surges forward and down, crashing violently over the dark-skinned Elves, as stinging mist and sand pelt you where you stand. When the waters pull back toward the lake, neither the dancers nor the fire remain. &lt;br /&gt;
|-&lt;br /&gt;
|Idon||Your vision fades and you see yourself seated in the front row of a concert hall. The lights on the stage center on a beautiful young woman who is standing alone, singing the most entrancing music you&#039;ve ever heard. Tears stream down the faces of nearby listeners, but you can&#039;t maintain your attention any longer as your hunger has reached a ravenous point. Three encores is already enough, but judging from the reaction of the crowd, you&#039;re sure there will be more. If you leave before the singer is finished you&#039;ll draw the scorn of the other concert goers, so you continue to sit and hope your hunger will subside on its own. &lt;br /&gt;
|-&lt;br /&gt;
|Kerenhappuch||Your vision fades and you see yourself entertaining a neighboring farmer at your house. His crops for years have outperformed yours -- so much so that you&#039;ve been going hungry from the meager prices you fetch at market. You both drink your wine, a luxury you wouldn&#039;t normally afford, but learning his secret farming techniques will be worth the cost. The neighbor speaks proudly of what he&#039;s learned but drops no hints to what the secret is, his tales of success almost drowned out by the rumbling in your belly. &lt;br /&gt;
|-&lt;br /&gt;
|Trothfang||Your vision fades and you see yourself battling a small peccary. Wielding a sword, you deftly parry and dodge the peccary&#039;s charges, waiting for just the right moment to strike. Seizing an opportunity as the peccary passes, you land a massive slice along the peccary&#039;s back and follow through with a sweep to the right leg. The peccary collapses, and the intoxicating scent of cooked meat overtakes your senses. Confused you pick up the severed leg and notice a distinct hickory-smoked aroma from it, and the tenderloin looks to have a pineapple glaze. You want to eat, but something just doesn&#039;t seem right. &lt;br /&gt;
|-&lt;br /&gt;
|Zachriedek||Your vision fades and you see yourself standing in the snow peering into the window of a rival blacksmith&#039;s house. Inside, the warm glow from the fireplace illuminates a center table lined with succulent foods and ornate gifts. Around the table, your competitor and his employees drink deeply from tankards and goblets. He does good work, no better or worse than yours, but somehow he has managed to acquire much more business than you have. Your stomach draws up in knots as you continue to watch the group noshing and revelling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Head to Therenborough and search around. The location is not static, it has been found at Claymore Court, a couple rooms west of Claymore Court and past the arch near the cleric shop, Once you find the shrine, Pray Truffenyi and you&#039;ll fall sleep and wake in a forest clearing. Go Gap and you&#039;ll confront a magpie, follow it to the east and there&#039;ll be a weasel holding a stick. Jump weasel until it&#039;s on the edge of the branch then whistle magpie. Immediately after jump weasel again and you&#039;ll fall into the pit.&lt;br /&gt;
&lt;br /&gt;
In the pit you need to pull the ox until it stands, revealing a rock. The magpie will come drop some twine. Tie twine to stick then get the rock and tie rock to stick and you&#039;ll have a shovel. Then start digging and keep going until you get a message that you&#039;ve finished the ramp. This takes quite a bit of digging. Push the ox to get it up the ramp. Follow him up the ramp and he&#039;ll start talking to you. After he&#039;s done you&#039;ll go unconscious again and wake up in the shrine in Theren. You now have the commune.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader&amp;diff=423128</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader&amp;diff=423128"/>
		<updated>2015-09-17T23:17:42Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;New to the game? You may want to check out the [[Trader new player guide|new player guide for this guild]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Trader|image=Small_trader_300.jpg&lt;br /&gt;
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic&lt;br /&gt;
|abilities=Caravans, Trading,&amp;lt;br&amp;gt;Market Advantages&lt;br /&gt;
|mana=None}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traders&#039;&#039;&#039; are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most (in)famous figure among Traders was [[Arnile Hanskwin]], Syndic of the Trader&#039;s Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:TraderCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
:Inside Riverhaven&#039;s large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
:A grand guildhall set in the Desert City.  The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Guild Leader [[Imaar]] presides over the guildhall here.&lt;br /&gt;
; [[Aesry|Aesry Surlaenis&#039;a]]&lt;br /&gt;
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.&lt;br /&gt;
; [[Hibarnhvidar|Outer Hibarnhvidar]]&lt;br /&gt;
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Trader]]&#039;s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}.  {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, Traders tend to be:&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elothean|Elothean]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 22%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Prydaen|Prydaen]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
NOTE: Reading a contract and/or commodity board sends the output to the Familiar Window. If you do not see any information within the game, check that window. If you would like it sent to the Story window, make sure to close the Familiar Window.&lt;br /&gt;
&lt;br /&gt;
===What You Should Know===&lt;br /&gt;
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won&#039;t be rich for quite some time.  There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.&lt;br /&gt;
&lt;br /&gt;
In my opinion, Traders are the bravest people in all the provinces.  It doesn&#039;t take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path.  But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up&lt;br /&gt;
&lt;br /&gt;
And if you do go into combat, barring enchanted items, you&#039;re reliant on yourself and your base skills and stats.  No roars, no magic - just you and your opponent.&lt;br /&gt;
&lt;br /&gt;
===Tips and Methods===&lt;br /&gt;
&lt;br /&gt;
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers&#039; Bazaar in Crossing.  This will lock your trading and make you a little coin at the same time.  She should buy up to around 5 golds&#039; worth, but it varies.  Using caravans is a terrible idea for a newcomer.  The transportation fees alone will be more than you&#039;re making.  It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.&lt;br /&gt;
&lt;br /&gt;
===Advancing in the Guild===&lt;br /&gt;
&lt;br /&gt;
After your initial training there are a few different methods that you could use in order to train.  Even though hunting isn&#039;t a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild.  On top of that, you will have your survival training; this and lore can be done in a number of ways.  One way utilized by many traders is to train while following your caravan to different locations.  Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Contract Trading&#039;&#039;&#039;-  This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field.  If you&#039;re going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans.  This is inconvenient since you can&#039;t have them lead you, but a caravan will be too expensive to afford.  The longer you do this the more you will be capable of making.  When you feel that you are at a sufficient amount then you can switch to caravans.  Transportation fees are charged for each shipment so be sure you can afford to pay it!  It takes a while but eventually you will notice more and more money building up, however don&#039;t get too excited because you wont ever reach a state where you have an unlimited flow of money.  It&#039;s a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Commodity Trading&#039;&#039;&#039;- This form of trading can be used at a younger age with significantly less risk.  This is also another great way to lock trading, buying goods from certain outpost and selling them at another.  However, the entire risk is on you when you use this method.  To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards.  They will list the items they have and their prices.  Beside the item will be a word such as &amp;quot;surplus&amp;quot;.  This refers to the amount they have on hand currently.  Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Pawnshop&#039;&#039;&#039;- Selling off items to any pawnshop will grant considerable trading experience at low ranks.  More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way.  The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks.  If your trader is training stealing you can simply sell off the stolen goods.  Also, many creatures drop weapons, armor, or fluff items that can be pawned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Crafting Society Workorders&#039;&#039;&#039;- Traders now gain experience in Trading when they turn in completed workorders at any crafting society.  The experience granted depends on the difficulty of the items you made for the workorder.  This can be an effective way to train trading and other lores, such as mech lore and appraisal.  Also, the crafting books used in this process can be studied for scholarship experience as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Other Methods&#039;&#039;&#039;- Most of the following methods usually can&#039;t be used as consistent modes of training, but can be useful if you find someone in need of the service.  Selling pouches is actually a very quick way to lock the trading of any trader.  However, this is dependent upon people needing pouches sold.  If you get the chance, however, it&#039;s a good way to train.  Your charisma and trading skill will determine the amount you are capable of receiving for your pouches.  Most traders gain this ability around circle 12. Selling bundles is also another way to train.  This isn&#039;t as effective as pouches and generally isn&#039;t as common, but it can still work.  Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly.  You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent.  Obviously this will not yield you any profit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Low Level Methods&#039;&#039;&#039;- The best way to learn trading for the first few circles is to forage sticks or branches and sell them to Mags in the Crossing. This works until you have sold 5-6 gold worth of wood. Be sure to stop selling when trading is locked or you will miss out on potential exp. Once you can kill goblins out the west gate of the Crossing, use the loot all option and sell equipment - shields, weapons, and metal body armor sell the best. Finally, completing some type of tasks rewards trading experience. Foraging tasks from Mags are a great way to supplement the experience from other sources.&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities and Breakdowns==&lt;br /&gt;
&lt;br /&gt;
===Rentable Pack Animals and Caravans===&lt;br /&gt;
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild.  To rent a caravan simply go to the room with the clerk and RENT CARAVAN.  The initial cost is 400 kronars at any Zoluren outpost.  If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal.  You may upgrade this by simply asking to rent a caravan.  A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault.  If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trade Route Justice&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing.  This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there.  Be careful though because this ability cannot be used if they are not caught on a trade route.  Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won&#039;t be able to accuse.  &lt;br /&gt;
::Syntax: [[Accuse_command|ACCUSE]] &amp;lt;person&amp;gt; - see the list of current [[Trade Route|Outpost Locations]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Drivers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:One of the more often used abilities of a caravan is to use it to lead you places.  When doing this you will automatically follow the caravan and stay with it even during round time.  This makes it easy to train while the caravan is moving.  You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;caravan&amp;gt; TO LEAD TO &amp;lt;location&amp;gt; - see the list of current [[Trade Route]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corpse Hauling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can&#039;t drag out of by hand.  Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. &lt;br /&gt;
&lt;br /&gt;
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)&lt;br /&gt;
&lt;br /&gt;
::Syntax: [[Tie_command|TIE]] &amp;lt;caravan/animal&amp;gt; TO &amp;lt;player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Loss and Recovery&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late.  When looking for a caravan go to the stable closest to the area the caravan was originally lost in.  Locations are in leth, stone clan, dirge, and crossing.  They will not be the normal stables used to keep horses in.  When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time.  So be careful and take care of those caravans!&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;RECALL CARAVAN&#039;&#039;&#039; in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. &lt;br /&gt;
&lt;br /&gt;
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable.  &lt;br /&gt;
&lt;br /&gt;
::NOTE:  It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Spook&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and Pack Animals have the ability to drag you from combat.  There is a small potential to be hurt from the attempt.&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;pack animal/caravan&amp;gt; SPOOK&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[kregkeirel|Kregkeirels]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans.  They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.&lt;br /&gt;
&lt;br /&gt;
===Player Owned Caravans===&lt;br /&gt;
[[Player Owned Caravans]] are custom caravans owned by Traders that can start being built at 25th circle.&lt;br /&gt;
&lt;br /&gt;
===Commodity Trading===&lt;br /&gt;
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces.  Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].&lt;br /&gt;
&lt;br /&gt;
Table of Commodies [[Commodity Trading]]&lt;br /&gt;
&lt;br /&gt;
===Market Advantages===&lt;br /&gt;
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner.  Increased [[Charisma]] also increases profit.&lt;br /&gt;
&lt;br /&gt;
===Trader Markets===&lt;br /&gt;
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar&#039;i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]].  As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.&lt;br /&gt;
&lt;br /&gt;
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  This will also work on fellow Traders if they do not have a table rented in the building.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tables&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, &amp;lt;tt&amp;gt;ASK MONGER FOR TICKET&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty table.  If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant.  Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. &amp;lt;tt&amp;gt;ASK MONGER FOR GOODS&amp;lt;/tt&amp;gt; within 48 hours to recover your items.&lt;br /&gt;
:For more information see [[Trader Market Tables]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stalls&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently.  The price for a stall is 10 platinum Kronars for 10 days of rental.  Stalls contain three tables, each holding up to twenty items.  All tables may be used immediately upon rental.  To rent a stall, &amp;lt;tt&amp;gt;ASK MONGER FOR STALL&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty stall.  Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item.  To remove an unwelcome guest, &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  You can also &amp;lt;tt&amp;gt;OPEN&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;CLOSE&amp;lt;/tt&amp;gt; a stall while standing outside of it.  Once your rental expires, you must wait 10 days before renting another stall.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trader Owned Shops&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:For more information see [[Trader-owned Shops]].&lt;br /&gt;
&lt;br /&gt;
===Auction Halls===&lt;br /&gt;
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].&lt;br /&gt;
:For more information see [[Trader Auction Halls]].&lt;br /&gt;
&lt;br /&gt;
===Horse Trading===&lt;br /&gt;
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers.  This ability is most frequently used to facilitate transfer of a horse from one person to another.  Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.&lt;br /&gt;
:For more information see [[Trader Horse Brokering]].&lt;br /&gt;
&lt;br /&gt;
===Gem Pouches &amp;amp; Shops===&lt;br /&gt;
Traders of appropriate skill and circle (approximately 12th circle) have the unique ability to sell gems in bulk via gem pouches.  In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse.  This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill.  Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems.  &lt;br /&gt;
&lt;br /&gt;
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another.  This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance gem shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Fur Shops===&lt;br /&gt;
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches.  To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin&#039;s Rest]] outposts and will hold 100 skinned items each.&lt;br /&gt;
&lt;br /&gt;
Traders of sufficient skill can also finance fur shops.&lt;br /&gt;
:For more information see [[Trader Shop Financing]].&lt;br /&gt;
&lt;br /&gt;
===Shardstar Shipping===&lt;br /&gt;
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee.  Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis&#039;a]] and [[Ratha]].&lt;br /&gt;
&lt;br /&gt;
===Speculate===&lt;br /&gt;
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:&lt;br /&gt;
Syntax: ASK (GUILDLEADER) ABOUT SKILL&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Speculate!!Circle!!Guild!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Paranoia||5||Automatic||Boosts the peception abilities of the trader for a short period of time.  This will give you a bigger opportunity to catch thieves.&lt;br /&gt;
|-&lt;br /&gt;
|Finesse||8||Riverhaven||Increases ability to get higher profits on sales of gems, bundles, and pawn items.  Also gives more elaborate emotes to various verbs (smile, bow, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Coin||12||Muspar&#039;i||Allows you to throw a random coin you are carrying and possibly stun your target.  CAUTION - You lose the coin!&lt;br /&gt;
|-&lt;br /&gt;
|Defense||25||Automatic||Boosts the defensive abilities of the trader for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object.  The messaging differs based on the type of object as well as the target character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hirelings and Criers===&lt;br /&gt;
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one.  What hireling you get depends much on your circle, but there&#039;s still a random factor in for which one you&#039;ll get.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Syntax:&lt;br /&gt;
HIRE &amp;lt;TYPE&amp;gt; (where TYPE is one of the following)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
ATTENDANT&amp;lt;BR&amp;gt;&lt;br /&gt;
LOCATE (Attained at 8th Circle)&amp;lt;BR&amp;gt;&lt;br /&gt;
CRIER&amp;lt;BR&amp;gt;&lt;br /&gt;
MESSENGER&amp;lt;BR&amp;gt;&lt;br /&gt;
DELIVERY&lt;br /&gt;
&lt;br /&gt;
Here are the basic commands:&lt;br /&gt;
&lt;br /&gt;
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.&lt;br /&gt;
&lt;br /&gt;
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.&lt;br /&gt;
&lt;br /&gt;
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.&lt;br /&gt;
&lt;br /&gt;
CRIER: Criers can be used in order to let the city know that you have a shop open for business or you are available to offer gem selling services.  There is a charge for this service though, the criers have two forms of usage.  First is they can alert all people in the city that your stall or table is open.  In order to do this you must HIRE CRIER TOWN CONFIRM.  This service will cost you 2500 kronars.  The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to.  The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.&lt;br /&gt;
&lt;br /&gt;
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).&lt;br /&gt;
&lt;br /&gt;
DELIVERY:  A dapper servant steps forward and says, &amp;quot;I will use our guild&#039;s resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target.  First, you will need to hold the item you want delivered in your right hand.  Then ask me to weigh the item that you want delivered to make sure it doesn&#039;t exceed limitations.  If the item is acceptable, you will need to give me the name of the person you want the item delivered.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)&amp;lt;br /&amp;gt;&lt;br /&gt;
(To send the item, keep it in your right hand and type ASK servant for DELIVER &amp;lt;person&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! Trading !! Appraisal !! 1st Lore !! 2nd Lore !! 3rd Lore !! 1st Armor !! 2nd Armor !! 1st Surv. !! 2nd-3rd Surv. !! 4th Surv. !! 5th Surv !! 6th Surv !! 1st Weapon !! 1st Magic !! 2nd Magic !! 3rd Magic&lt;br /&gt;
|- &lt;br /&gt;
| 1-10   || 4 || 3 || 3 || 2 || 2 || 2 || 1 || 3 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|- &lt;br /&gt;
| 11-30  || 5 || 3 || 3 || 3 || 2 || 3 || 2 || 3 || 3 || 2 || 2 || 1 || 2 || 2 || 1 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 31-70  || 6 || 4 || 4 || 3 || 3 || 3|| 2 || 4 || 3 || 2 || 2 || 1 || 2 || 2 || 2 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 71-100 || 6 || 5 || 4 || 4 || 4 || 3|| 3 || 4 || 4 || 3 || 3 || 2 || 3 || 3 || 2 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 101-150 || 7 || 6 || 5 || 4 || 4 || 4 || 3 || 5 || 4 || 4 || 3 || 2 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151+ || 15 || 15 || 13 || 10 || 10 || 10 || 8 || 13 || 10 || 10 || 8 || 5 || 8 || 8 || 8 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Trading]] and [[appraisal]] are hard requirements (do not count toward Nth lore requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
Magic requirements are not live until Trader magic is released.&lt;br /&gt;
&lt;br /&gt;
==[[Rumor System]]==&lt;br /&gt;
The rumor system allows you to gossip with certain NPCs throughout the realms.  &amp;lt;tt&amp;gt;ASK (NPC) ABOUT/FOR RUMOR&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;WHISPER (NPC) (your rumor)&amp;lt;/tt&amp;gt; to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Traders have a number of role play and functional items in game available to them.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[handbill|Handbills]] - sold at [[Chispin&#039;s Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader&#039;s business.  [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns.  See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components.  Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Banquet Hall|Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc.  Banquet Halls also include a gambling room with a fully functional craps table.  Currently there is a Hall in the [[RiverHaven]] Trader Guild.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Trader Titles]]&lt;br /&gt;
*[[Trader Abilities Chart]]&lt;br /&gt;
*[[:Category:Trader_Shops|Trader-only Shops]]&lt;br /&gt;
*[[Traders of Renown]]&lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ranger_companion&amp;diff=404299</id>
		<title>Ranger companion</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ranger_companion&amp;diff=404299"/>
		<updated>2015-04-09T23:51:04Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Wolf Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Raccoons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
*13th Circle Ranger&lt;br /&gt;
*The sum of [[Wisdom]] + [[Intelligence]] + [[Discipline]] must equal 36&lt;br /&gt;
*[[hiding skill|Hiding]] must be at least 50&lt;br /&gt;
*The sum of [[scouting skill|Scouting]] and [[perception skill|Perception]] must equal 70.&lt;br /&gt;
*No current companion.&lt;br /&gt;
&lt;br /&gt;
===Care===&lt;br /&gt;
*Feed it corn whenever it whimpers (FEED corn TO raccoon).&lt;br /&gt;
**A (age modifier) raccoon begins to whimper.&lt;br /&gt;
*They get hungry 60 minutes after their last feeding.  This is RL time, being logged out still counts.&lt;br /&gt;
*Pet them when they pace and get nervous.&lt;br /&gt;
**A (age modifier) raccoon paces back and forth nervously.&lt;br /&gt;
*To put your companion to sleep, SIGNAL RACCOON TO SLEEP. To get it back, WHISTLE MY RACCOON, or WHISTLE ME/(PLAYER NAME)&lt;br /&gt;
&lt;br /&gt;
===Raccoon Tricks===&lt;br /&gt;
*If you are foraging on the edge of your skill and can not find an item, the raccoon will find it for you.&lt;br /&gt;
&lt;br /&gt;
==Wolves==&lt;br /&gt;
===Requirements===&lt;br /&gt;
*35th Circle Ranger&lt;br /&gt;
*[[Animal Lore skill|Animal Lore]] must be at least 35.&lt;br /&gt;
*No debts, no warrants.&lt;br /&gt;
*No current companion.&lt;br /&gt;
&lt;br /&gt;
===Care===&lt;br /&gt;
*As a baby feed it milk when it whimpers.&lt;br /&gt;
*When it&#039;s no longer a baby, feed it meat you have CARVEd from an animal&lt;br /&gt;
**A (age modifier) wolf begins to whimper.&lt;br /&gt;
**Musk hogs, snowebeasts, peccs, la&#039;tami, cougars, boars, and bears give meat. (?Are there others?)&lt;br /&gt;
**Meat spoils about 20 to 30 minutes after carving.  Feeding a wolf spoiled meat will make it DIE VIOLENTLY.  You can use [[Beseech the Wind to Preserve]] to extend the life of meat by 60 minutes.&lt;br /&gt;
&lt;br /&gt;
===Wolf Tricks===&lt;br /&gt;
*You can call for your wolf using WHISTLE FOR COMPANION&lt;br /&gt;
*You can track your wolf if you have enough scouting and animal lore.&lt;br /&gt;
*You can send your non-baby wolf to find track people, then scout to the wolf.&lt;br /&gt;
*Wolves can carry items, but not weapons or coins.&lt;br /&gt;
**A baby wolf can not carry anything.&lt;br /&gt;
**A young wolf can carry ?? [[stones]] of weight&lt;br /&gt;
**A full-grown wolf can carry 70 [[stones]] of weight&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
===Things to Do to Keep Your Companion:===&lt;br /&gt;
#Highlight PACE, PACES, WHIMPER, WHIMPERS&amp;lt;br&amp;gt;&lt;br /&gt;
#Pet companion when they pace, feed it when it whimpers.&amp;lt;br&amp;gt;&lt;br /&gt;
