
/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.5                                1 / 26 / 95      =
****/
/***         Arena Definitions                                           =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

#include "gcomm.h"
#include "majorbbs.h"
#include "tsgarn-c.h"
#undef LEVEL6
#include "tsgarn-m.h"

/***
#define DEMO
***/
#define DEBUG

void EXPORT init__ta(void);
void EXPORT arnint(void);
int EXPORT dunint(void);
unsigned EXPORT arnrnd(unsigned lo,unsigned hi);
long EXPORT squard(long val);
long EXPORT squart(long val);
int EXPORT difrnc(int val1, int val2);
long EXPORT percnt(long val1,long val2);
long EXPORT distnc(int x1, int y1, int z1, int x2, int y2, int z2);
void EXPORT wrtcrd(void);
void EXPORT setcrd(int u,int d,int r);
void EXPORT setcr2(int u,int r);
void EXPORT settrl(int u, int s);
void EXPORT pcktrl(int u);
int EXPORT getroom(int rm,int sub);
void EXPORT setroom(int rm);
int EXPORT cmproom(int rm,int ex,int lm);
int EXPORT cmptrl(int un,int rm,int ex,int lm);
int EXPORT getmon(int loc,int slot);
int EXPORT prvmon(int mnm,int rm);
int EXPORT plcmon(int r, int m);
int EXPORT remmon(int r, int m);
void EXPORT putmon(int mnm);
int EXPORT syscfg(unsigned bs,int mp,int dv,int ll,int hl);
void EXPORT genenc(int rn,int lm,int hm);
void EXPORT genprd(int mt,int wt,int nm);
void EXPORT monral(int mnm,int wr);
int EXPORT chkloc(int who);
void EXPORT chkmlc(int who);
int EXPORT special(int who,int s,int num,int num2,int num3,int num4,int =
num5,int num6);
void EXPORT specialm(int who,int s,int num,int num2,int num3,int num4);
void EXPORT chkmlc2(int who);
void EXPORT specialm2(int who,int s,int num,int num2,int num3,int num4);
int EXPORT dunmon(int x,int y);
char EXPORT dunitm(int x,int y);
int EXPORT trail(int u,int y,int x);
void EXPORT sdunmon(int x,int y,int val);
void EXPORT sdunitm(int x,int y,char val);
void EXPORT strail(int u,int y,int x,int val);
int EXPORT spclcmd(int who,int s,int off,int num,int num1,int num2,int =
num3);
void EXPORT spcmsg(int msg, int off, int who);
int EXPORT chktrs(int mnum,int unum,int mn);
int EXPORT chkitm(int mnum,int unum);
int EXPORT chkgrd(int mnum,int wr,int fl);
int EXPORT chkter(int trn);
int EXPORT gettp(int m);
int EXPORT gettr(int rt);
int EXPORT chkwnd(int m);
int EXPORT chkfol(int l,int u);
int EXPORT chkfom(int l,int mn);
int EXPORT chkatt(int u);
int EXPORT chklit(int rm);
int EXPORT chkdrk(int rm);
int EXPORT islit(int rm);
void EXPORT takick(void);
int EXPORT arnpfn(void);
unsigned EXPORT gettru(int usr);
void EXPORT setchn(int usr,unsigned chn,int clear);
int EXPORT arnlog(void);
int EXPORT telesh(void);
int EXPORT exitta(int who);
void EXPORT quitta(void);
void EXPORT arnhup(void);
int EXPORT entarn(void);
int EXPORT arnstt(void);
int EXPORT plrcnt();
int EXPORT byself(int room,int chklit);
int EXPORT byself2(void);
int EXPORT byself3(void);
int EXPORT inparn(void);
int EXPORT arnchk(int unum,int room,int chklit);
void EXPORT pckmon(int room);
int EXPORT chrcnt(int unum, int room);
int EXPORT trucnt(int chan);