#If raccoon hides during hunting SIGNAL RACCOON TO UNHIDE and keep a hand free to pet it. Wolves don&#039;t get as scared as often.&amp;lt;br&amp;gt;&lt;br /&gt;
#PICK UP your companion (as a baby) when entering or leaving boats, barges, gondolas. (I have several raccoons and a few wolves leave me on the barges between Haven and Langen).&amp;lt;br&amp;gt;&lt;br /&gt;
#Follow the DO NOT list to the letter&amp;lt;br&amp;gt;&lt;br /&gt;
#Be aware that barbs can roar your baby /young companions out of the room.&amp;lt;br&amp;gt;&lt;br /&gt;
#If you think you might die, consider sending your companion to sleep or young and older wolves to hunt.&amp;lt;br&amp;gt;&lt;br /&gt;
#Babies you can put to sleep; young/older wolves do not sleep, instead SIGNAL WOLF TO HUNT. (they won&#039;t get anything but they won&#039;t leave either).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===DO NOT :===&lt;br /&gt;
#RUN TRAILS without SIGNAL COMPANION TO SLEEP, ever. No matter how short the trail is...you seriously risk losing them.&lt;br /&gt;
#Take the BACK way into the guild with your companion out, they WILL leave.&lt;br /&gt;
#TAKE THE STAIRS ON AESERY WITH YOUR COMPANION, they will leave.&lt;br /&gt;
#GO INTO the CLERIC, EMPATH guild with your companion, they will not go in and if you don&#039;t pet them, etc. when they need it they will leave. BE ESPECIALLY CAREFUL IF YOU HAVE YOUR COMPANION OUT DURING INVASIONS AND BEGIN HELPING FOLKS DEAD OR OTHERWISE. Several of my wolves got impatient for me waiting for me outside those guilds.&lt;br /&gt;
#Swim for long periods of time with your companion out (it gets bored tracking you back and forth and back forth ad nauseum and leaves. (I have found climbing not to be a problem though).&lt;br /&gt;
#Take the companion into places like genies where are several rooms with odd exits. (I lost a wolf this way though others say they hunted there without problem--you decide).&lt;br /&gt;
#Signal your oompanion to take things to someone who is in the empath or cleric guilds...they won&#039;t come back.&lt;br /&gt;
#SIGNAL (baby) WOLF TO JUMP while hunting if it has changed into a young wolf---then they knock you down and you could die (I did in gargs and got a stomped head when I failed to check if my baby wolf had changed and signaled it to jump)&lt;br /&gt;
#Die near Hib with your companion out--by the time you figure out how to get of where you end up, the companion might leave. (I don&#039;t know if this is a game puzzle or not so won&#039;t divulge anything here).&lt;br /&gt;
#Other area&#039;s that people have lost companions DO NOT TAKE THEM HERE: THEREN BANK - SHARD BANK&lt;br /&gt;
&lt;br /&gt;
===Other things to keep in mind:===&lt;br /&gt;
&lt;br /&gt;
*I have found that it helps to wait for the newly received companion to come into the room with you each time you move. After awhile I can speed up and go a few rooms ahead. But for the first few times I have my companion out, I watch carefully to see that it follows me. Sometimes they literally get distracted and stop following you and you have to go back and get it.&lt;br /&gt;
&lt;br /&gt;
*Wolves are easier to raise since they don&#039;t hide from critters.&lt;br /&gt;
&lt;br /&gt;
*Raccoons can help you with foraging&lt;br /&gt;
&lt;br /&gt;
*Both can deliver things to others after they are young.&lt;br /&gt;
&lt;br /&gt;
*They DO grow though it takes a long time.&lt;br /&gt;
&lt;br /&gt;
*You forage corn for raccoons, get milk from Arthe Dale, at the milk shack (or free from a lot of cleric guilds) and CARVE critter for wolf food.&lt;br /&gt;
Wolves eat cougars, hogs, boars, peccs, snowbeasts and I&#039;m sure I left out something.&lt;br /&gt;
&lt;br /&gt;
*There currently isn&#039;t any carveable critter in P5 (Hib) except frost bears, which have a damaging roar. (We have been told there are 2 other carveable critters but no one seems to be skilled enough to hunt there and carve them (I&#039;m thinking apes are carveable but...heh).&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
See [[Ranger Companion Quest]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Inventory_(concept)&amp;diff=388090</id>
		<title>Inventory (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Inventory_(concept)&amp;diff=388090"/>
		<updated>2014-12-14T18:45:26Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Maximum Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039; refers to all of the items that a character is carrying and wearing, and associated systems.&lt;br /&gt;
&lt;br /&gt;
==Worn Slots==&lt;br /&gt;
&lt;br /&gt;
Each item that may be worn must be worn on a certain place on the body.  There is a limit to how many items may be worn in each place:&lt;br /&gt;
&lt;br /&gt;
Items worn on the body:          0/30&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the back:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn around the waist:      0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the head:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the shoulder:     0/3&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on shoulders:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like pants:            0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like a shirt:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the wrist:          0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on a finger:           0/4&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the feet:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn around the neck:       0/3&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn attached to the belt:  0/4&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like arm armor:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like leg armor:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on an ear:             0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on both ears:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on an ankle:           0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the hands:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the tail:           0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the thigh:          0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the upper arm:      0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn in/on the nose:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the left eye:     0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the right eye:    0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a shirt with armor: 0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a hand weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as an elbow weapon:    0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a knee weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a foot weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a left arm shield:  0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a parry stick:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Encumbrance and Weight==&lt;br /&gt;
All items have a weight rating, which in DragonRealms is measured in [[Stone (weight)|stone]]s.&lt;br /&gt;
&lt;br /&gt;
See [[Encumbrance]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Maximum Inventory==&lt;br /&gt;
By design, characters in [[DragonRealms]] are limited to 500 total items carried on their person.  If you exceed 400 items, you will receive a warning.&lt;br /&gt;
&lt;br /&gt;
{{important|25}} If you ever have 500 items or more (not just on login), your character will be automatically placed into a special area (the Junk Room) where you will be forced to reduce your inventory below 500 before you can return to the game.&lt;br /&gt;
&lt;br /&gt;
Use the {{com|INVENTORY}} {{tt|CHECK}} command to see roughly how many items you are carrying.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
[[Money]] does not normally take up inventory slots, though it does contribute weight at a rate of one [[Stone (weight)|stone]] per 5 coins.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Concepts}}&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Starlight_Sphere&amp;diff=382861</id>
		<title>Talk:Starlight Sphere</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Starlight_Sphere&amp;diff=382861"/>
		<updated>2014-11-14T16:17:31Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: Created page with &amp;quot;Placeholder to add the following. Waiting for permission to add from author:  *Coles* *Notes* *instructional*: Take the Raw Channelling and Dedicated Cambrinth Use feats. Prep...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder to add the following. Waiting for permission to add from author:&lt;br /&gt;
&lt;br /&gt;
*Coles* *Notes* *instructional*:&lt;br /&gt;
Take the Raw Channelling and Dedicated Cambrinth Use feats. Prepare SLS at the amount of mana you want it to function at since you cannot boost its strength above that value without recasting it. This will likely be a very low amount until you can maintain it without running out of attunement. Don&#039;t worry about not being able to maintain it at your personal cap, since TM learning is based on creature difficulty and is only slightly modified by the damage boost from increased mana. Use cambrinth as a fuel source if you are having issues with mana management or do not know Raw Channelling. E.g. low mana days, low skill, etc. Deep Attunement and Efficient Channelling are almost must haves for this spell because of the high attunement cost. Use a constellation that is tied to the Defence skillset to reduce attunement drain.&lt;br /&gt;
&lt;br /&gt;
*Basic Information*:&lt;br /&gt;
The spell is a cyclic spell. This means that every time it pulses it requires a cost in mana or attunement. This cost is drained from invoked cambrinth, held mana, and if you know a certain feat, directly from your attunement. This pulse is also when the spell triggers all of its effects. Each pulse a sphere that is already attacking a target will attack again. A sphere that is not attacking a target (e.g. you just entered combat, or the previous target died) will face a new target on the next pulse. If you are not in combat then the sphere will idle on each pulse. Any pulse where the sphere idles, the mana cost is reduced by a very large margin. (e.g. a 15 mana sphere acts as only a 3-4 mana sphere for determining costs on an idling pulse.) This is why you will find a sphere really easy to maintain outside of combat, but it sucks your attunement dry when in combat.&lt;br /&gt;
&lt;br /&gt;
*Target*:&lt;br /&gt;
Starlight Sphere is cast at a constellation in order to harness that constellation&#039;s energy. This will create a different coloured sphere with different speeds depending on the constellation used. The constellation has to be in the sky or the spell will fail. It doesn&#039;t have to be viewable with the naked eye nor does cloud cover matter. All that matters is that it is above the horizon.&lt;br /&gt;
&lt;br /&gt;
Once created, it will automatically start attacking anything that engages with you. Alternately, you can direct it to attack something of your choosing by using POINT SPHERE AT &amp;lt;target&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*Sphere* *stats*:&lt;br /&gt;
The strength of the sphere is based on your TM skill and is modified by how much mana you prepare the spell with. Unlike standard spells, harnessing mana or invoking cambrinth does not increase the power of a cyclic spell, but instead act as a fuel source for it. For this reason, in order to increase the strength of your sphere you have to prepare it with more mana.&lt;br /&gt;
&lt;br /&gt;
The sphere&#039;s speed is tied to the skillsets that the constellation is linked to when observing for prediction. If the constellation fills the Offence prediction pool then the sphere will pulse every 8 seconds. If the constellation fills the Defence prediction pool then the sphere will pulse every 12 seconds. If the constellation is linked to neither offence or defence (or presumably both, although none of these exist) then it will pulse every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
*Upkeep*:&lt;br /&gt;
There are 3 ways you can fuel your sphere&#039;s mana cost every pulse. They are listed in the order they are used from first priority to lowest priority below.&lt;br /&gt;
&lt;br /&gt;
1. If you have cambrinth invoked then the sphere will drain an amount of mana from the cambrinth equal to the prep amount on every pulse. E.g. if you prepared SLS with 20 mana and had 60 mana stored in your cambrinth, then on the first pulse it would drain 20 mana leaving you with 40 mana in your cambrinth.&lt;br /&gt;
1a. If not enough mana is left in the cambrinth to fuel a pulse then it will drain all of it, count that amount toward the required mana cost, and the remainder will be drawn from the next available source below.&lt;br /&gt;
1b. If you know the Dedicated Cambrinth Use feat, then you can use INVOKE CAMBRINTH SPELL to prevent cyclic spells from draining mana from that cambrinth. This is useful if you want to use the cambrinth for standard spells and not your cyclic spell.&lt;br /&gt;
1c. Using INVOKE CAMBRINTH &amp;lt;amount&amp;gt; will limit the amount drained every pulse to the amount specified.&lt;br /&gt;
&lt;br /&gt;
2. If any mana cost remains and you are holding mana then the sphere will drain an amount of mana from the cambrinth equal to the remaining prep amount on every pulse. E.g. if you prepared SLS with 15 mana, didn&#039;t use cambrinth, and had 25 mana held, then on the first pulse it would drain 15 mana leaving you with 10 held mana.&lt;br /&gt;
2a. There is no way to prevent a cyclic spell from draining your held mana like there is with cambrinth.&lt;br /&gt;
&lt;br /&gt;
3. If any mana cost remains and you know the Raw Channelling feat then the cyclic will drain an amount of attunement based on the remaining prep amount on every pulse. The amount of attunement drained is based on your skill, which means this effectively functions as though you were casting a standard spell every time it pulses.&lt;br /&gt;
3a. If you do not know the Raw Channelling feat then the spell will collapse if there was not enough mana provide by all the previous sources.&lt;br /&gt;
&lt;br /&gt;
*Useful* *Feats*:&lt;br /&gt;
-Raw Channelling: Hands down the most useful feat to know for cyclics in general, especially Steps of Vuan and SLS. Without it, you have to provide all of the cost on each pulse from cambrinth and/or held mana. With it, cyclic spells become set and forget. (&#039;Set and almost forget&#039; in the case of SLS, because attunement management is an issue unlike with SoV. See tips below for ways to manage the very high costs of SLS.)&lt;br /&gt;
-Dedicated Cambrinth Use: This is useful if you know Raw Channelling to allow you to maintain a cyclic and still use cambrinth to power standard spells. Without it you will have a hard time casting normal spells using cambrinth while maintaining a cyclic. This can also be used to allow you to cast standard spells without draining your cambrinth while maintaining SLS with that cambrinth, regardless of whether you know Raw Channelling or not.&lt;br /&gt;
-Deep Attunement: Cyclic spells can cost a lot of mana to maintain, especially SLS. This feat increases your attunement regen and is worth getting regardless of whether you want to excel at cyclic spells or not. It is almost necessary if you want to use SLS, however, because of the high costs.&lt;br /&gt;
-Efficient Channelling: The attunement costs per pulse for all cyclics are reduced by 10%. Only really useful if you know Raw Channelling. More focused than Deep Attunement, but has a more noticeable and direct effect. Very useful to help mitigate the high cost of SLS.&lt;br /&gt;
-Efficient Harnessing: This reduces the attunement cost for harnessing mana using the HARNESS command. If you are using held mana to fuel a cyclic then this can be of use, but the effect is so focused that I don&#039;t think it&#039;s worth getting for this use specifically. If you harness a lot of mana regularly, then it can be of use in general but don&#039;t get it just to improve your cyclic capability.&lt;br /&gt;
&lt;br /&gt;
*Tips*:&lt;br /&gt;
-SLS is incredibly mana intensive, even with moderately high skill. With low skill you are best off using cambrinth as your fuel source by charging it with about half the prep amount twice every pulse. This is very RT intensive, however, and requires constant management of the sphere.&lt;br /&gt;
Note: You only have to invoke the cambrinth once, but even if actively charging it the link will fade every 5-10 minutes or so. Pay attention for when that happens so that you can re-invoke it so you don&#039;t lose your sphere unexpectedly.&lt;br /&gt;
-If you wish to use regular spell casting while doing the cambrinth method, then you will need to know the Dedicated Cambrinth Use feat and use INVOKE CAMBRINTH CYCLIC to prevent standard spells from draining your cyclic&#039;s fuel source.&lt;br /&gt;
-Held mana can also be a way to fuel your sphere, although it doesn&#039;t allow for regular spell casting at all and can eventually lead to fried nerves.&lt;br /&gt;
-Forget about using SLS on low mana days unless you have very high skill or are willing to do the cambrinth or held mana method. The attunement drain is too ridiculously high otherwise.&lt;br /&gt;
-If you are having attunement issues, use a constellation that is tied to Defence. This slows down the pulse rate which means the attunement drain also slows down. It won&#039;t be attacking as fast, but that is moot if you can&#039;t maintain it at the faster speed.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Jump_Jewelry&amp;diff=369180</id>
		<title>Jump Jewelry</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Jump_Jewelry&amp;diff=369180"/>
		<updated>2014-07-03T21:36:17Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|needs microtransaction jewelry}}&lt;br /&gt;
&lt;br /&gt;
Jump Jewelry is personal teleportation device that is sold by [[Baravor&#039;s Wagon]] in the [[Platinum]] instance or through [[microtransactions]] in all instances. These items will instantly transport you to a location if the right moon is up.&lt;br /&gt;
&lt;br /&gt;
==Microtransaction Jump Jewelry==&lt;br /&gt;
The SimuCoin jump jewelry works slightly different from its Platinum equivalents. It can be tied to any location, always is tied to a specific moon, and has either a specific number of charges (cannot be recharged) or a period of function in which it can be used an unlimited amount of time.&lt;br /&gt;
&lt;br /&gt;
Regardless of the total use limitations, there is a 20 minute timer between individual uses, based on the item, not the user. This means it is possible to &amp;quot;bypass&amp;quot; the timer by owning multiple versions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE CAREFUL&#039;&#039;&#039;, with the item you purchase:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Some JJ items from the Simustore come pre-set to teleport to specific rooms.&amp;lt;br /&amp;gt;&lt;br /&gt;
- If the teleportation room is not set, TAP can be used while standing in the room you want to teleport to. Be careful not to use the TAP verb until you are ready to set the teleportation spell as the location can never be changed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not that the items will delete themselves when their uses are gone or the time expires.&lt;br /&gt;
&lt;br /&gt;
{{#ask:[[item type is::jump jewelry]][[sold by::SimuCoins]]|format=table}}&lt;br /&gt;
&lt;br /&gt;
==Platinum Jump Jewelry==&lt;br /&gt;
Platinum Jump Jewelry works different from the SimuCoin versions. They begin with 20 charges, which can be recharged by a Moon Mage with 100% success at 300 [[Arcana skill|Arcana]].&lt;br /&gt;
&lt;br /&gt;
The less expensive ready-to-use devices are pre-attuned to certain rooms and moons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Destination!!Moon!!Cost (Lirums)&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|burnished ruby stud}}||Crossing||Yavash||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|blue star sapphire ring}}||Leth Deriel||Yavash||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|polished ebonwood earcuff}}||Muspar&#039;i||Katamba||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|radiant jade pendant}}||Riverhaven||Xibar||3,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|lustrous black pearl ring}}||Therenborough (NTR)||Katamba||1,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|braided gold wristband}}||Shard||Katamba||3,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|wine-colored garnet ring}}||Aesry Surlaenis&#039;a||Yavash||2,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|sculpted alexandrite ring}}||Mer&#039;Kresh||Katamba||2,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|tarnished silver armband}}||Ratha||Xibar||800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 1-2 plat, you can buy blank Jump Jewelry that [[Moon Mages]] can attune to a room of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Magical Items,Items}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Jump_Jewelry&amp;diff=369179</id>
		<title>Jump Jewelry</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Jump_Jewelry&amp;diff=369179"/>
		<updated>2014-07-03T21:35:14Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Microtransaction Jump Jewelry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|needs microtransaction jewelry}}&lt;br /&gt;
&lt;br /&gt;
Jump Jewelry is personal teleportation device that is sold by [[Baravor&#039;s Wagon]] in the [[Platinum]] instance or through [[microtransactions]] in all instances. These items will instantly transport you to a location if the right moon is up.&lt;br /&gt;
&lt;br /&gt;
==Microtransaction Jump Jewelry==&lt;br /&gt;
The SimuCoin jump jewelry works slightly different from its Platinum equivalents. It can be tied to any location, always is tied to a specific moon, and has either a specific number of charges (cannot be recharged) or a period of function in which it can be used an unlimited amount of time.&lt;br /&gt;
&lt;br /&gt;
Regardless of the total use limitations, there is a 20 minute timer between individual uses, based on the item, not the user. This means it is possible to &amp;quot;bypass&amp;quot; the timer by owning multiple versions.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL, with the item you purchase:&lt;br /&gt;
- Some JJ items from the Simustore come pre-set to teleport to specific rooms.&lt;br /&gt;
- If the teleportation room is not set, TAP can be used while standing in the room you want to teleport to. Be careful not to use the TAP verb until you are ready to set the teleportation spell as the location can never be changed.&lt;br /&gt;
&lt;br /&gt;
Not that the items will delete themselves when their uses are gone or the time expires.&lt;br /&gt;
&lt;br /&gt;
{{#ask:[[item type is::jump jewelry]][[sold by::SimuCoins]]|format=table}}&lt;br /&gt;
&lt;br /&gt;
==Platinum Jump Jewelry==&lt;br /&gt;
Platinum Jump Jewelry works different from the SimuCoin versions. They begin with 20 charges, which can be recharged by a Moon Mage with 100% success at 300 [[Arcana skill|Arcana]].&lt;br /&gt;
&lt;br /&gt;
The less expensive ready-to-use devices are pre-attuned to certain rooms and moons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Destination!!Moon!!Cost (Lirums)&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|burnished ruby stud}}||Crossing||Yavash||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|blue star sapphire ring}}||Leth Deriel||Yavash||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|polished ebonwood earcuff}}||Muspar&#039;i||Katamba||2,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|radiant jade pendant}}||Riverhaven||Xibar||3,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|lustrous black pearl ring}}||Therenborough (NTR)||Katamba||1,500&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|braided gold wristband}}||Shard||Katamba||3,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|wine-colored garnet ring}}||Aesry Surlaenis&#039;a||Yavash||2,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|sculpted alexandrite ring}}||Mer&#039;Kresh||Katamba||2,000&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|tarnished silver armband}}||Ratha||Xibar||800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 1-2 plat, you can buy blank Jump Jewelry that [[Moon Mages]] can attune to a room of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Magical Items,Items}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=368124</id>
		<title>Magical feats</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=368124"/>
		<updated>2014-06-25T00:40:20Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Magical Feats&#039;&#039;&#039; are a new feature introduced with the release of [[DR 3.0]].  They provide a wide range of passive enhancements and bonuses to make using [[mana]], [[spells]], [[scrolls]], [[cambrinth]], and other [[:Category:Magical Items|magical items]] easier. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Magic feats are passive bonuses you can purchase with [[spell slots]].&lt;br /&gt;
* Magic Primary and Secondary guilds receive free feats (two and one respectively) appropriate to their guild.&lt;br /&gt;
* Each ability costs one [[spell slot]] and has prerequisites.&lt;br /&gt;
* You can buy as many as you&#039;d like.&lt;br /&gt;
* You can unlearn feats at a trainer for a cost.  Syntax is {{com|ask}} &amp;lt;trainer&amp;gt; {{tt|about forgetting}} &amp;lt;feat name&amp;gt;.&lt;br /&gt;
* You may STUDY &amp;lt;trainer&amp;gt; for the syntax of what to ask.&lt;br /&gt;
You look &amp;lt;trainer&amp;gt; over, realizing they have knowledge of magical feats and can likely answer all of &lt;br /&gt;
your questions.&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT FEAT to learn about magical feats in general]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT &amp;lt;feat name&amp;gt; to learn about it - NOTE you must spell it exactly!]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT LEARNING &amp;lt;feat name&amp;gt; to learn that feat]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT FORGETTING &amp;lt;feat name&amp;gt; to forget that feat]&lt;br /&gt;
&lt;br /&gt;
==Choosing Feats==&lt;br /&gt;
Feats are gained by learning them from an [[NPC]] Feat Trainer.&lt;br /&gt;
&lt;br /&gt;
There are four feat trainers in Elanthia, all of whom teach all of the feats. They are located in [[Asemath Academy]], on the streets of [[Riverhaven]] and [[Ratha]], and out near [[Boar Clan]]. &lt;br /&gt;
* Magical Feat Trainer [[Ozursus]] who wanders the halls of the Asemath Academy.&lt;br /&gt;
* [[Eggleston]] who wanders the streets of [[Riverhaven]].&lt;br /&gt;
* [[Ravari]] who wanders in the theater district on the third tier of [[Ratha]].&lt;br /&gt;
* [[Orliss]] who wanders [[Boar Clan]].&lt;br /&gt;
&lt;br /&gt;
==Spell Preparation==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Legerdemain|| ||50 Stealth||50 Arcana||The shrewd magician does best to hide his intentions from others.  This feat improves such attempts.&lt;br /&gt;
|-&lt;br /&gt;
|Silent Preparation||Alternate Preparation||100 Stealth||100 Arcana||Training with Silent Preparation allows the magician to learn [[spell_preparation|alternate spell preparations]] that are easier to conceal.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Preparation Recognition|| ||50 Perception||50 Arcana||This feat allows for easier recognition of all basic or intro spells as they are being prepared.  Moon Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Lunar Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of lunar magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Holy Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of holy magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Elemental Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of elemental magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Life Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of life magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Arcane Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of arcane magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Targeting|| ||100 Primary Magic||100 Arcana||Learning this feat allows the magician to form targeting patterns faster.  Warrior Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Battle Preparations|| ||100 Primary Magic||100 Arcana||This feat trains the mage for preparing offensive spells in an expedited manner.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Matrices|| ||100 Primary Magic||100 Arcana||With additional training such as this, a magician can form large matrices affecting a group with enhanced speed.  This training only applies to spells of a non-offensive nature.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Rituals|| ||100 Primary Magic||100 Arcana||Non-offensive spells targeted at an individual see their preparations sped up considerable with the training this magical feat provides.&lt;br /&gt;
|-&lt;br /&gt;
|Alternate Preparation|| ||100 Primary Magic||100 Arcana||This feat allows the use of unorthodox and customized [[spell_preparation|spell preparations]].  Necromancers get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Preparation|| ||100 Primary Magic||100 Arcana||Mental discipline granted by this feat allows the magician to hold spell preparations longer than normal.&lt;br /&gt;
|-&lt;br /&gt;
|Illusory Preparation||Alternate Preparation||100 Primary Magic||100 Arcana||This feat allows a magician to learn [[spell_preparation|alternate spell preparations]] with minor, flashy magical touches.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell Casting==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerous Patterns|| ||100 Sorcery||100 Arcana||Tact with Sorcerous Patterns reduces the chance of violently backfiring spells, as well as the severity when it occurs.&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation Mastery|| ||100 Augmentation||100 Arcana||Specialized training increases the magician&#039;s capability with Augmentation magic.  Clerics get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation Mastery|| ||100 Debilitation||100 Arcana||Specialized training increases the magician&#039;s capability with Debilitation magic.&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Mastery|| ||100 Targeted Magic||100 Arcana||Specialized training increases the magician&#039;s capability with Targeted magic.  Warrior Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Utility Mastery|| ||100 Utility||100 Arcana||Specialized training increases the magician&#039;s capability with Utility magic.  Moon Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Warding Mastery|| ||100 Warding||100 Arcana||Specialized training increases the magician&#039;s capability with Warding magic.&lt;br /&gt;
|-&lt;br /&gt;
|Improvised Rituals|| ||100 Primary Magic||100 Arcana||This feat allows the magician to use universal or realm-attuned ritual foci.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Casting|| ||50 Primary Magic||50 Arcana||With the Cautious Casting feat, you grow more proficient at avoiding injury when backfiring spells.&lt;br /&gt;
|-&lt;br /&gt;
|Injured Casting|| ||100 Primary Magic||100 Arcana||The penalty for casting spells while injured reduces with knowledge of the Injured Casting feat.  Empaths get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Area Casting||Augmentation Mastery|| || ||Unlocks &amp;quot;cast area&amp;quot; for beneficial spells.&lt;br /&gt;
|-&lt;br /&gt;
|Group Supporter||Augmentation Mastery|| ? || ? ||Reduces the potency loss for casting beneficial spells on multiple targets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attunement==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Deep Attunement|| ||100 Attunement||100 Arcana||Magicians learning the secrets of Deep Attunement find themselves capable of faster harness regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|Raw Channeling|| ||100 Attunement||100 Arcana||Learning the Raw Channeling feat allows the powering of cyclic spells from attunement.  Bards get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Channeling|| ||100 Attunement||100 Arcana||The mana cost of channeling cyclic spells reduces when trained with the Efficient Channeling feat.  Clerics get this feat for free at second circle. (-10% mana cost for cyclic spell pulses)&lt;br /&gt;
|-&lt;br /&gt;
|[[Efficient Harnessing]]|| ||100 Attunement||100 Arcana||Via the Efficient Harnessing feat you are able to reduce the strain of spellcasting on your attunement.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Harnessing|| ||100 Attunement||100 Arcana||Holding mana becomes safer and less likely to leak with knowledge of the Cautious Harnessing feat.&lt;br /&gt;
|-&lt;br /&gt;
| Dedicated Cambrinth Use || || || || Allows designating a cambrinth link to only discharge into spells, cyclics, or both.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Improved Memory|| ||100 Scholarship||100 Arcana||This feat allows the memorization of a second scroll spell.&lt;br /&gt;
|-&lt;br /&gt;
|Magic Theorist|| ||100 Scholarship||50 Arcana||The Magic Theorist feat allows a magician to learn spell scrolls from other realms.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Research]]==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Symbiotic Research|| || || ||Allows research of the Activate, Cast and Harness symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Mental Matrices||Symbiotic Research|| || ||Allows research of the Discern, Impress, Remember and Resolve symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Physical Matrices||Symbiotic Research|| || ||Allows research of the Avoid, Endure, Spring and Strengthen symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Scholar||Symbiotic Research|| || ||Allows research of the Examine, Learn and Perform symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Survivalist||Symbiotic Research|| || ||Allows research of the Explore, Harvest, Heal and Watch symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{cat|Magic}}&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aethereal_Pathways_(Walkthroughs)&amp;diff=353472</id>
		<title>Aethereal Pathways (Walkthroughs)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aethereal_Pathways_(Walkthroughs)&amp;diff=353472"/>
		<updated>2014-06-01T18:37:39Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
All quests are intiated by asking Guildleader about Pathway and Quest.&lt;br /&gt;
&lt;br /&gt;
* Pathway Damge: Circle 4&lt;br /&gt;
* Pathway Perceive:Pathway: Circle 6&lt;br /&gt;
* Pathway Quick: Circle 8&lt;br /&gt;
* Focus Conserve: Circle 10&lt;br /&gt;
* Pathway Ease: Circle 12&lt;br /&gt;
* Pathway Power: Circle 16&lt;br /&gt;
* Pathway Accuracy: Circle 20&lt;br /&gt;
* Pathway Secrecy: Circle 28&lt;br /&gt;
* Elemental Barrage: Circle 30&lt;br /&gt;
* Pathway Precise: Circle 36&lt;br /&gt;
* Pathway Defend: Circle 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pathway of Damage==&lt;br /&gt;
Begin at the guild in Crossing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gauthus regards you appraisingly and says, &amp;quot;I see you are worthy to begin learning of the Pathways. The first pathway I shall show you is the Pathway of Damage. By manipulating this pathway into your targeting matrices, it will allow you to increase the damage capacity of your targeted spells.&amp;quot; The GuildMaster gazes thoughtfully at you then explains, &amp;quot;But before I just hand this potent tool to you, you must do something for me. Defeat a &amp;amp;lt;creature&amp;amp;gt;. You must accomplish this task in four anlaen (2 real world hours). Bring the &amp;amp;lt;creature skin&amp;amp;gt; from the beast back to me by that time, and I shall teach you what I know.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*NOTE: If the 2 real world hours lapse you can simply reinitiate the quest by asking the guild leader &amp;quot;about quest&amp;quot;.  The skin/pelt/feather or what ever you are asked to gather can and will change.  So if you are directed to gather a [[Boobrie]] feather and haven&#039;t a clue as to wear to get one, wait a couple of hours and ask [guild leader] about quest.  On the second or subsequent requests you may be told to get a [[Snowbeast]] hide.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Quickness==&lt;br /&gt;
Begin at the guild in in Riverhaven.&amp;lt;br&amp;gt;&lt;br /&gt;
Gauthus gazes at you, studying intently. You find yourself squirming a little at his scrutiny. The GuildMaster lets out a chuckle and says, &amp;quot;I see you are a fast learner. Indeed, you are now ready to learn of your next pathway, the Pathway of Quickness. This pathway is an interesting one. By infusing this pathway into your spell patterns, it allows you to more efficiently manipulate those patterns. The overall effect of this is that it will take you less time to fully target your spell.&amp;quot; Gauthus seems to smirk to himself before saying, &amp;quot;Ahh, but as you may have guessed, I do have a task you must complete for me before I teach this knowledge to you. Defeat a boobrie. You must accomplish this task in four anlaen (2 real world hours). Bring the boobrie feather from the beast back to me by that time, and I shall teach you what I know.&lt;br /&gt;
&lt;br /&gt;
*NOTE  If the 2 real world hours lapse you can simply reinitiate the quest by asking the guild leader &amp;quot;about quest&amp;quot;.  The skin/pelt/feather or what ever you are asked to gather can and will change.  So if you are directed to gather a Booberie feather and haven&#039;t a clue as to wear to get one, wait a couple of hours and ask [guild leader] about quest.  On the second or subsequent requests you may be told to get a Snowbeast hide.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Ease==&lt;br /&gt;
Quest Notes: Begin at either of the guild in Riverhaven or Crossing. &lt;br /&gt;
Gauthus scrutinizes you and lets out a grunt before saying, &amp;quot;Well, I don&#039;t think there&#039;s a single GuildMaster who likes teaching what I am to show you. However, because it does have a certain degree of utility, I will do as Lathaelor bids and tell you about it.&amp;quot; &lt;br /&gt;
Gauthus sighs and continues, &amp;quot;The Pathway of Ease makes it easier for you to cast your targeted spells. By infusing this pathway directly into your spell pattern, it allows mana to flow through it with less resistance.&amp;quot; Gauthus glares and exclaims, &amp;quot;But I better not catch you using this ability to slack off on your studies! Cause Lathaelor be damned, I&#039;ll not be happy should that happen.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gauthus calms down a bit and says, &amp;quot;There, now that I have gotten that out of my system, before I teach you this knowledge you must defeat a rock troll. You must accomplish this task in four anlaen (2 real world hours). Bring the grey troll skin from the beast back to me by that time, and I shall teach you what I know.&amp;lt;br&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*NOTE  If the 2 real world hours lapse you can simply reinitiate the quest by asking the guild leader &amp;quot;about quest&amp;quot;.  The skin/pelt/feather or what ever you are asked to gather can and will change.  So if you are directed to gather a Booberie feather and haven&#039;t a clue as to wear to get one, wait a couple of hours and ask [guild leader] about quest.  On the second or subsequent requests you may be told to get a Snowbeast hide.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Power==&lt;br /&gt;
Quest Notes: Begin at either of the guild in Riverhaven or Crossing. &lt;br /&gt;
Gauthus&#039; expression brightens considerably. He sounds very excited as he tells you, &amp;quot;I see you have progressed in your sojourn to learn of the Aethereal Pathways. What I am about to explain to you has to be one of my favorite utilizations of the pathways.&amp;quot; &lt;br /&gt;
Gauthus leans forward as he explains, &amp;quot;The Pathway of Power is what we use to help us penetrate an opponents innate resistance to our magic.&amp;quot; &lt;br /&gt;
The GuildMaster grins and says, &amp;quot;Yes, you heard correctly. A useful tool, no?&amp;quot; &lt;br /&gt;
Gauthus leans in closely and whispers to you, &amp;quot;Its extraordinary fun using this to toy with Agonar, but you didn&#039;t hear that from me.&amp;quot; &lt;br /&gt;
Gauthus winks at you, then regains his composure and says, &amp;quot;Before I teach you how to use this pathway, you must first defeat a lesser sluagh. You must accomplish this task in four anlaen (2 real world hours). Bring the sluagh hide from the beast back to me by that time, and I shall teach you what I know.&lt;br /&gt;
&lt;br /&gt;
*NOTE  If the 2 real world hours lapse you can simply reinitiate the quest by asking the guild leader &amp;quot;about quest&amp;quot;.  The skin/pelt/feather or what ever you are asked to gather can and will change.  So if you are directed to gather a Booberie feather and haven&#039;t a clue as to wear to get one, wait a couple of hours and ask [guild leader] about quest.  On the second or subsequent requests you may be told to get a Snowbeast hide.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Accuracy==&lt;br /&gt;
&amp;quot;The fifth in the series of abilities comes at 20th circle, called Pathway Focus Accuracy. PF Accuracy, as the name implies, increases the accuracy of your spells as if you had more skill in Targetted Magic than you really have. This, in effect, increases the power of the spell and the likeliness that you&#039;ll actually hit something (nifty, huh?). This comes fifth as it basically incorporates some of the earlier PF abilities (though not as powerful as say Damage alone) and lets a mage grow into it as he or she gains skill.&amp;quot;&lt;br /&gt;
-- GM Chakram&lt;br /&gt;
&lt;br /&gt;
1. Ask leader about quest at any guild hall (I think) I&#039;d suggest doing &lt;br /&gt;
this in Riverhaven since it&#039;s the closest city to [[Throne City]]. The &lt;br /&gt;
guild leader will tell you that you need to go to a ruined Tower in Throne &lt;br /&gt;
City &lt;br /&gt;
&lt;br /&gt;
2. Travel to the ruined tower in Throne City, from the stone docks go: &lt;br /&gt;
South, Southeast, Southeast, Climb Slope, Go gate, south, southwest, &lt;br /&gt;
southwest, southwest, go alley, south, west, west, west, climb stair, &lt;br /&gt;
southwest &lt;br /&gt;
&lt;br /&gt;
3. Give the letter that the guild leader gave you to the tower guard &lt;br /&gt;
then climb tower &lt;br /&gt;
&lt;br /&gt;
4. When you are in the Tower climb stairs and you&#039;ll be in a room with &lt;br /&gt;
the Zombie Dean &lt;br /&gt;
&lt;br /&gt;
5. Ask dean about college, fire, dean, and light in that order and &lt;br /&gt;
he&#039;ll attack you &lt;br /&gt;
&lt;br /&gt;
6. Kill the dean and take his papers.  The skills required for 20th circle are much more than a match for him.  Maybe on par with rock troll or less.&lt;br /&gt;
&lt;br /&gt;
7. Take the papers back to the guild leader that issued the quest. You &lt;br /&gt;
might as well read the papers while traveling since the guild leader &lt;br /&gt;
will not teach you the quest until you&#039;ve read them. There are five &lt;br /&gt;
pages, turn papers to get to the next page&lt;br /&gt;
&lt;br /&gt;
;Walkthrough written by Dasffion&lt;br /&gt;
&lt;br /&gt;
*NOTE  After a period of time the authorization letter will disappear.  You can reinitiate the quest by going to a guild leader and “ask [guild leader] about quest”&lt;br /&gt;
&lt;br /&gt;
==Pathway of Secrecy==&lt;br /&gt;
&amp;quot;The sixth ability is called Pathway Focus Secrecy. PF Secrecy will increase a mage&#039;s ability to remain concealed while they target a spell (yay for stealth!). It will happen some time after PF Accuracy. This comes sixth as hopefully a mage by this time will be a bit more skilled in the arts of hiding (let&#039;s face it, it&#039;s not the easiest thing to train for us), thus allowing mages to be able to use this.&amp;quot;&lt;br /&gt;
-- GM Chakram&lt;br /&gt;
&lt;br /&gt;
1. Ask leader about quest at any guild hall (I think) I&#039;d suggest doing &lt;br /&gt;
this in Riverhaven since it&#039;s the closest city to Throne City. The &lt;br /&gt;
guild leader will tell you that you need to go to the tower you went to for &lt;br /&gt;
Accuracy. &lt;br /&gt;
&lt;br /&gt;
2. Travel to the ruined tower in Throne City, from the stone docks go: &lt;br /&gt;
South, Southeast, Southeast, Climb Slope, Go gate, south, southwest, &lt;br /&gt;
southwest, southwest, go alley, south, west, west, west, climb stair, &lt;br /&gt;
southwest &lt;br /&gt;
&lt;br /&gt;
3. Give the letter that the guild leader gave you to the tower guard &lt;br /&gt;
then climb tower &lt;br /&gt;
&lt;br /&gt;
4. Climb step go hallway climb stair &lt;br /&gt;
&lt;br /&gt;
5. Here you&#039;ll need to put 5 spells into the east pillar, I&#039;d suggest &lt;br /&gt;
using TM spells since they prep quickly. Prep a spell then when fully &lt;br /&gt;
prepared touch east pillar. Do this five times then open east pillar, go &lt;br /&gt;
east pillar. &lt;br /&gt;
&lt;br /&gt;
6. You&#039;re now in a room with 4 braziers focus second brazier then pull &lt;br /&gt;
chain under second brazier, focus fourth brazier pull chain under &lt;br /&gt;
fourth brazier, focus first brazier pull chain under first brazier, focus &lt;br /&gt;
third brazier pull chain under third brazier.&lt;br /&gt;
&lt;br /&gt;
6B. I completed this quest on 12-6-07 the sequence above did NOT work for me, I used this script to negotiate the braziers;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
put focus third brazier&lt;br /&gt;
pause 5&lt;br /&gt;
put pull chain under third brazier&lt;br /&gt;
Pause&lt;br /&gt;
put focus second brazier&lt;br /&gt;
pause 5&lt;br /&gt;
put pull chain under second brazier&lt;br /&gt;
pause&lt;br /&gt;
put focus fourth brazier&lt;br /&gt;
pause 5&lt;br /&gt;
put pull chain under fourth brazier&lt;br /&gt;
pause&lt;br /&gt;
put focus first brazier&lt;br /&gt;
pause 5&lt;br /&gt;
put pull chain under first brazier&lt;br /&gt;
exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6C.  The secret is in discovering the proper order for yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus on the brazier of choice then pull the chain under that same brazier.  If nothing happens or the chains retract, that was not the correct order for that brazier and you must start over.  If you have chosen correctly you will see something like:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;A soft point of light appears on the brazier and rapidly begins to expand, forming the rune for the XXXX XXXX spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this is the case move on to the next brazier of your choice until the sequence is completed correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, when I did this, the proper sequence was second, fourth, first, third.&lt;br /&gt;
&lt;br /&gt;
7. Pick up the tome and exit the same way you came in except instead of &lt;br /&gt;
touching the east pillar touch the slab. &lt;br /&gt;
&lt;br /&gt;
8. Take the tome back to the guild leader that gave you the quest&lt;br /&gt;
&lt;br /&gt;
;Walkthrough written by Dasffion&lt;br /&gt;
&lt;br /&gt;
*NOTE  After a period of time the authorization letter will disappear.  You can reinitiate the quest by going to a guild leader and “ask [guild leader] about quest”&lt;br /&gt;
&lt;br /&gt;
==Pathway of Conserve==&lt;br /&gt;
Focus Conserve, reduces the minimum prep of TM spells by a small amount (though never below 1). Note that the spell will be considered at minimum power until its mana level reaches its normal minimum prep, and from that point on increase in power appropriately. This pathway requires the completion of a short quest.&amp;quot;&lt;br /&gt;
-- GM Wythor &lt;br /&gt;
&lt;br /&gt;
Quest requires that you kill five xxxxx with the xxxxxx spell within six anlaen. Spell and creature vary. Upon achievment you feel a sense of completion, and the only other requirment is to return to the guildleader. &lt;br /&gt;
&lt;br /&gt;
If you are not successfully completing the quest, try changing spells. The system is looking for you to kill five creatures with a specific spell, which changes for everyone.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Precision==&lt;br /&gt;
&amp;quot;Next up! Our seventh ability in the Aethereal Pathway series is called Pathway Focus Precise! PF Precise allows a mage to reduce the penalty that is normally associated with finely targetting a creature, such as targetting an arm or a leg specifically. This ability is seventh, coming some time after PF Secrecy, and hopefully at this point a mage will be able to make use of precision targetting and thus making this ability useful to some of the older mages.&amp;quot;&lt;br /&gt;
-- GM Chakram&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quest Note: Head down the stairs toward the bottom, and look behind the stairs to find another set of hidden stairs that lead to another section of the tower. In the short hallway an aetheral hound should appear, and it will disappear when attacked. Turn on pathway secrecy, and use target magic to kill it. Recover the shimmering aetheral hide and return it to your guildleader.&lt;br /&gt;
&lt;br /&gt;
Exiting Tower:  On this quest (perhaps others) you can exit the tower by returning to the room you first arrive in after climbing the tower.  Look for &amp;quot;Above the base of the dilapidated staircase is a squat window&amp;quot; go window to exit.&lt;br /&gt;
&lt;br /&gt;
==Pathway of Defense==&lt;br /&gt;
&amp;quot;The eighth ability, is called Pathway Focus Defend. PF Defend, happening after PF Precise, allows a mage to manipulate aether, making it harder for targetted spells to hit them. This nifty ability comes eighth as by now the mage is pretty experienced. This ability allows these more experienced mages to defend themselves from incoming targetted magic attacks.&amp;quot;&lt;br /&gt;
-- GM Chakram&lt;br /&gt;
&lt;br /&gt;
walkthrough:&lt;br /&gt;
The lowest set of stairs has a set of stairs behind it. Follow it down through the hatchling area and through the arch to the device. turn irid dial, turn silver dial, push crystal. turn irid and silver dial off, turn red dial and blue dial on, push crystal. turn red and blue dial off, turn grey and translucent dial on, push crystal. turn grey and translucent dial off, turn red dial and translucent dial on, push crystal turn translucent and red dial off, turn blue dial and silver dial on, push crystal turn blue and silver dial off, turn iridescent and grey dial on, push crystal and the fun should start. Look or watch the creature, and apply the opposite elemental spell according to damage it, just like you did with the dials. Recover the crystal (prism) and Sit back and enjoy the ride.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
an aether selrek&lt;br /&gt;
&lt;br /&gt;
You gesture at an aether selrek.&lt;br /&gt;
&lt;br /&gt;
The mana you were holding contributes to the spell.&lt;br /&gt;
&lt;br /&gt;
Sparkling crystals of ice appear and coalesce into a long hafted scythe of frost which flies through the air at it!&lt;br /&gt;
&lt;br /&gt;
An aether selrek&#039;s ethereal shield crackles with energy!&lt;br /&gt;
&lt;br /&gt;
With the violence of an avalanche, the scythe rips into its neck, tearing through its flesh and ripping its spinal cord out of its spine.&lt;br /&gt;
&lt;br /&gt;
An aether selrek falls backwards into the pedestal with its last breath.&lt;br /&gt;
&lt;br /&gt;
The shimmering ethereal shield fades from around an aether selrek.&lt;br /&gt;
&lt;br /&gt;
The pedestal wobbles back and forth, causing the aether beam to strike a mirror mounted on the wall.&lt;br /&gt;
&lt;br /&gt;
The aether beam reflects back toward the device, resulting in an explosion that disintegrates the corpse of the selrek!&lt;br /&gt;
&lt;br /&gt;
The force of the explosion causes the device to shudder and go dark.&lt;br /&gt;
&lt;br /&gt;
==Elemental Barrage==&lt;br /&gt;
Talk to the guildleader, then head out the Crossing west gate, past the goblin brook to cougars. West and southwest of the otherside of the brook is a tower, go tower, go arch, up to look for [[Corveson]].&lt;br /&gt;
&lt;br /&gt;
==Pathway Perceive==&lt;br /&gt;
&lt;br /&gt;
Only one available right now.&lt;br /&gt;
&lt;br /&gt;
===Perceive Pathway===&lt;br /&gt;
Just ask about pathway or quest.&lt;br /&gt;
&lt;br /&gt;
[[guild association is::warrior mage| ]][[page type is::ability| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader&amp;diff=353470</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader&amp;diff=353470"/>
		<updated>2014-06-01T18:31:03Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
{{guild infobox|guild=Trader|image=Small_trader_300.jpg&lt;br /&gt;
|skill1=Lore|skill2a=Survival|skill2b=Armor|skill3a=Weapon|skill3b=Magic&lt;br /&gt;
|abilities=Caravans, Trading,&amp;lt;br&amp;gt;Market Advantages&lt;br /&gt;
|mana=None}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traders&#039;&#039;&#039; are all about making money, pure and simple. The Guild rules the transportation business with an iron fist, and through contract work and playing the commodities markets, a Trader earns (or loses) his fortune.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most (in)famous figure among Traders was [[Arnile Hanskwin]], Syndic of the Trader&#039;s Guild. He was known for his desire to come up with more and more devious ways to combat the efforts of those who would steal from a trader. He was especially inventive when it came to designing new trap varieties.&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:TraderCrest.jpg|thumb|&#039;&#039;&#039;Guild crest:&#039;&#039;&#039; A shield divided by a diagonal line. One half bears the stylized image of a man leading a donkey burdened with sacks of golden coins, the other, a picture of a sailing ship cresting a wave, its sail bearing the image of a large diamond]]Information courtesy of [http://www.play.net/dr/info/guilds/trader.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
:The distinguished Trader Guildleader [[Ansprahv]] advises young entrepreneurs from this prosperous guild hall. (You can type DIR TRADER for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
:Inside Riverhaven&#039;s large guild hall, the noble Guild Leader [[Willowbrook]] instructs her students in commerce and finance.&lt;br /&gt;
; [[Muspar&#039;i]]&lt;br /&gt;
:A grand guildhall set in the Desert City.  The Guild Leader [[Kworlin]] oversees commerce in the northern most part of Elanthia.&lt;br /&gt;
; [[Shard]]&lt;br /&gt;
:Guild Leader [[Cialen]] administrates guild business from his office in opulent Brickwell Tower.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Guild Leader [[Imaar]] presides over the guildhall here.&lt;br /&gt;
; [[Aesry|Aesry Surlaenis&#039;a]]&lt;br /&gt;
:The capable Guild Leader [[Seranda]] oversees sea trade at the Surlaenis exchange.&lt;br /&gt;
; [[Hibarnhvidar|Outer Hibarnhvidar]]&lt;br /&gt;
:The shrewd Guild Leader [[Raelem]] took advantage of a recent career opportunity and now operates out of the Guild offices in Forfedhdar.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Trader]]&#039;s primary [[Guilds#Skill_Sets|skillset]] is {{catskill|Lore}}.  {{Catskill|Survival}} and {{catskill|Armor}} are secondary skillsets, with {{Catskill|Magic}} and {{Catskill|Weapon}} as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, Traders tend to be:&lt;br /&gt;
{|&lt;br /&gt;
| [[:Category:Human|Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elothean|Elothean]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 22%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Elf|Elven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Prydaen|Prydaen]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded traders receive two free technique slot in the [[Blacksmithing discipline]] of the [[Forging skill]] and one free technique slot in the [[Artistry discipline]] of the [[Outfitting skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
===What You Should Know===&lt;br /&gt;
Becoming a successful trader takes patience and perseverance; regardless of what you do you probably won&#039;t be rich for quite some time.  There are a lot of steps that should be taken and a lot of training one must do before he will attain a large sum of wealth.&lt;br /&gt;
&lt;br /&gt;
In my opinion, Traders are the bravest people in all the provinces.  It doesn&#039;t take much courage to be all armored up and weapons gleaming, hurling spells, knowing you can take out anything that crosses your path.  But it takes nerve to stand there calmly while an enemy that you *know* can kill you in one hit advances on you as you wait for your caravan to move on or your pack animal to catch up&lt;br /&gt;
&lt;br /&gt;
And if you do go into combat, barring enchanted items, you&#039;re reliant on yourself and your base skills and stats.  No roars, no magic - just you and your opponent.&lt;br /&gt;
&lt;br /&gt;
===Tips and Methods===&lt;br /&gt;
&lt;br /&gt;
For the early circles I would recommend foraging branches and selling them to [[Mags]] at the Mongers&#039; Bazaar in Crossing.  This will lock your trading and make you a little coin at the same time.  She should buy up to around 5 golds&#039; worth, but it varies.  Using caravans is a terrible idea for a newcomer.  The transportation fees alone will be more than you&#039;re making.  It will take some time before you can use them at a profit and even longer to make the profit seem worthwhile.&lt;br /&gt;
&lt;br /&gt;
===Advancing in the Guild===&lt;br /&gt;
&lt;br /&gt;
After your initial training there are a few different methods that you could use in order to train.  Even though hunting isn&#039;t a strong point of a trader be sure that you still have a healthy dose of it as you will need it to advance in the armor requirements of the guild.  On top of that, you will have your survival training; this and lore can be done in a number of ways.  One way utilized by many traders is to train while following your caravan to different locations.  Though its not a constant, it will allow you to gain experience in these fields while gaining the trading ranks that we all love!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Contract Trading&#039;&#039;&#039;-  This is a form of trading that will not reap good benefits for quite some time, however if done on a constant basis it can provide a good and steady flow of experience in the trading field.  If you&#039;re going to start contract trading at an early circle it is recommended you use the pack animals rather than caravans.  This is inconvenient since you can&#039;t have them lead you, but a caravan will be too expensive to afford.  The longer you do this the more you will be capable of making.  When you feel that you are at a sufficient amount then you can switch to caravans.  Transportation fees are charged for each shipment so be sure you can afford to pay it!  It takes a while but eventually you will notice more and more money building up, however don&#039;t get too excited because you wont ever reach a state where you have an unlimited flow of money.  It&#039;s a fatal mistake to think that huge traders have unlimited amounts of money and is also the reason many traders quit after a period of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Commodity Trading&#039;&#039;&#039;- This form of trading can be used at a younger age with significantly less risk.  This is also another great way to lock trading, buying goods from certain outpost and selling them at another.  However, the entire risk is on you when you use this method.  To trade commodities just go into the Crossing, Arthe Dale or Leth Deriel trader outpost and read the commodity boards.  They will list the items they have and their prices.  Beside the item will be a word such as &amp;quot;surplus&amp;quot;.  This refers to the amount they have on hand currently.  Be sure to be careful what you buy because if an outpost has a surplus then they will not take any more of that product.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Pawnshop&#039;&#039;&#039;- Selling off items to any pawnshop will grant considerable trading experience at low ranks.  More experience is granted for higher value items, and there appears to be no limit to how many times you can gain field experience this way.  The trick to training with this method is to find a reliable source of items with a high enough value to teach for your ranks.  If your trader is training stealing you can simply sell off the stolen goods.  Also, many creatures drop weapons, armor, or fluff items that can be pawned.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Crafting Society Workorders&#039;&#039;&#039;- Traders now gain experience in Trading when they turn in completed workorders at any crafting society.  The experience granted depends on the difficulty of the items you made for the workorder.  This can be an effective way to train trading and other lores, such as mech lore and appraisal.  Also, the crafting books used in this process can be studied for scholarship experience as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Other methods&#039;&#039;&#039;- Most of the following methods usually can&#039;t be used as consistent modes of training, but can be useful if you find someone in need of the service.  Selling pouches is actually a very quick way to lock the trading of any trader.  However, this is dependent upon people needing pouches sold.  If you get the chance, however, it&#039;s a good way to train.  Your charisma and trading skill will determine the amount you are capable of receiving for your pouches.  Most traders gain this ability around circle 12. Selling bundles is also another way to train.  This isn&#039;t as effective as pouches and generally isn&#039;t as common, but it can still work.  Also, with the new teaching system, if you can find a trader in the market tents who will be around a while to teach, a class can also benefit you greatly.  You can also train up certain lore and survival skills while sitting and listening, so take advantage and utilize your time to its fullest extent.  Obviously this will not yield you any profit.&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities and Breakdowns==&lt;br /&gt;
&lt;br /&gt;
===Rentable Pack Animals and Caravans===&lt;br /&gt;
Traders can rent pack animals or caravans to transport goods between guild outposts, the staple activity of the Trader Guild.  To rent a caravan simply go to the room with the clerk and RENT CARAVAN.  The initial cost is 400 kronars at any Zoluren outpost.  If you accidentally start a contract or shipment without a caravan you will automatically be defaulted to a pack animal.  You may upgrade this by simply asking to rent a caravan.  A storage box is included with every caravan rental once a Trader achieves 35th circle, and can be used like a mobile vault.  If the caravan starves to death with items in its storage box, the items will be transferred to the next caravan that is rented. Trading contracts cannot be canceled, but they can expire. If your contract expires before you can deliver the goods you can still give it to the shipping clerk of the intended destination to have the crates removed from your caravan (though you will not be paid for the delivery). If for some reason you lose the contract and you just have crates piled up on your caravan that you want to remove you can PUSH CRATE ON CARAVAN so the one you want to get rid of is listed first when you look at the caravan. Then you can PULL CRATE ON CARAVAN to dump it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trade Route Justice&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:When a trader catches anyone stealing from them on a trade route they can run to the nearest outpost and accuse the culprit of stealing.  This will allow the guild to send out thugs who will basically beat your thief to near death and leave him there.  Be careful though because this ability cannot be used if they are not caught on a trade route.  Meaning if you are in the grasslands out past the west gate or in town traveling to the NRT then you won&#039;t be able to accuse.  &lt;br /&gt;
::Syntax: [[Accuse_command|ACCUSE]] &amp;lt;person&amp;gt; - see the list of current [[Trade Route|Outpost Locations]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Drivers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:One of the more often used abilities of a caravan is to use it to lead you places.  When doing this you will automatically follow the caravan and stay with it even during round time.  This makes it easy to train while the caravan is moving.  You have to be on a trade route for this to work however, the current places you can get led to are as follows: Leth Deriel (Will lead you from the ferry to the Bower Gate, Crossing (will lead to the northeast gate, or to the ferry from Bower Gate), stone clan (will lead to the trail in Beisswurms), Dirge (will lead to the path directly on the trail to the town gate of Dirge).&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;caravan&amp;gt; TO LEAD TO &amp;lt;location&amp;gt; - see the list of current [[Trade Route]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Corpse Hauling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and pack animals can also be used to tie deaders to, this is especially helpful in the fact that it can drag people out of places that people can&#039;t drag out of by hand.  Normally this is the case at the barricade in rocktrolls and the trail in beisswurms. &lt;br /&gt;
&lt;br /&gt;
::This ability is learned from Guild Leader [[Cialen]] in [[Shard]]. (Ask Cialen about corpse)&lt;br /&gt;
&lt;br /&gt;
::Syntax: [[Tie_command|TIE]] &amp;lt;caravan/animal&amp;gt; TO &amp;lt;player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Loss and Recovery&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:At the current moment and time there is some talk about traders being able to purchase a caravan for their own personal use but nothing is confirmed as of late.  When looking for a caravan go to the stable closest to the area the caravan was originally lost in.  Locations are in leth, stone clan, dirge, and crossing.  They will not be the normal stables used to keep horses in.  When a caravan is dead your guild will give you a very harsh lecture then you will be charged an additional amount to all your contracts for a very long time.  So be careful and take care of those caravans!&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;RECALL CARAVAN&#039;&#039;&#039; in an attempt to remember where they parked. The results can vary based on both the recall ability of the trader and the distance from the caravan. &lt;br /&gt;
&lt;br /&gt;
::Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. This ability does work if the caravan is stabled somewhere; it only works if the caravan is sitting out in a room. To find a stabled caravan, one can either go searching the various stables for it or TRANSFER it to the closest stable.  &lt;br /&gt;
&lt;br /&gt;
::NOTE:  It is not part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Caravan Spook&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Caravans and Pack Animals have the ability to drag you from combat.  There is a small potential to be hurt from the attempt.&lt;br /&gt;
::Syntax: [[Tell_command|TELL]] &amp;lt;pack animal/caravan&amp;gt; SPOOK&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[kregkeirel|Kregkeirels]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Found only on the island of [[Aesry]], these stalwart pack animals are there to assist island Traders with carrying their wares, similar to the storage packing crates found on mainland caravans.  They are rentable at two locations on Aesry by Traders of at least 35th circle. One stable is near the Trader guild hall by the docks, and the other is near the city.&lt;br /&gt;
&lt;br /&gt;
===Player Owned Caravans===&lt;br /&gt;
[[Player Owned Caravans]] are custom caravans owned by Traders that can start being built at 25th circle.&lt;br /&gt;
&lt;br /&gt;
===Commodity Trading===&lt;br /&gt;
Only Traders have access to the commodities market, allowing them to speculate on price fluctuations between cities and provinces.  Currently there are only three working commodity pits in Elanthia: [[Crossing]], [[Arthe Dale]], and [[Leth Deriel]].&lt;br /&gt;
&lt;br /&gt;
Table of Commodies [[Commodity Trading]]&lt;br /&gt;
&lt;br /&gt;
===Market Advantages===&lt;br /&gt;
Traders receive a better price when purchasing from shops with shopowners and when selling items to a pawnshop, gem buyer, or tanner.  Increased [[Charisma]] also increases profit.&lt;br /&gt;
&lt;br /&gt;
===Trader Markets===&lt;br /&gt;
Traders of at least 20th circle may rent market tables located in [[The Crossing]], [[Riverhaven]], [[Shard]], [[Muspar&#039;i]], [[Aesry]] and the first tier of [[Ratha]]. Traders of at least 30th circle can rent their own [[Trader Owned Shops|Shops]] in the plazas located in [[The Crossing]], [[Riverhaven]] and [[Shard]].  As of the release of the Trader Shops, stalls, which are currently only located in [[The Crossing]], have been closed.&lt;br /&gt;
&lt;br /&gt;
To remove a disruptive adventurer from a market place, two Traders of at least 20th circle or a single Trader at least 10 circles higher than the target must &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  This will also work on fellow Traders if they do not have a table rented in the building.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tables&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:The cost per table is a couple gold for four hours of rental. Each table can hold up to twenty items. Traders can purchase one rental ticket per hour, therefore it takes three hours to claim all four tables in a room. To rent a table, &amp;lt;tt&amp;gt;ASK MONGER FOR TICKET&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty table.  If left unattended for even a couple minutes, rented tables are covered by a tarp courtesy a market attendant.  Goods should be removed from the table before the rental ticket expires, or else there is a storage fee of several gold. &amp;lt;tt&amp;gt;ASK MONGER FOR GOODS&amp;lt;/tt&amp;gt; within 48 hours to recover your items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stalls&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:With the introduction of Trader Owned Shops, the stalls have been closed, possibly permanently.  The price for a stall is 10 platinum Kronars for 10 days of rental.  Stalls contain three tables, each holding up to twenty items.  All tables may be used immediately upon rental.  To rent a stall, &amp;lt;tt&amp;gt;ASK MONGER FOR STALL&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;PUT&amp;lt;/tt&amp;gt; the ticket on an empty stall.  Unlike regular tables, stall tables can be left unattended and will not be covered until someone attempts to price or buy an item.  To remove an unwelcome guest, &amp;lt;tt&amp;gt;ASK GUARD FOR THE REMOVAL OF (person)&amp;lt;/tt&amp;gt;.  You can also &amp;lt;tt&amp;gt;OPEN&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;CLOSE&amp;lt;/tt&amp;gt; a stall while standing outside of it.  Once your rental expires, you must wait 10 days before renting another stall.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Trader Owned Shops&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:For more information see [[Trader-owned Shops]].&lt;br /&gt;
&lt;br /&gt;
===Auction Halls===&lt;br /&gt;
Traders of at least 30th circle are able to use the auction halls located in [[The Crossing]], [[Riverhaven]] and the guildhall in [[Ratha]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;GRAB&amp;lt;/tt&amp;gt; the gavel to begin.&lt;br /&gt;
&amp;lt;tt&amp;gt;START BID &amp;lt;amount&amp;gt;&amp;lt;/tt&amp;gt; to start the bidding on an item.&lt;br /&gt;
&amp;lt;tt&amp;gt;TOUCH GAVEL&amp;lt;/tt&amp;gt; to toggle the suspended bidding.&lt;br /&gt;
&amp;lt;tt&amp;gt;PUNCH&amp;lt;/tt&amp;gt; the table to start the bid close (going once, twice, etc).&lt;br /&gt;
&amp;lt;tt&amp;gt;HUG GAVEL&amp;lt;/tt&amp;gt; to abort a bid in process.&lt;br /&gt;
&amp;lt;tt&amp;gt;DROP GAVEL&amp;lt;/tt&amp;gt; to give up control of the auction tools. &lt;br /&gt;
&amp;lt;tt&amp;gt;KISS GAVEL&amp;lt;/tt&amp;gt; to send out a crier announcing the auction. (charge to this service)&lt;br /&gt;
&amp;lt;tt&amp;gt;TAP&amp;lt;/tt&amp;gt; the table to toggle room silence.&lt;br /&gt;
&lt;br /&gt;
Each item is done on an individual basis, meaning you will have to restart and grab the gavel for each individual item.  There is a time limit of 15 minutes for each item, if the item is not bid off within this time limit your item will be turned into a box where you can retrieve it.  &lt;br /&gt;
&lt;br /&gt;
===Horse Trading===&lt;br /&gt;
Traders of sufficient skill and circle (25) can buy and sell horses with other adventurers.  This ability is most frequently used to facilitate transfer of a horse from one person to another.  Traders also have an [[Horses#Teaching_Adventurers_and_Horses|Instruction Technique]], Advanced Riding, to teach.&lt;br /&gt;
&lt;br /&gt;
To buy a horse from a trader, use the {{com|OFFER}} command or to sell a horse, use the {{com|SELL}} command.&lt;br /&gt;
&lt;br /&gt;
===Gem Pouches &amp;amp; Shops===&lt;br /&gt;
Traders of appropriate skill and circle (approximately 12th circle) have the unique ability to sell gems in bulk via gem pouches.  In addition to selling the gems in bulk Traders also receive a higher profit on their sales than the typical adventurer, up to 60% for a high-level, high-charisma Trader using Speculate Finesse.  This [[Trader_gem_selling_bonus|gem selling bonus]] is based on charisma, trading skill, and appraisal skill.  Traders are also able to [[Untie_command|UNTIE]] POUCH in order to split the contents of one pouch into another and [[Combine_command|COMBINE]] POUCH WITH SECOND POUCH to merge 2 tied pouches together. Note that untie does not actually untie a pouch so you can get or see individual gems.  &lt;br /&gt;
&lt;br /&gt;
Traders of at least 50th circle and that are a citizen of the province can finance remote gem shops, including gem shops in [[Horse Clan]], [[Rossman&#039;s Landing]], [[Throne City]], and [[M&#039;riss]].  To finance a gem shop ask the clerk about &amp;lt;tt&amp;gt;FINANCE&amp;lt;/tt&amp;gt;.  To retrieve your sales ask the clerk about &amp;lt;tt&amp;gt;SALES&amp;lt;/tt&amp;gt;.  The purpose is to make a profit from the sales and to earn a significant amount of [[Trading skill]] when reselling the gem pouches received from the financing.&lt;br /&gt;
&lt;br /&gt;
Traders also have the ability to [[Gather_command|GATHER]] gems to move them from one container to another.  This verb will move all gems of a particular type into a separate gem pouch, which must be in your other hand. For example, GATHER RUBY IN MY POUCH would take all rubies from your first pouch, and move them into your second pouch.&lt;br /&gt;
&lt;br /&gt;
===Fur Shops===&lt;br /&gt;
Traders are also able to sell bundles at a higher profit than the typical adventurer as with the gem pouches.  To facilitate this, [[item:fur packing crate|fur packing crates]] are available for purchase at the [[Stone Clan]] and [[Fayrin&#039;s Rest]] outposts and will hold 100 skinned items each.&lt;br /&gt;
&lt;br /&gt;
Traders of 50th circle or higher can finance remote fur shops, including the fur shop at the docks on [[Aesry Surlaenis&#039;a]] and the [[RanikMap13a|North Roads caravansary]] outside [[Dirge]].  To finance a fur shop ask the clerk about &amp;lt;tt&amp;gt;FINANCE&amp;lt;/tt&amp;gt;.  To retrieve your sales ask the clerk about &amp;lt;tt&amp;gt;SALES&amp;lt;/tt&amp;gt;.  The purpose is to make a profit from the sales and to earn a significant amount of [[Trading skill]] when reselling the bundles received from the financing.&lt;br /&gt;
&lt;br /&gt;
===Shardstar Shipping===&lt;br /&gt;
In order to promote trade between the islands and the mainland, [[Shardstar Shipping]] allows Traders to ship items from one of their locations to another for a small fee.  Currently, there are shipping locations in [[The Crossing]], [[Riverhaven]], [[Aesry Surlaenis&#039;a]] and [[Ratha]].&lt;br /&gt;
&lt;br /&gt;
===Speculate===&lt;br /&gt;
Traders have a series of [[Speculate_command|Speculate]] abilities that are taught by various guild leaders:&lt;br /&gt;
Syntax: ASK (GUILDLEADER) ABOUT SKILL&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Speculate!!Circle!!Guild!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Paranoia||5||Automatic||Boosts the peception abilities of the trader for a short period of time.  This will give you a bigger opportunity to catch thieves.&lt;br /&gt;
|-&lt;br /&gt;
|Finesse||8||Riverhaven||Increases ability to get higher profits on sales of gems, bundles, and pawn items.  Also gives more elaborate emotes to various verbs (smile, bow, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Coin||12||Muspar&#039;i||Allows you to throw a random coin you are carrying and possibly stun your target.  CAUTION - You lose the coin!&lt;br /&gt;
|-&lt;br /&gt;
|Defense||25||Automatic||Boosts the defensive abilities of the trader for a short period of time.&lt;br /&gt;
|-&lt;br /&gt;
|Chaffer||45||Ratha||Allows you to publicly announce the sale on an object.  The messaging differs based on the type of object as well as the target character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hirelings and Criers===&lt;br /&gt;
Hirelings are a new thing to the guild, you have to be in a town where their services are offered to hire one.  What hireling you get depends much on your circle, but there&#039;s still a random factor in for which one you&#039;ll get.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Syntax:&lt;br /&gt;
HIRE &amp;lt;TYPE&amp;gt; (where TYPE is one of the following)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
ATTENDANT&amp;lt;BR&amp;gt;&lt;br /&gt;
LOCATE (Attained at 8th Circle)&amp;lt;BR&amp;gt;&lt;br /&gt;
CRIER&amp;lt;BR&amp;gt;&lt;br /&gt;
MESSENGER&amp;lt;BR&amp;gt;&lt;br /&gt;
DELIVERY&lt;br /&gt;
&lt;br /&gt;
Here are the basic commands:&lt;br /&gt;
&lt;br /&gt;
ATTENDANT: groom, dry, perfume, cologne, rope, pouch, pack, goods, follow, stay, leave, dismiss, and cost.&lt;br /&gt;
&lt;br /&gt;
Please be aware some services incur a onetime cost for each use. For a list of prices for services, ask the hireling about cost.&lt;br /&gt;
&lt;br /&gt;
LOCATE: Ask the hireling about HELP and he or she will give you instructions and cost to find someone.&lt;br /&gt;
&lt;br /&gt;
CRIER: Criers can be used in order to let the city know that you have a shop open for business or you are available to offer gem selling services.  There is a charge for this service though, the criers have two forms of usage.  First is they can alert all people in the city that your stall or table is open.  In order to do this you must HIRE CRIER TOWN CONFIRM.  This service will cost you 2500 kronars.  The second service they offer is to not only alert the town of your presence but to go into neighboring hunting areas and send out messages there to.  The actual range of this isnt yet confirmed, to use this feature just use HIRE CRIER HUNT CONFIRM, there is a charge of 5000 kronars for this service.&lt;br /&gt;
&lt;br /&gt;
MESSENGER: Ask the hireling about HELP and he or she will give you instructions and cost to send a message to someone (within city limits).&lt;br /&gt;
&lt;br /&gt;
DELIVERY:  A dapper servant steps forward and says, &amp;quot;I will use our guild&#039;s resources to deliver to a person of your choosing in any of the known provinces for only 3000 Kronars, less if you have recently located, messaged or delivered to your target.  First, you will need to hold the item you want delivered in your right hand.  Then ask me to weigh the item that you want delivered to make sure it doesn&#039;t exceed limitations.  If the item is acceptable, you will need to give me the name of the person you want the item delivered.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
(To have an item weighed, put it in your right hand and type ASK servant FOR WEIGHT)&amp;lt;br /&amp;gt;&lt;br /&gt;
(To send the item, keep it in your right hand and type ASK servant for DELIVER &amp;lt;person&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! Trading !! Appraisal !! 1st Lore !! 2nd Lore !! 3rd Lore !! 1st Armor !! 2nd Armor !! 1st Surv. !! 2nd-3rd Surv. !! 4th Surv. !! 5th Surv !! 6th Surv !! 1st Weapon !! 1st Magic !! 2nd Magic !! 3rd Magic&lt;br /&gt;
|- &lt;br /&gt;
| 1-10   || 4 || 3 || 3 || 2 || 2 || 2 || 1 || 3 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|- &lt;br /&gt;
| 11-30  || 5 || 3 || 3 || 3 || 2 || 3 || 2 || 3 || 3 || 2 || 2 || 1 || 2 || 2 || 1 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 31-70  || 6 || 4 || 4 || 3 || 3 || 3|| 2 || 4 || 3 || 2 || 2 || 1 || 2 || 2 || 2 || 1&lt;br /&gt;
|- &lt;br /&gt;
| 71-100 || 6 || 5 || 4 || 4 || 4 || 3|| 3 || 4 || 4 || 3 || 3 || 2 || 3 || 3 || 2 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 101-150 || 7 || 6 || 5 || 4 || 4 || 4 || 3 || 5 || 4 || 4 || 3 || 2 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151+ || 15 || 15 || 13 || 10 || 10 || 10 || 8 || 13 || 10 || 10 || 8 || 5 || 8 || 8 || 8 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Trading]] and [[appraisal]] are hard requirements (do not count toward Nth lore requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
Magic requirements are not live until Trader magic is released.&lt;br /&gt;
&lt;br /&gt;
==[[Rumor System]]==&lt;br /&gt;
The rumor system allows you to gossip with certain NPCs throughout the realms.  &amp;lt;tt&amp;gt;ASK (NPC) ABOUT/FOR RUMOR&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;WHISPER (NPC) (your rumor)&amp;lt;/tt&amp;gt; to have your rumor reviewed by a [[GameMaster]] and possibly added to the system one day!&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
Traders have a number of role play and functional items in game available to them.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[abacus|The Abacus]] - items that allow all Traders to quickly calculate the conversion between the 3 currencies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[handbill|Handbills]] - sold at [[Chispin&#039;s Handbills]] in [[RanikMap42|Therenborough]], these are pre-printed items to hand out to your customers.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[ledger|Ledgers]] - a vital tool given to each Trader upon entering the guild, these work similar to [[spellbook|spellbooks]] with chapters and pages covering many facets of the Trader&#039;s business.  [[Read_command|Reading]] will provide the basic information on each page, and [[Study_command|studying]] each page will teach a very small amount of [[Scholarship_skill|scholarship]] and [[Appraisal_skill|appraisal]].&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Embroidery]] - while open to all guilds, Traders receive a large bonus to the quality of the stitch, as well as the ability to use a number of Trader-only patterns.  See also [[:Category:Embroidery_Shops|Embroidery Shops]] for patterns and supplies.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Trader Jewelry]] - while wearable and usable by all guilds, when a Trader [[Appraise_command|appraises]] these uncommon pieces of jewelry and decorative items, they see a large amount of information on the gems, metals and craftsmanship of the components.  Due to the large amount of information given per piece, these items teach [[Appraisal_skill|appraisal]] higher than basic items.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*[[Banquet Hall|Banquet Halls]] - while a Trader will get no experience for renting one, these locations can be rented by a Trader for parties, public gatherings, etc.  Banquet Halls also include a gambling room with a fully functional craps table.  Currently there is a Hall in the [[RiverHaven]] Trader Guild.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Trader Titles]]&lt;br /&gt;
*[[Trader Abilities Chart]]&lt;br /&gt;
*[[:Category:Trader_Shops|Trader-only Shops]]&lt;br /&gt;
*[[Traders of Renown]]&lt;br /&gt;
{{cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=351313</id>
		<title>Time Development Points</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=351313"/>
		<updated>2014-05-27T02:18:27Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Time Development Points (TDPs) are used to increase [[attributes]], as well as for buying new spell slots and forgetting learned spells. (See: [[Spell Library]])&lt;br /&gt;
&lt;br /&gt;
In order to use TDPs to raise a stat, one must go to a designated room for training that particular stat and type &amp;lt;tt&amp;gt;TRAIN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;STUDY&amp;lt;/tt&amp;gt; twice to confirm. Training rooms for each stat are available within or near every major city.&lt;br /&gt;
&lt;br /&gt;
A new character is given 600 TDPs right out of the Character Manager. After that, the only way to gain more TDPs is by circling or obtaining new ranks in skills. &lt;br /&gt;
&lt;br /&gt;
==TDPs from Circling==&lt;br /&gt;
&lt;br /&gt;
Each time you circle upto circle 150, you will gain a base number of TDPs plus a bonus based on your circle. Below circle 10 you get a base of 50 TDPs. Circle 10 onward, you will gain 100 TDPs as a base. The bonus TDPs are always equal to the circle you just attained. For example: if you attain circle 27, you will get 127 TDPs.&lt;br /&gt;
&lt;br /&gt;
After circle 150, TDPs cannot be gained from circling.&lt;br /&gt;
&lt;br /&gt;
==TDPs from Leveling Skills==&lt;br /&gt;
&lt;br /&gt;
Each time you gain a new rank in any skill, the integer value of that rank is added into a hidden pool (the TDP pool). If at any time the total in the pool reaches or exceeds 200, you gain one TDP and 200 is subtracted from the pool. This also applies for multiples of 200: if the TDP pool reaches 400, you gain two TDPs and 400 points are subtracted; for 600 you get three TDPs and 600 is deducted from the pool, etc.&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s assume that your TDP pool is currently zero. You increase your [[Perception skill]] to attain rank 150. 150 points are added to the TDP pool. You then increase your [[Leather Armor skill]] to rank 66. 66 points are added to the TDP pool, making a total of 216. You gain one TDP, and 200 points are subtracted from the TDP pool leaving 16 points. Next, you increase your {{skill|Arcana}} to 197. Your pool increases to 213, you gain yet another TDP, and the pool is reduced to 13.&lt;br /&gt;
&lt;br /&gt;
Since the experience change where all tertiary skills less than 100 ranks are learned at the rate of secondary skills, it is considerably easier than it was to level tertiary skills for the sake of TDPs alone. Leveling a single skill to 100 ranks will result in a gain of 25 TDPs when all is said and done. Leveling a skill to only 50 will result in a gain of 6 TDPs. &lt;br /&gt;
&lt;br /&gt;
==Death and Losing TDPs==&lt;br /&gt;
&lt;br /&gt;
When you &#039;&#039;&#039;lose&#039;&#039;&#039; ranks from memory decay as a result of death without rejuvenation, your TDP pool will be &#039;&#039;&#039;reduced&#039;&#039;&#039; by the ranks you lost. If this sends the TDP pool below zero you will lose a TDP, and 200 will be added to the pool. This process makes it possible to have a negative number of TDPs.&lt;br /&gt;
&lt;br /&gt;
==TDP Formulas==&lt;br /&gt;
&lt;br /&gt;
In mathematical terms, the total number of TDPs gained from a single skill is the floor of the sum of integers from 0 to the maximum earned rank divided by 200 Since that summation is a closed set, we can express it as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_single_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;hidden TDP pool&amp;quot; is shared between skills, the floor function operates on the sum of skills, instead of each skill individually. The formula to calculate the total TDPs gained from all skills is as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
TDPs granted from all levels gained can be expressed with the following formula:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_levels_formula.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
[http://www.mg.edu.ee/~mad/tdpcalc.php DragonRealms TDP Calculator]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Statistics}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bug_command&amp;diff=83692</id>
		<title>Bug command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bug_command&amp;diff=83692"/>
		<updated>2013-12-04T00:35:17Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|BUG}} command&#039;&#039;&#039; is used while in-game to report a bug to Simutronics staff.  The command works differently depending on which [[front end]] is being used.  &lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
===Stormfront===&lt;br /&gt;
:BUG {[[#Categories|category]]};{[[#Title|title]]};{[[#Text|text]]}&lt;br /&gt;
:: ex. BUG room;The description is missing;The room description is blank for the interior of Abu&#039;s House of Weapons.&lt;br /&gt;
&lt;br /&gt;
===Genie===&lt;br /&gt;
For Genie and any other FE with a mapped semi-colon:&lt;br /&gt;
:BUG {[[#Categories|category]]}\;{[[#Title|title]]}\;{[[#Text|text]]}&lt;br /&gt;
:: ex. BUG room\;The description is missing\;The room description is blank for the interior of Abu&#039;s House of Weapons.&lt;br /&gt;
===Wizard===&lt;br /&gt;
In the [[Wizard]] front end, typing bug will produce syntax help as below:&lt;br /&gt;
&lt;br /&gt;
 This will issue an email to play.net&#039;s bug tracking database.  Be as detailed as possible, describing what&lt;br /&gt;
 you were doing, the behavior you expected, and the behavior you experienced.  Preferably you should be in&lt;br /&gt;
 the same room you were in when the bug occurred, holding the same equipment, and wearing the same gear, as&lt;br /&gt;
 this information will be included in the bug report.  DO NOT ISSUE BUG REPORTS FOR GAME CRASHES OR LAG&lt;br /&gt;
 PROBLEMS.  Do not use this mechanism to make suggestions or feature requests.  Those should be posted to the&lt;br /&gt;
 forums.&lt;br /&gt;
&lt;br /&gt;
===Categories===&lt;br /&gt;
::{category} must be one of the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:DragonRealms specific categories&lt;br /&gt;
::  CHARACTER  - problems related to your character&lt;br /&gt;
::  CREATURE   - creatures and NPC problems&lt;br /&gt;
::  MAGIC      - problems with a spell, sign or symbol&lt;br /&gt;
::  COMBAT     - combat errors&lt;br /&gt;
::  ROOM       - problems with a room or area&lt;br /&gt;
::  CRAFTING   - issues with crafting&lt;br /&gt;
::  ITEM       - problems with an item - Please hold in your hands&lt;br /&gt;
::  TYPO       - misspellings and grammar errors&lt;br /&gt;
::  OTHER      - problems with things not easily categorized Client specific categories&lt;br /&gt;
::  STORMFRONT - problems with the StormFront Front End&lt;br /&gt;
::  ESCAPE     - problems with the eScape Front End&lt;br /&gt;
::  WIZARD     - problems with the Wizard Front End&lt;br /&gt;
&lt;br /&gt;
===Title===&lt;br /&gt;
::{title} can be no more than 128 characters in length&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
::  {text} can be no more than 875 characters&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=-}}&lt;br /&gt;
&lt;br /&gt;
[[category:Commands|{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
[[page type is::command| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Halo&amp;diff=223925</id>
		<title>Halo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Halo&amp;diff=223925"/>
		<updated>2013-10-17T13:04:51Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Halo&lt;br /&gt;
|abbrev=halo&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|validtarget=PC, creatures&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=[[Divine Radiance 3.0|Divine Radiance]], [[Major Physical Protection 3.0|Major Physical Protection]]. 20th circle&lt;br /&gt;
|slot=4&lt;br /&gt;
|desc=Much as the Divine Radiance and Shield of Light spells solidify lucent energy into solid matter, the Halo spell forms a powerful wall of light that echoes away from the caster.  If successful, this force will push foes at close range back, and may even knock them into a daze or send them sprawling.  The Undead are especially susceptible to these magics, often suffering wounds at the brunt of the holy energy crashing into them.&lt;br /&gt;
&lt;br /&gt;
The Halo pattern will lie dormant until you are within pole or melee range of an opponent, at which time it will activate.  If woven into an Osrel Meraud orb, however, the power held within will not be unleashed until such a time as you are in serious peril, such as being severely wounded or incapacitated.&lt;br /&gt;
&lt;br /&gt;
Alternately, you may infuse mana into the spell pattern and immediately invoke the halo yourself.&lt;br /&gt;
|effect=Creates a pushback and stun on attackers at pole range or closer. Damages undead. Can knock critters  into adjacent rooms. Can be stored in OM, will trigger when in danger (e.g. stunned).&lt;br /&gt;
|messaging=&#039;&#039;Start:&#039;&#039; Pinpoints of intense white light erupt from the ether, rapidly streaking and blurring into a blinding whirlwind of luminance surrounding you.  The chaotic patterns of light roar and moan like so many lost souls bemoaning their demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; The air around you stirs eerily, caught in an unnatural current highlighted by vestigial strands of spectral light.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039; With a whispered sigh, your Halo spell expires.&lt;br /&gt;
|offtype=magic&lt;br /&gt;
|deftype=reflexes&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cadice&amp;diff=234412</id>
		<title>Cadice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cadice&amp;diff=234412"/>
		<updated>2013-08-21T00:37:56Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameMaster&lt;br /&gt;
|Tenure=Present&lt;br /&gt;
}}&lt;br /&gt;
Announced on 3/12/2013.  &amp;lt;br /&amp;gt;Pronounced Kay-diss.&lt;br /&gt;
&lt;br /&gt;
You see GameMaster Cadice, a Dwarf. &amp;lt;br /&amp;gt;&lt;br /&gt;
She has calculating steel-grey eyes rimmed with dark lashes and a lightly freckled nose.  Stray tendrils of wispy red curls frame her face while the rest of her thick hair is fastened into a low pony-tail.  Strands of faceted pyrite beads have been woven into her beard. &amp;lt;br /&amp;gt;&lt;br /&gt;
You are unable to find any distinguishing characteristics that hint at her age. &amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape. &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
You are wearing an exasperated facepalm, an easy button hanging from a chain, a tiny gold star, a &amp;lt;3, a lime green shirt with wise words printed on the front, a pair of black faille pants and some black sequined stomping boots laced with lime green silk cords.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Positions and Contributions==&lt;br /&gt;
Events team.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cadice&amp;diff=234411</id>
		<title>Cadice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cadice&amp;diff=234411"/>
		<updated>2013-08-21T00:37:24Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameMaster&lt;br /&gt;
|Tenure=Present&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Announced on 3/12/2013.  &amp;lt;br /&amp;gt;Pronounced Kay-diss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You see GameMaster Cadice, a Dwarf. &amp;lt;br /&amp;gt;&lt;br /&gt;
She has calculating steel-grey eyes rimmed with dark lashes and a lightly freckled nose.  Stray tendrils of wispy red curls frame her face while the rest of her thick hair is fastened into a low pony-tail.  Strands of faceted pyrite beads have been woven into her beard. &amp;lt;br /&amp;gt;&lt;br /&gt;
You are unable to find any distinguishing characteristics that hint at her age. &amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape. &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
You are wearing an exasperated facepalm, an easy button hanging from a chain, a tiny gold star, a &amp;lt;3, a lime green shirt with wise words printed on the front, a pair of black faille pants and some black sequined stomping boots laced with lime green silk cords.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Positions and Contributions==&lt;br /&gt;
Events team.&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17973</id>
		<title>Homes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17973"/>
		<updated>2013-07-10T01:41:17Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
:&#039;&#039;This article is about the player-owned home system.  For the command, see [[Home command|{{tt|HOME}} command]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the biggest benefits to being an [[Estate Holders|estate holder]] is the ability to own a private home for your characters.&lt;br /&gt;
&lt;br /&gt;
==Acquiring a Home==&lt;br /&gt;
&lt;br /&gt;
You must have credited Premium status for a minimum of 90 days.  [[DragonRealms Platinum|Platinum]] subscribers also have access to owning a home.&lt;br /&gt;
&lt;br /&gt;
Non-premium account holders can pick up a 30 day home deed in the Crossing Estate Holder Headquarters. They are on a table and cost [[SimuCoin]]s, a real life currency, to purchase. These deeds can be renewed to continuously keep a home on a non-premium account. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
===By Claim===&lt;br /&gt;
The most basic way to obtain a home is by deed.  In order to claim a home, you must go to a Housing Clerk and {{tt|ASK CLERK ABOUT HOMES}} for pricing information.  You must then {{tt|GIVE CLERK &amp;lt;amount&amp;gt;}}.  Now locate a vacant home plot within an appropriate housing area, and enter {{tt|HOME CLAIM}} to move in.&lt;br /&gt;
&lt;br /&gt;
====Housing Clerk locations:====&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1 |Crossing]] - Estate Holders&#039; Headquarters, Housing Permit Office (west of Raven&#039;s Court), go house door&lt;br /&gt;
*[[RanikMap99 |Aesry Surlaenis&#039;a]] - Home Permits Office&lt;br /&gt;
*[[RanikMap42 |Theren]] - Ibec Hall, Homes Licensing Office.  Price here is 3 platinum Lirums.&lt;br /&gt;
*[[RanikMap107 |Mer&#039;Kresh]] - Housing Arcade, New Homes Office&lt;br /&gt;
*[[RanikMap117 |Inner Hibs]] - Hibarnhvidar, Office of Housing&lt;br /&gt;
&lt;br /&gt;
====Housing Exchange Clerk locations:====&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1 |Crossing]] - Estate Holders&#039; Headquarters, Housing Exchange Office (west of Raven&#039;s Court), go exchange door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===By Deed===&lt;br /&gt;
Homes may also be acquired by purchasing a deed from another player.  Much of the above process still applies, however instead of claiming a home through {{tt|HOME CLAIM}} you use the deed to gain ownership. &lt;br /&gt;
&lt;br /&gt;
If you are purchasing a home by deed, or wish to convert your home to a deed for sale, make sure to follow the procedure shown in game by typing {{tt|HOME HELP 12}}.  Once a home is converted into a deed, if it is not redeemed at a clerk within 12 hours, the deed will be worthless.&lt;br /&gt;
&lt;br /&gt;
Typing {{tt|HOME}} and {{tt|HOME HELP}} in game will provide the full syntax and more information.&lt;br /&gt;
&lt;br /&gt;
To avoid problems with the home, make sure that when you claim a home you actually go inside it.  If you do not, the home will still show as being abandoned and possibly could affect your ability to customize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[SimuCoin]] home owners CANNOT acquire a home via this kind of deed. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
==Housing Areas and Home Types==&lt;br /&gt;
Homes are generally segregated within discrete areas of [[Elanthia]] created especially for residential use.  There are many home sites available throughout all five provinces.  On the [[Ranik Maps]], housing areas are indicated by a square colored in with pale blue ([[Image:RanikMapHomes.gif]]).&lt;br /&gt;
&lt;br /&gt;
Homes are divided into several basic categories:&lt;br /&gt;
&lt;br /&gt;
* Urban or Rural&lt;br /&gt;
* Lower, Middle or Upper Class&lt;br /&gt;
* Freestanding Structure or Door&lt;br /&gt;
* Race or Class restrictions (select homes only)&lt;br /&gt;
&lt;br /&gt;
To determine whether a home area is restricted by class or race, enter {{tt|HOME LOOK}}.&lt;br /&gt;
&lt;br /&gt;
The category a home belongs to is indicated by the description of its exterior:&lt;br /&gt;
&lt;br /&gt;
* Lower Rural: bothy, hut, hutch, lean-to, shed, shelter, shack, or door.&lt;br /&gt;
* Middle Rural: cabin, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Rural:  cabin, chateau, domicile, lodge, retreat, villa or door.&lt;br /&gt;
* Lower Urban:  house, hovel, hut, shed, shanty or door.&lt;br /&gt;
* Middle Urban: abode, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Urban:  domicile, hall, home, house, manor, residence or door.&lt;br /&gt;
&lt;br /&gt;
A home&#039;s price is not affected by its category. The type of home determines what the outside of that home may look like.  In order to change the exterior you must do so at a [[:Category:Housing Shops|home shop]] appropriate to your home&#039;s type.  Note that if you move your home to a different location, everything inside it will move with you but the exterior will remain behind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, special homes become available by auction or raffle, or as a prize for an in-game event.  In the past these have included treehouses and houseboats.&lt;br /&gt;
&lt;br /&gt;
==Access to the Home==&lt;br /&gt;
Each premium account may now have one home for every character on that account.&lt;br /&gt;
&lt;br /&gt;
===Entry and Exit===&lt;br /&gt;
To enter a home, you must first {{tt|UNLOCK &amp;lt;home&amp;gt;}} to unlock the door.  No key is required.  Then {{tt|OPEN &amp;lt;home&amp;gt;}}, and {{tt|GO &amp;lt;home&amp;gt;}} to enter.  For {{tt|&amp;lt;home&amp;gt;}} use the one-word type-name for your home, e.g. {{tt|HOUSE, COTTAGE, SHACK, DOOR, HOME}} etc.  If more than one such home type is present in the area, you might have to use an ordinal modifier e.g. {{tt|UNLOCK SECOND HOUSE}}.  It is a quirk of the game engine that each time the game is reset after a crash or other system shutdown, the listing order of homes in an area is reversed.  This means that sometimes you might have to use the ordinal modifier and other times you won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Entering and exiting a home breaks groups, so everyone who wishes to enter must do so on their own.  Once inside, {{tt|LOCK DOOR}} then {{tt|CLOSE DOOR}} to prevent others from coming in.  {{tt|GO DOOR}} to exit, and {{tt|CLOSE}} and {{tt|LOCK &amp;lt;home&amp;gt;}} after leaving.  Your home will close and lock itself after a few minutes if you forget to do so yourself.&lt;br /&gt;
&lt;br /&gt;
When the door is open you may {{tt|PEER}} through it to observe the area outside.  If you have a window, you may peer through that as well.  {{tt|CLOSE WINDOW}} to prevent people outside from peering into your home.  {{tt|OPEN WINDOW}} if you have nothing to hide. &lt;br /&gt;
&lt;br /&gt;
In order to reduce load on the game servers, the home system was coded so that the rooms are only actually running in the game engine when the home is opened.  When vacant, the homes are removed from the game and packed away as data in a save state (see {{tt|HOME SAVE}} [[#Furnishings and Home Environment|below]]).  Opening and closing a home too frequently within a short period of time will incur a long roundtime so that this process does not itself overly tax the server.&lt;br /&gt;
&lt;br /&gt;
===Guests===&lt;br /&gt;
When the door is open, anyone may enter.  Other characters are forbidden from entering a home when it is locked.  You may, however, grant special guest privileges to one other character by typing {{tt|HOME GUEST &amp;lt;player&amp;gt;}}.  This allows your designated guest to unlock and enter your home on their own.  Your friend must be with you when you name them as your official guest.  To remove these privileges enter {{tt|HOME GUEST CLEAR}}.&lt;br /&gt;
&lt;br /&gt;
If a visitor becomes unruly, you can kick them out by typing {{tt|SHOW &amp;lt;player&amp;gt; TO DOOR}}.  The first time will give a warning.  The second time will remove the player from your home and prevent them from returning for a few hours.&lt;br /&gt;
&lt;br /&gt;
==Furnishings and Home Environment==&lt;br /&gt;
There are many ways to customize the appearance of your home and the objects within it.  {{tt|HOME CHANGE}} can be used to rearrange the appearance of your furnishings.  When you get everything just the way you like it, typing {{tt|HOME SAVE}} will store the various appearance and environmental settings so they will remain that way for the next time you visit.&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
Furniture and other home furnishings are available in shops across Elanthia, and fit into the following categories:&lt;br /&gt;
&lt;br /&gt;
*Tables&lt;br /&gt;
*Couches or Beds&lt;br /&gt;
*Chairs (set of two to four)&lt;br /&gt;
*Rugs, Carpets, &amp;amp; Floormats&lt;br /&gt;
*Fireplaces&lt;br /&gt;
*Storage items (chest, cabinet, closet, trunk, wardrobe, or woodbin)&lt;br /&gt;
*Armor Stands (standard ones holds three pieces of armor)&lt;br /&gt;
*Weapon Racks (standard ones will hold two weapons)&lt;br /&gt;
*Flooring&lt;br /&gt;
*Windows&lt;br /&gt;
*Exterior decorative items&lt;br /&gt;
*Doors&lt;br /&gt;
*Walls&lt;br /&gt;
*Pets&lt;br /&gt;
&lt;br /&gt;
A house will only allow one piece of each type.  Items are replaced by purchasing a different one of the same type.  Once placed in the home, furniture can be rearranged to suit your tastes through the {{tt|HOME}} command.&lt;br /&gt;
&lt;br /&gt;
They can be turned into a scroll via the {{com|home}} {{tt|remove}} command.&lt;br /&gt;
&lt;br /&gt;
===Storage Within the Home===&lt;br /&gt;
An additional benefit to home ownership is that you can safely store a small number of items inside.  Each storage slot may only be filled with items that are completely empty.  Labels make things count as having something inside it, so items with attached labels may not be stored within a home. An item with a price tag on it will count as two items also.&lt;br /&gt;
&lt;br /&gt;
Standard Capacity:&lt;br /&gt;
*Tables can hold two items.&lt;br /&gt;
*Beds, sofas, couches, or loveseats hold two items on top, and one underneath.&lt;br /&gt;
(if you HOME SWAP the table/bed slots then the item holding slots are also changed.)&lt;br /&gt;
*Walls may be hung with one appropriate item such as a mirror, plaque, or painting. (You can actually put any item on the wall, but it might look silly!)&lt;br /&gt;
*Storage trunks or closets generally allow four items within, and one placed on top.  Woodbins will only hold combustible wood items for the fireplace such as logs.&lt;br /&gt;
*Armor stands hold three pieces of armor.&lt;br /&gt;
*Weapon racks will store two weapons.&lt;br /&gt;
&lt;br /&gt;
Not that special furniture may store more items than the basic ones.&lt;br /&gt;
&lt;br /&gt;
Only the principal homeowner (or another character on the account) &amp;amp; the designated Guest can place or remove items as described here.  Visitors cannot remove or add items within a home.  Be advised however that anything left on the floor of a home is considered fair game for the [[janitor]].&lt;br /&gt;
&lt;br /&gt;
===Pets===&lt;br /&gt;
Pets are available at [[:Category:Pet_Shops|pet stores]], some of which have rotating stock or only appear during festivals or similar events.&lt;br /&gt;
&lt;br /&gt;
Once you have purchased a pet, it is delivered to your house. Pets give random messaging specific to the animal unless you {{tt|POKE}} them, which causes them to fall asleep until poked again.  They are also interactive and respond to such verbs as {{tt|RUB, HUG, KISS, SCRATCH}} and others.&lt;br /&gt;
&lt;br /&gt;
A pet&#039;s gender can be changed &#039;&#039;&#039;once&#039;&#039;&#039; by {{tt|TAP}}ping it. There is a timer on changing your pets gender, and not all pets can have their gender changed.&lt;br /&gt;
&lt;br /&gt;
===Exterior Decoration===&lt;br /&gt;
Each type of home will only accept certain types of exterior decoration, usually listed at the shop. The types are gnoll, tree, door, and freestanding.&lt;br /&gt;
&lt;br /&gt;
You can add items to the home by {{com|put}}ting it on the home.&lt;br /&gt;
&lt;br /&gt;
To remove the exterior decoration, {{com|remove}} &#039;&#039;&amp;lt;home noue&amp;gt;&#039;&#039;, such as {{tt|remove cabin}}.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
There are other ways to control the appearance when you {{tt|LOOK}} inside your home.  Certain standard home elements such as the door or rug may be {{tt|TAP}}ped to toggle concealing or revealing them.  &lt;br /&gt;
&lt;br /&gt;
====Scents====&lt;br /&gt;
You can add a scent message to the {{tt|LOOK}} of your home, but it won&#039;t be detectable by {{tt|SMELL}} or {{tt|SNIFF}}.  Typing {{tt|HOME SCENT}} when inside your home will give all the options available, of which there are many.   You can choose from dozens of different aromas, and set the intensity as well.&lt;br /&gt;
&lt;br /&gt;
===Dancing===&lt;br /&gt;
Dancing within a home may be turned on or off via {{tt|TAP FLOOR}}.&lt;br /&gt;
&lt;br /&gt;
==Neighborhoods==&lt;br /&gt;
See [[:Category:Housing]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[:Category:Housing Shops|Housing Shops - Furnishings and decor for your home]]&lt;br /&gt;
* {{Com|home}} command - {{tt|home catalog}} will help find furniture&lt;br /&gt;
* {{ilink|i|Unsigned deed}}: Means of gaining a home for non-[[Premium]] accounts.&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17972</id>
		<title>Homes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17972"/>
		<updated>2013-07-10T01:39:27Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Housing Clerk locations: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
:&#039;&#039;This article is about the player-owned home system.  For the command, see [[Home command|{{tt|HOME}} command]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the biggest benefits to being an [[Estate Holders|estate holder]] is the ability to own a private home for your characters.&lt;br /&gt;
&lt;br /&gt;
==Acquiring a Home==&lt;br /&gt;
&lt;br /&gt;
You must have credited Premium status for a minimum of 90 days.  [[DragonRealms Platinum|Platinum]] subscribers also have access to owning a home.&lt;br /&gt;
&lt;br /&gt;
Non-premium account holders can pick up a 30 day home deed in the Crossing Estate Holder Headquarters. They are on a table and cost [[SimuCoin]]s, a real life currency, to purchase. These deeds can be renewed to continuously keep a home on a non-premium account. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
===By Claim===&lt;br /&gt;
The most basic way to obtain a home is by deed.  In order to claim a home, you must go to a Housing Clerk and {{tt|ASK CLERK ABOUT HOMES}} for pricing information.  You must then {{tt|GIVE CLERK &amp;lt;amount&amp;gt;}}.  Now locate a vacant home plot within an appropriate housing area, and enter {{tt|HOME CLAIM}} to move in.&lt;br /&gt;
&lt;br /&gt;
====Housing Clerk locations:====&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1 |Crossing]] - Estate Holders&#039; Headquarters, Housing Permit Office (west of Raven&#039;s Court), go house door&lt;br /&gt;
*[[RanikMap99 |Aesry Surlaenis&#039;a]] - Home Permits Office&lt;br /&gt;
*[[RanikMap42 |Theren]] - Ibec Hall, Homes Licensing Office.  Price here is 3 platinum Lirums.&lt;br /&gt;
*[[RanikMap107 |Mer&#039;Kresh]] - Housing Arcade, New Homes Office&lt;br /&gt;
*[[RanikMap117 |Inner Hibs]] - Hibarnhvidar, Office of Housing&lt;br /&gt;
&lt;br /&gt;
===By Deed===&lt;br /&gt;
Homes may also be acquired by purchasing a deed from another player.  Much of the above process still applies, however instead of claiming a home through {{tt|HOME CLAIM}} you use the deed to gain ownership. &lt;br /&gt;
&lt;br /&gt;
If you are purchasing a home by deed, or wish to convert your home to a deed for sale, make sure to follow the procedure shown in game by typing {{tt|HOME HELP 12}}.  Once a home is converted into a deed, if it is not redeemed at a clerk within 12 hours, the deed will be worthless.&lt;br /&gt;
&lt;br /&gt;
Typing {{tt|HOME}} and {{tt|HOME HELP}} in game will provide the full syntax and more information.&lt;br /&gt;
&lt;br /&gt;
To avoid problems with the home, make sure that when you claim a home you actually go inside it.  If you do not, the home will still show as being abandoned and possibly could affect your ability to customize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[SimuCoin]] home owners CANNOT acquire a home via this kind of deed. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
==Housing Areas and Home Types==&lt;br /&gt;
Homes are generally segregated within discrete areas of [[Elanthia]] created especially for residential use.  There are many home sites available throughout all five provinces.  On the [[Ranik Maps]], housing areas are indicated by a square colored in with pale blue ([[Image:RanikMapHomes.gif]]).&lt;br /&gt;
&lt;br /&gt;
Homes are divided into several basic categories:&lt;br /&gt;
&lt;br /&gt;
* Urban or Rural&lt;br /&gt;
* Lower, Middle or Upper Class&lt;br /&gt;
* Freestanding Structure or Door&lt;br /&gt;
* Race or Class restrictions (select homes only)&lt;br /&gt;
&lt;br /&gt;
To determine whether a home area is restricted by class or race, enter {{tt|HOME LOOK}}.&lt;br /&gt;
&lt;br /&gt;
The category a home belongs to is indicated by the description of its exterior:&lt;br /&gt;
&lt;br /&gt;
* Lower Rural: bothy, hut, hutch, lean-to, shed, shelter, shack, or door.&lt;br /&gt;
* Middle Rural: cabin, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Rural:  cabin, chateau, domicile, lodge, retreat, villa or door.&lt;br /&gt;
* Lower Urban:  house, hovel, hut, shed, shanty or door.&lt;br /&gt;
* Middle Urban: abode, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Urban:  domicile, hall, home, house, manor, residence or door.&lt;br /&gt;
&lt;br /&gt;
A home&#039;s price is not affected by its category. The type of home determines what the outside of that home may look like.  In order to change the exterior you must do so at a [[:Category:Housing Shops|home shop]] appropriate to your home&#039;s type.  Note that if you move your home to a different location, everything inside it will move with you but the exterior will remain behind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, special homes become available by auction or raffle, or as a prize for an in-game event.  In the past these have included treehouses and houseboats.&lt;br /&gt;
&lt;br /&gt;
==Access to the Home==&lt;br /&gt;
Each premium account may now have one home for every character on that account.&lt;br /&gt;
&lt;br /&gt;
===Entry and Exit===&lt;br /&gt;
To enter a home, you must first {{tt|UNLOCK &amp;lt;home&amp;gt;}} to unlock the door.  No key is required.  Then {{tt|OPEN &amp;lt;home&amp;gt;}}, and {{tt|GO &amp;lt;home&amp;gt;}} to enter.  For {{tt|&amp;lt;home&amp;gt;}} use the one-word type-name for your home, e.g. {{tt|HOUSE, COTTAGE, SHACK, DOOR, HOME}} etc.  If more than one such home type is present in the area, you might have to use an ordinal modifier e.g. {{tt|UNLOCK SECOND HOUSE}}.  It is a quirk of the game engine that each time the game is reset after a crash or other system shutdown, the listing order of homes in an area is reversed.  This means that sometimes you might have to use the ordinal modifier and other times you won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Entering and exiting a home breaks groups, so everyone who wishes to enter must do so on their own.  Once inside, {{tt|LOCK DOOR}} then {{tt|CLOSE DOOR}} to prevent others from coming in.  {{tt|GO DOOR}} to exit, and {{tt|CLOSE}} and {{tt|LOCK &amp;lt;home&amp;gt;}} after leaving.  Your home will close and lock itself after a few minutes if you forget to do so yourself.&lt;br /&gt;
&lt;br /&gt;
When the door is open you may {{tt|PEER}} through it to observe the area outside.  If you have a window, you may peer through that as well.  {{tt|CLOSE WINDOW}} to prevent people outside from peering into your home.  {{tt|OPEN WINDOW}} if you have nothing to hide. &lt;br /&gt;
&lt;br /&gt;
In order to reduce load on the game servers, the home system was coded so that the rooms are only actually running in the game engine when the home is opened.  When vacant, the homes are removed from the game and packed away as data in a save state (see {{tt|HOME SAVE}} [[#Furnishings and Home Environment|below]]).  Opening and closing a home too frequently within a short period of time will incur a long roundtime so that this process does not itself overly tax the server.&lt;br /&gt;
&lt;br /&gt;
===Guests===&lt;br /&gt;
When the door is open, anyone may enter.  Other characters are forbidden from entering a home when it is locked.  You may, however, grant special guest privileges to one other character by typing {{tt|HOME GUEST &amp;lt;player&amp;gt;}}.  This allows your designated guest to unlock and enter your home on their own.  Your friend must be with you when you name them as your official guest.  To remove these privileges enter {{tt|HOME GUEST CLEAR}}.&lt;br /&gt;
&lt;br /&gt;
If a visitor becomes unruly, you can kick them out by typing {{tt|SHOW &amp;lt;player&amp;gt; TO DOOR}}.  The first time will give a warning.  The second time will remove the player from your home and prevent them from returning for a few hours.&lt;br /&gt;
&lt;br /&gt;
==Furnishings and Home Environment==&lt;br /&gt;
There are many ways to customize the appearance of your home and the objects within it.  {{tt|HOME CHANGE}} can be used to rearrange the appearance of your furnishings.  When you get everything just the way you like it, typing {{tt|HOME SAVE}} will store the various appearance and environmental settings so they will remain that way for the next time you visit.&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
Furniture and other home furnishings are available in shops across Elanthia, and fit into the following categories:&lt;br /&gt;
&lt;br /&gt;
*Tables&lt;br /&gt;
*Couches or Beds&lt;br /&gt;
*Chairs (set of two to four)&lt;br /&gt;
*Rugs, Carpets, &amp;amp; Floormats&lt;br /&gt;
*Fireplaces&lt;br /&gt;
*Storage items (chest, cabinet, closet, trunk, wardrobe, or woodbin)&lt;br /&gt;
*Armor Stands (standard ones holds three pieces of armor)&lt;br /&gt;
*Weapon Racks (standard ones will hold two weapons)&lt;br /&gt;
*Flooring&lt;br /&gt;
*Windows&lt;br /&gt;
*Exterior decorative items&lt;br /&gt;
*Doors&lt;br /&gt;
*Walls&lt;br /&gt;
*Pets&lt;br /&gt;
&lt;br /&gt;
A house will only allow one piece of each type.  Items are replaced by purchasing a different one of the same type.  Once placed in the home, furniture can be rearranged to suit your tastes through the {{tt|HOME}} command.&lt;br /&gt;
&lt;br /&gt;
They can be turned into a scroll via the {{com|home}} {{tt|remove}} command.&lt;br /&gt;
&lt;br /&gt;
===Storage Within the Home===&lt;br /&gt;
An additional benefit to home ownership is that you can safely store a small number of items inside.  Each storage slot may only be filled with items that are completely empty.  Labels make things count as having something inside it, so items with attached labels may not be stored within a home. An item with a price tag on it will count as two items also.&lt;br /&gt;
&lt;br /&gt;
Standard Capacity:&lt;br /&gt;
*Tables can hold two items.&lt;br /&gt;
*Beds, sofas, couches, or loveseats hold two items on top, and one underneath.&lt;br /&gt;
(if you HOME SWAP the table/bed slots then the item holding slots are also changed.)&lt;br /&gt;
*Walls may be hung with one appropriate item such as a mirror, plaque, or painting. (You can actually put any item on the wall, but it might look silly!)&lt;br /&gt;
*Storage trunks or closets generally allow four items within, and one placed on top.  Woodbins will only hold combustible wood items for the fireplace such as logs.&lt;br /&gt;
*Armor stands hold three pieces of armor.&lt;br /&gt;
*Weapon racks will store two weapons.&lt;br /&gt;
&lt;br /&gt;
Not that special furniture may store more items than the basic ones.&lt;br /&gt;
&lt;br /&gt;
Only the principal homeowner (or another character on the account) &amp;amp; the designated Guest can place or remove items as described here.  Visitors cannot remove or add items within a home.  Be advised however that anything left on the floor of a home is considered fair game for the [[janitor]].&lt;br /&gt;
&lt;br /&gt;
===Pets===&lt;br /&gt;
Pets are available at [[:Category:Pet_Shops|pet stores]], some of which have rotating stock or only appear during festivals or similar events.&lt;br /&gt;
&lt;br /&gt;
Once you have purchased a pet, it is delivered to your house. Pets give random messaging specific to the animal unless you {{tt|POKE}} them, which causes them to fall asleep until poked again.  They are also interactive and respond to such verbs as {{tt|RUB, HUG, KISS, SCRATCH}} and others.&lt;br /&gt;
&lt;br /&gt;
A pet&#039;s gender can be changed &#039;&#039;&#039;once&#039;&#039;&#039; by {{tt|TAP}}ping it. There is a timer on changing your pets gender, and not all pets can have their gender changed.&lt;br /&gt;
&lt;br /&gt;
===Exterior Decoration===&lt;br /&gt;
Each type of home will only accept certain types of exterior decoration, usually listed at the shop. The types are gnoll, tree, door, and freestanding.&lt;br /&gt;
&lt;br /&gt;
You can add items to the home by {{com|put}}ting it on the home.&lt;br /&gt;
&lt;br /&gt;
To remove the exterior decoration, {{com|remove}} &#039;&#039;&amp;lt;home noue&amp;gt;&#039;&#039;, such as {{tt|remove cabin}}.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
There are other ways to control the appearance when you {{tt|LOOK}} inside your home.  Certain standard home elements such as the door or rug may be {{tt|TAP}}ped to toggle concealing or revealing them.  &lt;br /&gt;
&lt;br /&gt;
====Scents====&lt;br /&gt;
You can add a scent message to the {{tt|LOOK}} of your home, but it won&#039;t be detectable by {{tt|SMELL}} or {{tt|SNIFF}}.  Typing {{tt|HOME SCENT}} when inside your home will give all the options available, of which there are many.   You can choose from dozens of different aromas, and set the intensity as well.&lt;br /&gt;
&lt;br /&gt;
===Dancing===&lt;br /&gt;
Dancing within a home may be turned on or off via {{tt|TAP FLOOR}}.&lt;br /&gt;
&lt;br /&gt;
==Neighborhoods==&lt;br /&gt;
See [[:Category:Housing]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[:Category:Housing Shops|Housing Shops - Furnishings and decor for your home]]&lt;br /&gt;
* {{Com|home}} command - {{tt|home catalog}} will help find furniture&lt;br /&gt;
* {{ilink|i|Unsigned deed}}: Means of gaining a home for non-[[Premium]] accounts.&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=124928</id>
		<title>Travel (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Travel_(script)&amp;diff=124928"/>
		<updated>2013-01-23T21:02:25Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#TRAVEL SCRIPT 1/23/2012&lt;br /&gt;
; -- This script was created by Kraelyst the Hand &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;
; -- http://elanthipedia.org/w/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 inputed&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;
&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;
&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 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 35 copper&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 35 copper&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 Reedemer 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 monastary 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 Journelai Route towards the Journelai 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 Journelai Route towards the Journelai 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 traveller&#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 monastary 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 traveller&#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, formely 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 SWIMMING FOR THE FALDESU (120 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 experience survival 120&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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 50 copper&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 50 copper&lt;br /&gt;
put exchange 50 copper kronar to lirum&lt;br /&gt;
pause&lt;br /&gt;
put exchange 50 copper kronar to lirum&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;
&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 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 SWIMMING 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;
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 lirum&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 120 copper lirum&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 120 copper lirum&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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience survival 470&lt;br /&gt;
matchwait&lt;br /&gt;
&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 swimming 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+), Athletics (100+), 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 13 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;
ROPEN:&lt;br /&gt;
put climb rope&lt;br /&gt;
match SHUFFLEN You climb&lt;br /&gt;
match WAITN is already on the rope.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITN:&lt;br /&gt;
put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for someone to get off the ropes.&lt;br /&gt;
ECHO&lt;br /&gt;
match ROPEN finally arriving&lt;br /&gt;
match ROPEN finally reaching&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SHUFFLEN:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Travelling north on a dangerous rope bridge over a deep ravine inhabited by sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle north&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle north&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle north&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
pause&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In this ravine sky giants roam&lt;br /&gt;
ECHO&lt;br /&gt;
totheren1:&lt;br /&gt;
pause&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 Ke&#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&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&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 Ke&#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;
&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;
&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 experience 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+), Athletics (100+), or Athletics (30+)&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 13 bronze lirum&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 experience 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+), Athletics (100+), or Athletics (30+)&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 experience 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+), Athletics (100+), or Athletics (30+)&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 annointed 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 olvio 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;
put stow right&lt;br /&gt;
pause&lt;br /&gt;
put stow left&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * In this ravine sky giants roam&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
ROPES:&lt;br /&gt;
put climb rope&lt;br /&gt;
match SHUFFLES You climb&lt;br /&gt;
match WAITS is already on the rope.&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
WAITS:&lt;br /&gt;
put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Waiting for someone to get off the ropes&lt;br /&gt;
ECHO&lt;br /&gt;
match ROPES finally arriving&lt;br /&gt;
match ROPES finally reaching&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
SHUFFLES:&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Travelling south on a dangerous rope bridge over a deep ravine inhabited by sky giants&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle south&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Orcs and Warcats at the end of these ropes - PAY ATTENTION ! !&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO ================================&lt;br /&gt;
ECHO&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle south&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
pause&lt;br /&gt;
pause&lt;br /&gt;
put shuffle south&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
pause&lt;br /&gt;
put retreat&lt;br /&gt;
put retreat&lt;br /&gt;
pause&lt;br /&gt;
put retreat&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 experience 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), Athletics (100), or Athletics (30) which are all 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), Athletics (100), or Athletics (30) 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 olvio 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 experience survival 120&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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 (120 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 30 copper&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 30 copper&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;
&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 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 LAVASOUTH2 You have:&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 traveller&#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 monastary 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 35 copper&lt;br /&gt;
pause&lt;br /&gt;
put withdraw 35 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 mishappen 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 experience 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;
===============&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 Illithi&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 Illithi&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 chieften 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 experience 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 (apprxoimately 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 deceipt 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;
&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 Journelai 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;
&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 Journelai 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, Athletics 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;
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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 spells.&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO * * * If you think this assessment is wrong or you have abnormaly 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 Journelai 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 experience 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 spells.&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 experience 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 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 experience 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 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;
&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, Muspari&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 its crew quickly ties the barge off.&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;
EXIT&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quelling_the_Riot&amp;diff=198692</id>
		<title>Quelling the Riot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quelling_the_Riot&amp;diff=198692"/>
		<updated>2012-02-05T21:53:16Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The guards and staff of [[Grey Raven Prison]], located on an isolated island in the [[Reshal Sea]], have a riot on their hands and it&#039;s up to you and your fellow heroes to restore order!&lt;br /&gt;
&lt;br /&gt;
[[File:Quelling the Riot.jpg]]&lt;br /&gt;
&lt;br /&gt;
The inmates struck with deadly precision and quickness, taking over key strategic points in the prison, cutting off all communication with the mainland and shoring up for a prolonged battle.  The warden asked for a volunteer and gave him a simple order:  Get us help.  The lone guardsman braved the waves, washing up on a beach with no idea of his location.  Wounded a dazed, he stumbled upon a hero, and with his dying breath, beseeched the Ranger to send aid.&lt;br /&gt;
&lt;br /&gt;
Up to 20 players can participate in the first DragonRealms Adventure, a small-scale &amp;quot;quest&amp;quot; that should roughly take an hour to complete.  The best part is, multiple goals and tasks mean that each time you go, it should be a whole new Adventure!&lt;br /&gt;
In addition, we&#039;ve implemented a new feature in the Box Office that makes it even easier for groups to quest together!  Pick a time and date for your group and contact quests@simutronics.com and your specially scheduled Adventure will have up to 20 reserved slots that can only be purchased by those who know the password!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===Scrip===&lt;br /&gt;
Rather than coin, dead inmates instead drop Grey Raven scrip, which goes into a group pool when picked up. During the quest, the {{com|task}} command will show the total amount of script gathered, and when each person leaves the quest, they will get an equal share at that point.&lt;br /&gt;
&lt;br /&gt;
Afterwards, total scrip can be seen in the {{com|tickets}} command.&lt;br /&gt;
&lt;br /&gt;
It can be spent at the [[Grey Raven Commissary]].&lt;br /&gt;
&lt;br /&gt;
===End Loot (winning)===&lt;br /&gt;
* {{ilink|i|ironwood bootlegger&#039;s crate reinforced with steel bands}} - generates booze once per week when RUBbed, with a chance to create a few special types of booze&lt;br /&gt;
* {{ilink|i|animite signet ring}} - contains a {{ilink|i|dull silver coin}}&lt;br /&gt;
* {{ilink|i|Wayerd pyramid enclosed in a wire cage with a cambrinth doorknob}}&lt;br /&gt;
* {{ilink|i|black steel book chest|black steel book chest}} - contains a {{ilink|i|battered leather prisoner&#039;s journal}}, an {{ilink|i|iron raven-shaped inkwell}}, a {{ilink|i|pitch black ink bottle}}, a {{ilink|i|blood red ink bottle}}, a {{ilink|i|raven feathered quill}} and a {{ilink|i|small blackened eraser}}&lt;br /&gt;
* {{ilink|i|steel-tipped cured leather backsheath tooled with the visage of a roaring lion}} - holds 1 weapon and adds 1 charge of bless every 5 minutes to a maximum of 100 charges&lt;br /&gt;
* {{ilink|i|silver-framed spectacles accented by a pair of emerald leaves}} - low hiding boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|i|gold-framed spectacles accented by a pair of emerald leaves}} - large hiding boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|i|indigo velvet cloak adorned with gold roping}} - large harness boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|i|electrum amulet bearing a charm that depicts the crest of the Clerics&#039; Guild}} - Cleric-only item, fluff verbs and provides mana boost with PRAY&lt;br /&gt;
* {{ilink|i|gold-edged kite shield bearing an image of a magnificent unicorn}} - large Fatigue Regen boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|i|small lead wolf charm}} - small Mana Regen boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|i|sizable electrum wolf charm}} - large mana Regen boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|i|ivory-hilted jambiya etched with a cluster of stars on the blade}} - small evasion boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|i|jade-hilted jambiya etched with a cluster of stars on the blade}} - large evasion boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|i|deep blue silk robe embroidered with silver constellations}} - hides gweths, cambrinth, and armor&lt;br /&gt;
* {{ilink|i|reinforced rawhide flute case burned with several bars of music}} - contains a {{ilink|i|silverwood flute adorned with swirls of rosy paint}}&lt;br /&gt;
* {{ilink|i|stiff tawny leather case with a copper violin clasp}} - contains a {{ilink|i|highly-polished copperwood violin}} and a {{ilink|i|highly-polished copperwood bow}}&lt;br /&gt;
* {{ilink|i|silk-lined aubergine velvet doublet with silver lyre buttons}} - hides gweths, cambrinth, and worn weapons&lt;br /&gt;
* {{ilink|i|makeshift linen belt crafted from a length of bedsheet}} - moneybelt, holds 150 coins&lt;br /&gt;
* {{ilink|i|black velvet jewelry box}} - contains a {{ilink|i|linked necklace of tiny gold manacles}}, a {{ilink|i|gold manacle with a broken chain}} and a {{ilink|i|gold ring shaped into a tiny manacle set with miniscule rubies}} (verby Extended Trader Appraisal items)&lt;br /&gt;
* {{ilink|i|worn grey hitman&#039;s backpack with fraying straps}} - oversized container with 12 verbs (plus OPEN/CLOSE, TIE/UNTIE and STUDY)&lt;br /&gt;
* {{ilink|i|black and grey striped haversack fashioned from dirty pillowcases}} - contains a {{ilink|i|bottle of miner&#039;s lamp oil}}, a {{ilink|i|makeshift shovel with a wide head crafted from an iron cooking-pot lid}}, a {{ilink|i|makeshift pickaxe with an improvised iron head set atop a table leg}}, a {{ilink|a|makeshift mining helm fashioned from a steel cookpot}} and a {{ilink|i|large grey flint}} (enhanced quality mining gear)&lt;br /&gt;
* {{ilink|i|book bound in green cloth titled &amp;quot;The Way to Freedom&amp;quot;}} - generates one random lockpick per game-day (6 RL hours) when rubbed&lt;br /&gt;
* {{ilink|i|diminutive tin magma viper}} - flame device&lt;br /&gt;
* {{ilink|w|nail-studded rope handwraps}} - [[Gore weapon|Gore]] brawling hand weapon&lt;br /&gt;
* {{ilink|w|brass knuckles filed from a piece of pipe}} - low brawling boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|w|steel knuckles filed from a piece of pipe}} - large brawling boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|w|makeshift greathammer fashioned from a large brick set atop an iron bar}} - large stamina boost for 2 minutes, once every week&lt;br /&gt;
* {{ilink|w|mistwood atlatl with a diamondique grip}} - ranged weapon that uses javelins and spears as ammo&lt;br /&gt;
* {{ilink|w|darkened steel stiletto with a sharkskin-wrapped grip}} - small hiding boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|w|blackened steel stiletto with a sharkskin-wrapped grip}} - large hiding boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|w|black iron ball and chain etched with a grinning skull}} - Master/Auction Quality ball and chain type weapon&lt;br /&gt;
* {{ilink|w|slingshot constructed from bent forks and sausage casing}} - small slings boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|w|oak nightstick with iron banding}} - Maximum Forge-quality short staff, large strength bonus for 2 minutes once per week&lt;br /&gt;
* {{ilink|w|grey and brown streaked cutlass scattered with granite-colored speckles}} - Maximum Forge-quality cutlass, attunes itself to the mana type of the wielder and changes appearance&lt;br /&gt;
* {{ilink|s|royal blue tower shield bearing a gold device}} - low stamina boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|s|bright red tower shield bearing a gold device}} - large stamina boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|s|silver-edged kite shield bearing an image of a magnificent unicorn}} - small Fatigue Regen boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|a|silver chain helm adorned with a spiraling horn}} - low harness boost for 2 minutes, once every 4 days (roughly)&lt;br /&gt;
* {{ilink|a|gold chain helm adorned with a spiraling horn}} - large harness boost for 2 minutes, once per week&lt;br /&gt;
* {{ilink|a|makeshift breastplate of overlapping metal cafeteria trays}}&lt;br /&gt;
&lt;br /&gt;
===End Loot (Failure)===&lt;br /&gt;
* {{ilink|i|polished bronze lockpick shaped like an auctioneer&#039;s hammer}} - Standard lockpick&lt;br /&gt;
&lt;br /&gt;
===Random Drops===&lt;br /&gt;
* {{ilink|i|waxy piece of parchment}}&lt;br /&gt;
* {{ilink|i|wire-bristled brush}}&lt;br /&gt;
* {{ilink|i|stirring rod fashioned from a bent prison bar}}&lt;br /&gt;
* {{ilink|i|thin metal strip}}&lt;br /&gt;
* {{ilink|i|braided hair bracelet}}&lt;br /&gt;
* {{ilink|i|coil of makeshift rope made from knotted bedsheets}}&lt;br /&gt;
* {{ilink|i|faded hawkbill instructions}}&lt;br /&gt;
* {{ilink|f|hard grey biscuit}}&lt;br /&gt;
* {{ilink|f|thin watery soup with unidentifiable bits of meat floating in it}}&lt;br /&gt;
* {{ilink|f|thick rice gruel}}&lt;br /&gt;
* {{ilink|f|Skeeter&#039;s Hard-time hooch|bottle of Skeeter&#039;s Hard-time hooch}}&lt;br /&gt;
* {{ilink|w|crude flail made from knotted rags}}&lt;br /&gt;
* {{ilink|w|broken table-leg}}&lt;br /&gt;
* {{ilink|w|long wrench}}&lt;br /&gt;
* {{ilink|w|crude wooden shiv with a rusty blade}}&lt;br /&gt;
* {{ilink|w|darkened broken broom handle}}&lt;br /&gt;
* {{ilink|w|broken glass bottle with jagged edges}}&lt;br /&gt;
* {{ilink|s|wooden food tray}}&lt;br /&gt;
* {{ilink|s|large pewter platter with a crude handle on the inside}}&lt;br /&gt;
* {{ilink|a|triangular face mask of torn pillow-ticking}}&lt;br /&gt;
* {{ilink|i|black and white striped blouse}}&lt;br /&gt;
* {{ilink|i|black and white striped shirt}}&lt;br /&gt;
* {{ilink|i|pair of black and white striped pants}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* {{ilink|i|hammered silver ear cuff rimmed in dangling rubies the color of fresh blood}}&lt;br /&gt;
* {{ilink|i|tweed hunting jacket}}&lt;br /&gt;
* {{ilink|i|silver-linked hip chain hung with amethyst charms resembling jadice flowers}}&lt;br /&gt;
* {{ilink|i|navy blue cloak with silver embellishments and fur trim}}&lt;br /&gt;
* {{ilink|i|ruby-studded locket shaped like a blazing fireball}}&lt;br /&gt;
* {{ilink|i|supple leather pouch beaded in cambrinth to spell AETHER}}&lt;br /&gt;
* {{ilink|i|shadowy black hairnet interwoven with a pattern of jeweled lockpicks}}&lt;br /&gt;
* {{ilink|w|knotted cat o&#039; nine tails}}&lt;br /&gt;
* {{ilink|i|reinforced rawhide flute case burned with several bars of music}}&lt;br /&gt;
* {{ilink|i|sheaf of unfinished song scrolls tied with a faded blue cambric ribbon}}&lt;br /&gt;
* {{ilink|i|stiff tawny leather case with a copper violin clasp}}&lt;br /&gt;
* {{ilink|i|silver-framed spectacles accented by a pair of jeweled drama masks}}&lt;br /&gt;
* {{ilink|i|silk-lined aubergine velvet doublet with silver lyre buttons}}&lt;br /&gt;
* {{ilink|i|pale silk gem pouch embroidered with a raven}}&lt;br /&gt;
* {{ilink|i|black velvet jewelry box}}&lt;br /&gt;
* {{ilink|i|grey canvas overalls with wide black stripes}}&lt;br /&gt;
* {{ilink|i|music box}}&lt;br /&gt;
* {{ilink|i|twisted copper and brass bracelet resembling intertwining coiled serpents}}&lt;br /&gt;
* {{ilink|i|manacle-shaped yo-yo}}&lt;br /&gt;
* {{ilink|w|rusty shackles}}&lt;br /&gt;
* {{ilink|i|midnight black wool cloak edged with squirrel fur}}&lt;br /&gt;
* {{ilink|i|coral wren ring}}&lt;br /&gt;
* {{ilink|i|pair of black silk pants}}&lt;br /&gt;
* {{ilink|i|pair of black and white striped trousers}}&lt;br /&gt;
* {{ilink|i|ornate pyramidal amulet crafted of colored crystal and cambrinth}}&lt;br /&gt;
* {{ilink|w|steel falcata engraved with a heron in flight}}&lt;br /&gt;
* {{ilink|i|black linen chaplin&#039;s robe embroidered with a stylized goshawk upon its breast}}&lt;br /&gt;
* {{ilink|w|hefty ironwood guard&#039;s truncheon with a weathered leather wrist strap}}&lt;br /&gt;
* {{ilink|w|steel misericorde with notches carved in the hilt}}&lt;br /&gt;
&lt;br /&gt;
===Mob Levels===&lt;br /&gt;
ten - hoodlum&amp;lt;br /&amp;gt;&lt;br /&gt;
twenty - detainee&amp;lt;br /&amp;gt;&lt;br /&gt;
thirty - delinquent&amp;lt;br /&amp;gt;&lt;br /&gt;
fourty - offender&amp;lt;br /&amp;gt;&lt;br /&gt;
fifty - culprit&amp;lt;br /&amp;gt;&lt;br /&gt;
sixty - captive&amp;lt;br /&amp;gt;&lt;br /&gt;
seventy - malefactor&amp;lt;br /&amp;gt;&lt;br /&gt;
eighty - tough&amp;lt;br /&amp;gt;&lt;br /&gt;
ninety - thug&amp;lt;br /&amp;gt;&lt;br /&gt;
one-hundred - criminal&amp;lt;br /&amp;gt;&lt;br /&gt;
one-ten - convict&amp;lt;br /&amp;gt;&lt;br /&gt;
one-twenty - outlaw&amp;lt;br /&amp;gt;&lt;br /&gt;
one-thirty - felon&amp;lt;br /&amp;gt;&lt;br /&gt;
one-forty - lifer&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Quests}}&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186665</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186665"/>
		<updated>2011-07-02T19:19:58Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: /* Incidental Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==End Quest treasure==&lt;br /&gt;
- Pick one item from this list (one item from the three sarcophagi) if you &amp;quot;win&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Northern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|braided gold and copper ivy bracelet}} - Strands of gold sprouting extremely detailed carved copper leaves interlace in a complex braid, realistically simulating entwined vines of ivy.  A heavy patina of verdigris adds color, heightening the illusion of nature.&lt;br /&gt;
* {{ilink|i|floor-length faesilk gown stitched with diagonal vines of silver ivy}} - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|iron bell with a diminutive fairie handle}} - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|iron bell with a carved fairie handle}} - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|pink pearl and enamel winged lady brooch}} - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|ivory-stemmed toadstool pendant with a black cambrinth cap}} - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|dark moonstone Katamba}} (forehead gem) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved rhodonite Yavash}} (forehead gem) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved lapis lazuli Xibar}} (forehead gem) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|blown-glass Elanthia}} (forehead gem) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|ironwood parry stick}} - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end. There appears to be something written on it.&lt;br /&gt;
* {{ilink|i|black shadowsilk cloak}} - You see nothing unusual.&lt;br /&gt;
* {{ilink|i|iron bell with a rowan tree handle}} - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|translucent crystal cat brooch with an ivory grin}} - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|two-toned yellow and white gold caterpillar bracelet}} - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&lt;br /&gt;
* {{ilink|i|jeweled butterfly mask}} - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive haralun lump&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive tyrium bar (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
*a deep red moonspun silk greatcloak stenciled with the image of a flying faery - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a black cambrinth unicorn pendant with a black diamond horn - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
*an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dark grey silk greatcloak depicting a gathering storm -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a silver-keyed black ironwood flute inlaid with jade. - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incidental Treasure==&lt;br /&gt;
Random and found throughout the Quest. Some of it is found from normal critters and some of it is from the &amp;quot;special&amp;quot; critters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*a pockmarked glaes chain&lt;br /&gt;
A pockmarked glaes chain is a heavy blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  poor slice damage&lt;br /&gt;
  very severe impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the chain is poorly balanced and is excellently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the glaes chain is highly protected against damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The glaes chain is made with metal.&lt;br /&gt;
You think it is likely that the glaes chain weighs about 40 stones.&lt;br /&gt;
You are certain that the glaes chain is worth exactly 337 kronars.&lt;br /&gt;
Roundtime: 16 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
*an engraved gold-plated scythe&lt;br /&gt;
An engraved gold-plated scythe is a halberd pole-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat heavy puncture damage&lt;br /&gt;
  very great slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the scythe is decently balanced and is reasonably suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated scythe is highly protected against damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The gold-plated scythe is made with metal.&lt;br /&gt;
You guess that the gold-plated scythe weighs around 35 stones.&lt;br /&gt;
You are certain that the gold-plated scythe is worth exactly 375 kronars.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a scratched kertig broadsword&amp;lt;br /&amp;gt;&lt;br /&gt;
*a serrated broadsword with a brass pommel cast to resemble a gerbil-&lt;br /&gt;
A serrated broadsword with a brass pommel cast to resemble a gerbil is a heavy edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  low puncture damage&lt;br /&gt;
  somewhat heavy slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the serrated broadsword is of average construction, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The serrated broadsword is made with metal.&lt;br /&gt;
You are certain that the serrated broadsword weighs exactly 35 stones.&lt;br /&gt;
You are certain that the serrated broadsword is worth exactly 2250 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a polished steel gauntlet -&lt;br /&gt;
A polished steel gauntlet is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat fair puncture damage&lt;br /&gt;
  no slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gauntlet is decently balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the steel gauntlet is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The steel gauntlet is made with metal.&lt;br /&gt;
You are certain that the steel gauntlet weighs exactly 25 stones.&lt;br /&gt;
You are certain that the steel gauntlet is worth exactly 187 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a target shield&amp;lt;br /&amp;gt;&lt;br /&gt;
*a fine steel curry comb&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dagger&amp;lt;br /&amp;gt;&lt;br /&gt;
*a pockmarked silver-plated bola&lt;br /&gt;
A pockmarked silver-plated bola is a light thrown and light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  no slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the bola is fairly balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the silver-plated bola is rather reinforced against damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The silver-plated bola is made with metal.&lt;br /&gt;
You are certain that the silver-plated bola weighs 20 stones.&lt;br /&gt;
You are certain that the silver-plated bola is worth exactly 193 kronars.&lt;br /&gt;
Roundtime: 8 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
*an emerald-hilted carving knife&amp;lt;br /&amp;gt;&lt;br /&gt;
*a pockmarked silver-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dull electrum-plated gladius&lt;br /&gt;
A dull electrum-plated gladius is a medium edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  very heavy puncture damage&lt;br /&gt;
  low slice damage&lt;br /&gt;
  somewhat fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gladius is reasonably balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the electrum-plated gladius is highly protected against damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The electrum-plated gladius is made with metal.&lt;br /&gt;
You think it is likely that the electrum-plated gladius weighs about 35 stones.&lt;br /&gt;
You are certain that the electrum-plated gladius is worth exactly 268 kronars.&lt;br /&gt;
Roundtime: 16 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
*some empty spectacle frames - accidentally broken when they were dropped&amp;lt;br /&amp;gt;&lt;br /&gt;
*some cuffed brown suede boots with bronze heel taps - Clusters of delicate acorns are etched into the polished bronze heel taps. (TAP) You knock the heel of one of your suede boots against the side of the other, causing some dirt on the sole to come loose.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a bastard sword&lt;br /&gt;
A bastard sword is a heavy edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  low puncture damage&lt;br /&gt;
  heavy slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the sword is fairly balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bastard sword is a two-handed edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat fair puncture damage&lt;br /&gt;
  very great slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the sword is decently balanced and is reasonably suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the bastard sword is of average construction, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The bastard sword is made with metal.&lt;br /&gt;
You are confident that the bastard sword weighs about 45 stones.&lt;br /&gt;
You are certain that the bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
*a scratched gold-plated gavel - A scratched gold-plated gavel is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  poor slice damage&lt;br /&gt;
  heavy impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gavel is reasonably balanced and is reasonably suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel weighs exactly 20 stones.&lt;br /&gt;
You are certain that the gold-plated gavel is worth exactly 150 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*an engraved gold-plated club -&lt;br /&gt;
An engraved gold-plated club is a medium blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  low slice damage&lt;br /&gt;
  very great impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the club is fairly balanced and is well suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated club is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The gold-plated club is made with metal.&lt;br /&gt;
You are certain that the gold-plated club weighs exactly 35 stones.&lt;br /&gt;
You are certain that the gold-plated club is worth exactly 262 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
some tattered rags&amp;lt;br /&amp;gt;&lt;br /&gt;
*a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&amp;lt;br /&amp;gt;&lt;br /&gt;
*a chainsil-wrapped claymore sheath embossed with a tokka card&amp;lt;br /&amp;gt;&lt;br /&gt;
*a bearded war axe with a cherrywood haft&amp;lt;br /&amp;gt;&lt;br /&gt;
*an elegant ivory belt knife etched with a basket of healing herbs&amp;lt;br /&amp;gt;&lt;br /&gt;
*an elegant iron belt knife etched with a nighttime garden scene&amp;lt;br /&amp;gt;&lt;br /&gt;
*assassin&#039;s black wrist pouch&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186664</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186664"/>
		<updated>2011-07-02T05:31:08Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==End Quest treasure==&lt;br /&gt;
- Pick one item from this list (one item from the three sarcophagi) if you &amp;quot;win&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Northern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|braided gold and copper ivy bracelet}} - Strands of gold sprouting extremely detailed carved copper leaves interlace in a complex braid, realistically simulating entwined vines of ivy.  A heavy patina of verdigris adds color, heightening the illusion of nature.&lt;br /&gt;
* {{ilink|i|floor-length faesilk gown stitched with diagonal vines of silver ivy}} - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|iron bell with a diminutive fairie handle}} - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|iron bell with a carved fairie handle}} - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|pink pearl and enamel winged lady brooch}} - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|ivory-stemmed toadstool pendant with a black cambrinth cap}} - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|dark moonstone Katamba}} (forehead gem) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved rhodonite Yavash}} (forehead gem) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved lapis lazuli Xibar}} (forehead gem) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|blown-glass Elanthia}} (forehead gem) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|ironwood parry stick}} - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end. There appears to be something written on it.&lt;br /&gt;
* {{ilink|i|black shadowsilk cloak}} - You see nothing unusual.&lt;br /&gt;
* {{ilink|i|iron bell with a rowan tree handle}} - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|translucent crystal cat brooch with an ivory grin}} - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|two-toned yellow and white gold caterpillar bracelet}} - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&lt;br /&gt;
* {{ilink|i|jeweled butterfly mask}} - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southern Sarcophagus&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive haralun lump&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
*a massive tyrium bar (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
*a deep red moonspun silk greatcloak stenciled with the image of a flying faery - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a black cambrinth unicorn pendant with a black diamond horn - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
*an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dark grey silk greatcloak depicting a gathering storm -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
*a silver-keyed black ironwood flute inlaid with jade. - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incidental Treasure==&lt;br /&gt;
Random and found throughout the Quest. Some of it is found from normal critters and some of it is from the &amp;quot;special&amp;quot; critters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*a pockmarked glaes chain&amp;lt;br /&amp;gt;&lt;br /&gt;
*an engraved gold-plated scythe&amp;lt;br /&amp;gt;&lt;br /&gt;
*a scratched kertig broadsword&amp;lt;br /&amp;gt;&lt;br /&gt;
*a serrated broadsword with a brass pommel cast to resemble a gerbil-&lt;br /&gt;
A serrated broadsword with a brass pommel cast to resemble a gerbil is a heavy edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  low puncture damage&lt;br /&gt;
  somewhat heavy slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the serrated broadsword is of average construction, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The serrated broadsword is made with metal.&lt;br /&gt;
You are certain that the serrated broadsword weighs exactly 35 stones.&lt;br /&gt;
You are certain that the serrated broadsword is worth exactly 2250 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a polished steel gauntlet -&lt;br /&gt;
A polished steel gauntlet is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat fair puncture damage&lt;br /&gt;
  no slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gauntlet is decently balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the steel gauntlet is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The steel gauntlet is made with metal.&lt;br /&gt;
You are certain that the steel gauntlet weighs exactly 25 stones.&lt;br /&gt;
You are certain that the steel gauntlet is worth exactly 187 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a target shield&amp;lt;br /&amp;gt;&lt;br /&gt;
*a fine steel curry comb&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dagger&amp;lt;br /&amp;gt;&lt;br /&gt;
*a pockmarked silver-plated bola&amp;lt;br /&amp;gt;&lt;br /&gt;
*an emerald-hilted carving knife&amp;lt;br /&amp;gt;&lt;br /&gt;
*a pockmarked silver-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
*a dull electrum-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
*some empty spectacle frames - accidentally broken when they were dropped&amp;lt;br /&amp;gt;&lt;br /&gt;
*some cuffed brown suede boots with bronze heel taps - Clusters of delicate acorns are etched into the polished bronze heel taps. (TAP) You knock the heel of one of your suede boots against the side of the other, causing some dirt on the sole to come loose.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*a bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
*a scratched gold-plated gavel - A scratched gold-plated gavel is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  poor slice damage&lt;br /&gt;
  heavy impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gavel is reasonably balanced and is reasonably suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel weighs exactly 20 stones.&lt;br /&gt;
You are certain that the gold-plated gavel is worth exactly 150 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*an engraved gold-plated club -&lt;br /&gt;
An engraved gold-plated club is a medium blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  low slice damage&lt;br /&gt;
  very great impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the club is fairly balanced and is well suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated club is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The gold-plated club is made with metal.&lt;br /&gt;
You are certain that the gold-plated club weighs exactly 35 stones.&lt;br /&gt;
You are certain that the gold-plated club is worth exactly 262 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
some tattered rags&amp;lt;br /&amp;gt;&lt;br /&gt;
*a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&amp;lt;br /&amp;gt;&lt;br /&gt;
*a chainsil-wrapped claymore sheath embossed with a tokka card&amp;lt;br /&amp;gt;&lt;br /&gt;
*a bearded war axe with a cherrywood haft&amp;lt;br /&amp;gt;&lt;br /&gt;
*an elegant ivory belt knife etched with a basket of healing herbs&amp;lt;br /&amp;gt;&lt;br /&gt;
*an elegant iron belt knife etched with a nighttime garden scene&amp;lt;br /&amp;gt;&lt;br /&gt;
*assassin&#039;s black wrist pouch&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186745</id>
		<title>Talk:Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186745"/>
		<updated>2011-07-02T05:24:16Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t know if Elanthipedia wants to keep a loot list for a quest such as this, but here&#039;s what I saw from the July 1, 2011 run.--[[User:Nikpack|Zakuro/Pheer]] 04:08, 2 July 2011 (UTC)&lt;br /&gt;
: Indeed, we very much do. -Moderator [[User:Caraamon|Caraamon Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 04:25, 2 July 2011 (UTC)&lt;br /&gt;
::Awesome. I added what I could, including looks and taps.  Sorry it&#039;s not as pretty and finalized--[[User:Nikpack|Zakuro/Pheer]] 04:58, 2 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Any info on the &amp;quot;special super awesome you-better-sign-up-in-July&amp;quot; item?--[[User:Pathian|Coralin]]&lt;br /&gt;
::::The incidental treasures have a better chance of coming out with better stats (e.g. gavel and club).  I think it&#039;s random, and the July 2011 runs have a better chance of the good stuff dropping.  I believe the end treasure will be the same for all quest runs.--[[User:Nikpack|Zakuro/Pheer]] 05:24, 2 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186743</id>
		<title>Talk:Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186743"/>
		<updated>2011-07-02T04:58:58Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t know if Elanthipedia wants to keep a loot list for a quest such as this, but here&#039;s what I saw from the July 1, 2011 run.--[[User:Nikpack|Zakuro/Pheer]] 04:08, 2 July 2011 (UTC)&lt;br /&gt;
: Indeed, we very much do. -Moderator [[User:Caraamon|Caraamon Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 04:25, 2 July 2011 (UTC)&lt;br /&gt;
::Awesome. I added what I could, including looks and taps.  Sorry it&#039;s not as pretty and finalized--[[User:Nikpack|Zakuro/Pheer]] 04:58, 2 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186742</id>
		<title>Talk:Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186742"/>
		<updated>2011-07-02T04:58:40Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t know if Elanthipedia wants to keep a loot list for a quest such as this, but here&#039;s what I saw from the July 1, 2011 run.--[[User:Nikpack|Zakuro/Pheer]] 04:08, 2 July 2011 (UTC)&lt;br /&gt;
: Indeed, we very much do. -Moderator [[User:Caraamon|Caraamon Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 04:25, 2 July 2011 (UTC)&lt;br /&gt;
::Awesome. I added what I could, including looks and taps.  Sorry it&#039;s not as pretty and finalized&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186663</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186663"/>
		<updated>2011-07-02T04:57:23Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;End Quest treasure&#039;&#039;&#039; - Pick one item from this list if you &amp;quot;win&amp;quot;&lt;br /&gt;
==Northern Sarcophagus==&lt;br /&gt;
* {{ilink|i|braided gold and copper ivy bracelet}} - Strands of gold sprouting extremely detailed carved copper leaves interlace in a complex braid, realistically simulating entwined vines of ivy.  A heavy patina of verdigris adds color, heightening the illusion of nature.&lt;br /&gt;
* {{ilink|i|floor-length faesilk gown stitched with diagonal vines of silver ivy}} - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|iron bell with a diminutive fairie handle}} - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|iron bell with a carved fairie handle}} - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|pink pearl and enamel winged lady brooch}} - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|ivory-stemmed toadstool pendant with a black cambrinth cap}} - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Eastern Sarcophagus==&lt;br /&gt;
* {{ilink|i|dark moonstone Katamba}} (forehead gem) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved rhodonite Yavash}} (forehead gem) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved lapis lazuli Xibar}} (forehead gem) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|blown-glass Elanthia}} (forehead gem) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.&lt;br /&gt;
Gemrardi says, &amp;quot;Other then this shadowsilk cloak, nothing else seems impressive.&amp;quot;; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|ironwood parry stick}} - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end.&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
* {{ilink|i|black shadowsilk cloak}} - You see nothing unusual.&lt;br /&gt;
* {{ilink|i|iron bell with a rowan tree handle}} - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|translucent crystal cat brooch with an ivory grin}} - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|two-toned yellow and white gold caterpillar bracelet}} - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&lt;br /&gt;
* {{ilink|i|jeweled butterfly mask}} - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&lt;br /&gt;
&lt;br /&gt;
==Southern Sarcophagus==&lt;br /&gt;
an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive haralun lump&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive tyrium bar (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
a deep red moonspun silk greatcloak stenciled with the image of a flying faery - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
a black cambrinth unicorn pendant with a black diamond horn - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
a dark grey silk greatcloak depicting a gathering storm -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
a silver-keyed black ironwood flute inlaid with jade. - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incidental Treasure&#039;&#039;&#039; - Random and found throughout the Quest. Some of it is found from normal critters and some of it is from the &amp;quot;special&amp;quot; critters.&lt;br /&gt;
&lt;br /&gt;
a pockmarked glaes chain&amp;lt;br /&amp;gt;&lt;br /&gt;
an engraved gold-plated scythe&amp;lt;br /&amp;gt;&lt;br /&gt;
a scratched kertig broadsword&amp;lt;br /&amp;gt;&lt;br /&gt;
a serrated broadsword with a brass pommel cast to resemble a gerbil-&lt;br /&gt;
A serrated broadsword with a brass pommel cast to resemble a gerbil is a heavy edged melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  low puncture damage&lt;br /&gt;
  somewhat heavy slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is decently suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the serrated broadsword is of average construction, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The serrated broadsword is made with metal.&lt;br /&gt;
You are certain that the serrated broadsword weighs exactly 35 stones.&lt;br /&gt;
You are certain that the serrated broadsword is worth exactly 2250 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
a polished steel gauntlet -&lt;br /&gt;
A polished steel gauntlet is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat fair puncture damage&lt;br /&gt;
  no slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gauntlet is decently balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the steel gauntlet is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The steel gauntlet is made with metal.&lt;br /&gt;
You are certain that the steel gauntlet weighs exactly 25 stones.&lt;br /&gt;
You are certain that the steel gauntlet is worth exactly 187 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
a target shield&amp;lt;br /&amp;gt;&lt;br /&gt;
a fine steel curry comb&amp;lt;br /&amp;gt;&lt;br /&gt;
a dagger&amp;lt;br /&amp;gt;&lt;br /&gt;
a pockmarked silver-plated bola&amp;lt;br /&amp;gt;&lt;br /&gt;
an emerald-hilted carving knife&amp;lt;br /&amp;gt;&lt;br /&gt;
a pockmarked silver-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
a dull electrum-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
some empty spectacle frames - accidentally broken when they were dropped&amp;lt;br /&amp;gt;&lt;br /&gt;
some cuffed brown suede boots with bronze heel taps - Clusters of delicate acorns are etched into the polished bronze heel taps. (TAP) You knock the heel of one of your suede boots against the side of the other, causing some dirt on the sole to come loose.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
a bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
a scratched gold-plated gavel - A scratched gold-plated gavel is a light blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  poor slice damage&lt;br /&gt;
  heavy impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the gavel is reasonably balanced and is reasonably suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated gavel weighs exactly 20 stones.&lt;br /&gt;
You are certain that the gold-plated gavel is worth exactly 150 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
an engraved gold-plated club -&lt;br /&gt;
An engraved gold-plated club is a medium blunt melee-ranged weapon.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  no puncture damage&lt;br /&gt;
  low slice damage&lt;br /&gt;
  very great impact damage&lt;br /&gt;
&lt;br /&gt;
You are certain that the club is fairly balanced and is well suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the gold-plated club is extremely resistant to damage, and is in pristine condition.&lt;br /&gt;
&lt;br /&gt;
The gold-plated club is made with metal.&lt;br /&gt;
You are certain that the gold-plated club weighs exactly 35 stones.&lt;br /&gt;
You are certain that the gold-plated club is worth exactly 262 kronars.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
some tattered rags&amp;lt;br /&amp;gt;&lt;br /&gt;
a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&amp;lt;br /&amp;gt;&lt;br /&gt;
a chainsil-wrapped claymore sheath embossed with a tokka card&amp;lt;br /&amp;gt;&lt;br /&gt;
a bearded war axe with a cherrywood haft&amp;lt;br /&amp;gt;&lt;br /&gt;
a bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
an elegant ivory belt knife etched with a basket of healing herbs&amp;lt;br /&amp;gt;&lt;br /&gt;
an elegant iron belt knife etched with a nighttime garden scene&amp;lt;br /&amp;gt;&lt;br /&gt;
assassin&#039;s black wrist pouch&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186662</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186662"/>
		<updated>2011-07-02T04:50:40Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;End Quest treasure&#039;&#039;&#039; - Pick one item from this list if you &amp;quot;win&amp;quot;&lt;br /&gt;
==Northern Sarcophagus==&lt;br /&gt;
* {{ilink|i|braided gold and copper ivy bracelet}} - Strands of gold sprouting extremely detailed carved copper leaves interlace in a complex braid, realistically simulating entwined vines of ivy.  A heavy patina of verdigris adds color, heightening the illusion of nature.&lt;br /&gt;
* {{ilink|i|floor-length faesilk gown stitched with diagonal vines of silver ivy}} - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|iron bell with a diminutive fairie handle}} - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|iron bell with a carved fairie handle}} - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|pink pearl and enamel winged lady brooch}} - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|ivory-stemmed toadstool pendant with a black cambrinth cap}} - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Eastern Sarcophagus==&lt;br /&gt;
* {{ilink|i|dark moonstone Katamba}} (forhead gem) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved rhodonite Yavash}} (forhead gem) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|carved lapis lazuli Xibar}} (forhead gem) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|blown-glass Elanthia}} (forhead gem) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.&lt;br /&gt;
Gemrardi says, &amp;quot;Other then this shadowsilk cloak, nothing else seems impressive.&amp;quot;; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&lt;br /&gt;
* {{ilink|i|ironwood parry stick}} - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end.&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
* {{ilink|i|black shadowsilk cloak}} - You see nothing unusual.&lt;br /&gt;
* {{ilink|i|iron bell with a rowan tree handle}} - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&lt;br /&gt;
* {{ilink|i|translucent crystal cat brooch with an ivory grin}} - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{ilink|i|two-toned yellow and white gold caterpillar bracelet}} - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&lt;br /&gt;
* {{ilink|i|jeweled butterfly mask}} - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&lt;br /&gt;
&lt;br /&gt;
==Southern Sarcophagus==&lt;br /&gt;
an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive haralun lump&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive tyrium bar (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
a deep red moonspun silk greatcloak stenciled with the image of a flying faery - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
a black cambrinth unicorn pendant with a black diamond horn - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
a dark grey silk greatcloak depicting a gathering storm -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
a silver-keyed black ironwood flute inlaid with jade. - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incidental Treasure&#039;&#039;&#039; - Random and found throughout the Quest. Some of it is found from normal critters and some of it is from the &amp;quot;special&amp;quot; critters.&lt;br /&gt;
&lt;br /&gt;
a pockmarked glaes chain&amp;lt;br /&amp;gt;&lt;br /&gt;
an engraved gold-plated scythe&amp;lt;br /&amp;gt;&lt;br /&gt;
a scratched kertig broadsword&amp;lt;br /&amp;gt;&lt;br /&gt;
a serrated broadsword with a brass pommel cast to resemble a gerbil&amp;lt;br /&amp;gt;&lt;br /&gt;
a target shield&amp;lt;br /&amp;gt;&lt;br /&gt;
a fine steel curry comb&amp;lt;br /&amp;gt;&lt;br /&gt;
a dagger&amp;lt;br /&amp;gt;&lt;br /&gt;
a pockmarked silver-plated bola&amp;lt;br /&amp;gt;&lt;br /&gt;
an emerald-hilted carving knife&amp;lt;br /&amp;gt;&lt;br /&gt;
a pockmarked silver-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
a dull electrum-plated gladius&amp;lt;br /&amp;gt;&lt;br /&gt;
some empty spectacle frames - accidentally broken when they were dropped&amp;lt;br /&amp;gt;&lt;br /&gt;
some cuffed brown suede boots with bronze heel taps&amp;lt;br /&amp;gt;&lt;br /&gt;
a bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
a scratched gold-plated gavel&amp;lt;br /&amp;gt;&lt;br /&gt;
an engraved gold-plated club&amp;lt;br /&amp;gt;&lt;br /&gt;
some tattered rags&amp;lt;br /&amp;gt;&lt;br /&gt;
a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&amp;lt;br /&amp;gt;&lt;br /&gt;
a chainsil-wrapped claymore sheath embossed with a tokka card&amp;lt;br /&amp;gt;&lt;br /&gt;
a bearded war axe with a cherrywood haft&amp;lt;br /&amp;gt;&lt;br /&gt;
a bastard sword&amp;lt;br /&amp;gt;&lt;br /&gt;
an elegant ivory belt knife etched with a basket of healing herbs&amp;lt;br /&amp;gt;&lt;br /&gt;
an elegant iron belt knife etched with a nighttime garden scene&amp;lt;br /&amp;gt;&lt;br /&gt;
assassin&#039;s black wrist pouch&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186660</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186660"/>
		<updated>2011-07-02T04:35:42Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;End Quest treasure&#039;&#039;&#039; - Pick one item from this list if you &amp;quot;win&amp;quot;&lt;br /&gt;
Northern Sarcophagus&amp;lt;br /&amp;gt;&lt;br /&gt;
a braided gold and copper ivy bracelet - Strands of gold sprouting extremely detailed carved copper leaves interlace in a complex braid, realistically simulating entwined vines of ivy.  A heavy patina of verdigris adds color, heightening the illusion of nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
a floor-length faesilk gown stitched with diagonal vines of silver ivy - Cut with an elegant halter neckline designed to drape around the wearer&#039;s neck, the luxurious garment is whisper-soft and dyed in sunset shades.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a diminutive fairie handle - This lithe fairie figure kneels from on one side of the bell&#039;s top, her body stretching to the other where her elbows rest as she holds her pert face in her hands.  Her wings rise slightly off her back, allowing plenty of room to slip a finger between her and the bell; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a carved fairie handle - Standing on her tiptoes, the carved fairie&#039;s wings are partially folded.  The sculpting has dressed her in a winding scarf beneath which her legs just touch the top of the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
a pink pearl and enamel winged lady brooch - A delicate iridescent figure of a tiny woman is fashioned from pink pearl.  Violet hair cascades down her back upon which sits a pair of black butterfly wings with pale green highlights.&amp;lt;br /&amp;gt;&lt;br /&gt;
an ivory-stemmed toadstool pendant with a black cambrinth cap - The stark white of the base contasts with the red-tinged black cap.  Sprinkled randomly along the top are flecks of ruby, emerald and amethyst.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eastern Sarcophagus&amp;lt;br /&amp;gt;&lt;br /&gt;
a dark moonstone Katamba (forhead gem) - The large spherical cabochon is dark for a moonstone, and has a moonstone&#039;s characteristic billowy iridescence.  While it is mostly smooth, the features of Katamba have been graven subtly into its surface. (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&amp;lt;br /&amp;gt;&lt;br /&gt;
a carved rhodonite Yavash (forhead gem) - The large spherical cabochon is black-kissed crimson in color.  While it is mostly smooth, the features of Yavash have been graven subtly into its surface.&lt;br /&gt;
; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&amp;lt;br /&amp;gt;&lt;br /&gt;
a carved lapis lazuli Xibar (forhead gem) - The large spherical cabochon is an intense blue in color, with tiny flecks of gold. While it is mostly smooth, the features of Xibar have been graven subtly into its surface.; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&amp;lt;br /&amp;gt;&lt;br /&gt;
a blown-glass Elanthia (forhead gem) - Each continent and island is represented in green, brown and gold detail upon this plump little blue glass sphere.&lt;br /&gt;
Gemrardi says, &amp;quot;Other then this shadowsilk cloak, nothing else seems impressive.&amp;quot;; (STUDY) Experience with the moonstone Katamba and other similar items gives a clue to their nature.  You believe you could RUB it to activate or silence it, WEAR it or REMOVE it.&amp;lt;br /&amp;gt;&lt;br /&gt;
an ironwood parry stick - Carved into the stick is a life-like face atop a body that appears to be a tree with limbs for arms and legs.  The eyes are two inset leaf-green emeralds.  Some words circle the lower end.&lt;br /&gt;
There appears to be something written on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
a black shadowsilk cloak - You see nothing unusual.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a rowan tree handle - A perfect miniature replica of a rowan tree forms this bell&#039;s handle.  Beneath an abundant canopy, its trunk has been notched to allow for a firm grasp.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
a translucent crystal cat brooch with an ivory grin - The cat&#039;s head is turned fully toward the viewer, displaying a self-satisfied smile in tiny ivory teeth.  The crystal tail curls beneath the feet in a relaxed posture.&amp;lt;br /&amp;gt;&lt;br /&gt;
a two-toned yellow and white gold caterpillar bracelet  - This thick bracelet is composed of rounded segments, alternating between yellow and white gold.  Two small antennae at the head fit through a discrete eyelet on the end segment to form the clasp.&amp;lt;br /&amp;gt;&lt;br /&gt;
a jeweled butterfly mask - Whorls of precious and semi-precious gems spiral and curl, forming elaborate patterns on the face and the wings that extend beyond the sides of the wearer&#039;s head.  Large circles of polished onyx form the characteristic &amp;quot;eyes&amp;quot; found on certain butterflies and surround the actual eye holes through which the wearer sees.  Stiffened gold alloy forms two antennae extending from the top of the head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Southern Sarcophagus&amp;lt;br /&amp;gt;&lt;br /&gt;
an enormous kertig tear (volume 20)&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive haralun lump&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive orichalcum bar&amp;lt;br /&amp;gt;&lt;br /&gt;
a massive tyrium bar (volume 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
a deep red moonspun silk greatcloak stenciled with the image of a flying faery - Though the pattern only shows the vague outline of the magical creature, special attention has been given to her eyes.  She winks with a playful demeanor that is difficult to read, her expression one of either benign playfulness or deadly mischief.  Clasping the cloak closed at the throat is an uncut crystal pin.&amp;lt;br /&amp;gt;&lt;br /&gt;
a black cambrinth unicorn pendant with a black diamond horn - This large pendant consists of a finely carved cambrinth body with crushed black diamonds forming the horn.  The chain is darkly tarnished silver.&amp;lt;br /&amp;gt;&lt;br /&gt;
an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion - Clothed in overalls with his wings folded close against his back, the fairie tries to pass for normal as he backs up, his back foot almost off the bell.; (TAP): You tap your iron bell, taking care to keep the clapper from making noise.&amp;lt;br /&amp;gt;&lt;br /&gt;
a dark grey silk greatcloak depicting a gathering storm -The upper portion of the garment displays dark grey thunderheads occluding small patches of blue.  Below the clouds, the blue extends down to the hem, gradually fading to sky blue.  Aloft in the sky, several tiny winged figures can be seen, along with motes of silvery-white light.&amp;lt;br /&amp;gt;&lt;br /&gt;
a silver-keyed black ironwood flute inlaid with jade. - A small jade man in a pointed cap is cunningly inlaid along the body of the flute.  His fingers appear poised to press the keys, and his lips are pursed as if he is playing the instrument.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incidental Treasure&#039;&#039;&#039; - Random and found throughout the Quest. Some found from normal critters and some of it&#039;s from special ones&lt;br /&gt;
&lt;br /&gt;
a pockmarked glaes chain&lt;br /&gt;
an engraved gold-plated scythe&lt;br /&gt;
a scratched kertig broadsword&lt;br /&gt;
a serrated broadsword with a brass pommel cast to resemble a gerbil&lt;br /&gt;
a target shield&lt;br /&gt;
a fine steel curry comb&lt;br /&gt;
a dagger&lt;br /&gt;
a pockmarked silver-plated bola&lt;br /&gt;
a medium saffron topaz&lt;br /&gt;
an elegant ivory belt knife etched with a basket of healing herbs&lt;br /&gt;
an emerald-hilted carving knife&lt;br /&gt;
a pockmarked silver-plated gladius&lt;br /&gt;
a dull electrum-plated gladius&lt;br /&gt;
some empty spectacle frames&lt;br /&gt;
an elegant iron belt knife etched with a nighttime garden scene&lt;br /&gt;
some cuffed brown suede boots with bronze heel taps&lt;br /&gt;
a bastard sword&lt;br /&gt;
a scratched gold-plated gavel&lt;br /&gt;
an engraved gold-plated club&lt;br /&gt;
some tattered rags&lt;br /&gt;
a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186740</id>
		<title>Talk:Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186740"/>
		<updated>2011-07-02T04:08:58Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: Created page with &amp;#039;I don&amp;#039;t know if Elanthipedia wants to keep a loot list for a quest such as this, but here&amp;#039;s what I saw from the July 1, 2011 run.--~~~~&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t know if Elanthipedia wants to keep a loot list for a quest such as this, but here&#039;s what I saw from the July 1, 2011 run.--[[User:Nikpack|Zakuro/Pheer]] 04:08, 2 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186659</id>
		<title>Quest for Kanton&#039;s Dagger Loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quest_for_Kanton%27s_Dagger_Loot&amp;diff=186659"/>
		<updated>2011-07-02T03:55:50Z</updated>

		<summary type="html">&lt;p&gt;NIKPACK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;End Quest treasure&#039;&#039;&#039; - Pick one item from this list if you &amp;quot;win&amp;quot;&lt;br /&gt;
a braided gold and copper ivy bracelet&lt;br /&gt;
a floor-length faesilk gown stitched with diagonal vines of silver ivy&lt;br /&gt;
an iron bell with a diminutive fairie handle&lt;br /&gt;
an iron bell with a carved fairie handle&lt;br /&gt;
a pink pearl and enamel winged lady brooch&lt;br /&gt;
an ivory-stemmed toadstool pendant with a black cambrinth cap&lt;br /&gt;
&lt;br /&gt;
a dark moonstone Katamba (forhead gem)&lt;br /&gt;
a carved rhodonite Yavash (forhead gem)&lt;br /&gt;
a carved lapis lazuli Xibar (forhead gem)&lt;br /&gt;
a blown-glass Elanthia (forhead gem)&lt;br /&gt;
an ironwood parry stick&lt;br /&gt;
a black shadowsilk cloak&lt;br /&gt;
an iron bell with a rowan tree handle&lt;br /&gt;
a translucent crystal cat brooch with an ivory grin&lt;br /&gt;
a two-toned yellow and white gold caterpillar bracelet &lt;br /&gt;
a jeweled butterfly mask&lt;br /&gt;
&lt;br /&gt;
an enormous kertig tear (volume 20)&lt;br /&gt;
a massive haralun lump&lt;br /&gt;
a massive orichalcum bar&lt;br /&gt;
a massive tyrium bar (volume 10)&lt;br /&gt;
a deep red moonspun silk greatcloak stenciled with the image of a flying faery&lt;br /&gt;
a black cambrinth unicorn pendant with a black diamond horn&lt;br /&gt;
an iron bell with a carved ebonwood handle depicting a young male fairie with his tongue stuck out in rebellion&lt;br /&gt;
a dark grey silk greatcloak depicting a gathering storm &lt;br /&gt;
a silver-keyed black ironwood flute inlaid with jade.&lt;br /&gt;
&lt;br /&gt;
a braided gold and copper ivy bracelet&lt;br /&gt;
a floor-length faesilk gown stitched with diagonal vines of silver ivy&lt;br /&gt;
an iron bell with a diminutive fairie handle&lt;br /&gt;
an iron bell with a carved fairie handle&lt;br /&gt;
a pink pearl and enamel winged lady brooch &lt;br /&gt;
an ivory-stemmed toadstool pendant with a black cambrinth cap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incidental Treasure&#039;&#039;&#039; - Random and found throughout the Quest. Some found from normal critters and some of it&#039;s from special ones&lt;br /&gt;
&lt;br /&gt;
a pockmarked glaes chain&lt;br /&gt;
an engraved gold-plated scythe&lt;br /&gt;
a scratched kertig broadsword&lt;br /&gt;
a serrated broadsword with a brass pommel cast to resemble a gerbil&lt;br /&gt;
a target shield&lt;br /&gt;
a fine steel curry comb&lt;br /&gt;
a dagger&lt;br /&gt;
a pockmarked silver-plated bola&lt;br /&gt;
a medium saffron topaz&lt;br /&gt;
an elegant ivory belt knife etched with a basket of healing herbs&lt;br /&gt;
an emerald-hilted carving knife&lt;br /&gt;
a pockmarked silver-plated gladius&lt;br /&gt;
a dull electrum-plated gladius&lt;br /&gt;
some empty spectacle frames&lt;br /&gt;
an elegant iron belt knife etched with a nighttime garden scene&lt;br /&gt;
some cuffed brown suede boots with bronze heel taps&lt;br /&gt;
a bastard sword&lt;br /&gt;
a scratched gold-plated gavel&lt;br /&gt;
an engraved gold-plated club&lt;br /&gt;
some tattered rags&lt;br /&gt;
a brown silk cloak with starlily blossoms embroidered on one side - flower cloak&lt;/div&gt;</summary>
		<author><name>NIKPACK</name></author>
	</entry>
</feed>