int EXPORT tokuid(char *uid1, char *uid2);
char * EXPORT lngnam(int start, int length);
int EXPORT isitem(char *item);
int EXPORT locchr(char *uid,int precise);
int EXPORT shwflk();
int EXPORT shwmon();
void EXPORT sdrain(int unum, int dmg);
void EXPORT sboost(int unum,int ousn,int dmg);
void EXPORT sboost2(int unum);
int EXPORT shwitm(int room);
int EXPORT shwchr(int unum,int room,int chklit);
char * EXPORT chrrui(int unum, int room);
int EXPORT look(void);
int EXPORT stat(void);
int EXPORT stat2(void);
int EXPORT stat3(void);
void EXPORT exits(void);
int EXPORT inv(void);
int EXPORT pckinv(int u);
int EXPORT spell(void);
int EXPORT purge(char *spell);
int EXPORT inspect(char *who,int mirror);
int EXPORT farlook(int unum,char *who,int range);
int EXPORT lstgrp(void);
int EXPORT joigrp(char *who);
int EXPORT levgrp(void);
int EXPORT addmbr(char *who);
int EXPORT remmbr(char *who);
int EXPORT aptldr(char *who);
int EXPORT folgrp(void);
int EXPORT hltgrp(void);
int EXPORT shrgrp(long amt);
int EXPORT disgrp(void);
int EXPORT track(char *who);
int EXPORT trldir(int un,int ts,int lm);
int EXPORT hunt(void);
int EXPORT tame(char *who);
int EXPORT mesmer(char *who);
int EXPORT sight(char *dir);
int EXPORT light(char *item);
int EXPORT litout(int who,int in);
int EXPORT ring(int sub,int ter);
int EXPORT itmlst(void);
int EXPORT spllst(void);
int EXPORT help(void);
int EXPORT balance(void);
int EXPORT deposit(long amt);
int EXPORT withdraw(long amt);
int EXPORT shfobj(int r);
void EXPORT movitm(int u,int r,int in,int it);
int EXPORT drpitm(int u,int r,int s,int n,int o);
int EXPORT plcitm(int r,int o);
int EXPORT getchn(int usr);
int EXPORT getmch(int mon);
int EXPORT chkadv(void);
unsigned long EXPORT calcxp(int un);
int EXPORT calcat(int un,int trn);
int EXPORT rasstt(int un,int lmt);
void EXPORT lorstt(void);
void EXPORT remspl(void);
int EXPORT chkinv(char *item,int who);
int EXPORT chkinv2(int type,int who);
int EXPORT chkinv3(int type,int what,int who,int fill);
int EXPORT chkblk(int who);
int EXPORT chkspl(char *spell);
int EXPORT asplnm(char *spell);
int EXPORT chkchr(int l);
int EXPORT chkgrm(int u,int grp,int rm);
int EXPORT chkpar(int u);
int EXPORT death(int u,int ou,int msg);
int EXPORT taslot(void);
int EXPORT tadice(void);
int EXPORT gamwin(long amnt);
int EXPORT cmdstp(char *what);
int EXPORT cmdtrk(char *what,char *who);
int EXPORT cmdfol(char *what,char *who);
int EXPORT chkwal(int un, int wt);
int EXPORT get(char *item);
int EXPORT drop(char *item);
int EXPORT drink(char *item);
int EXPORT eat(char *item);
void EXPORT equip(char *item);
void EXPORT unequip(char *item);
int EXPORT use(char *item,char *who);
int EXPORT chkcbt(int u1,int u2,int att,int msg);
int EXPORT buyitm(char *item);
int EXPORT buyspl(char *item);
int EXPORT sellit(char *item);


int EXPORT give(char who[UIDSIZ],long amnt,char *item);
int EXPORT donate(int amnt);
int EXPORT chkrob(void);
int EXPORT rob(char *who,char *item);
int EXPORT attack(char *who,int wep,int range);
int EXPORT cast(char *spell,char *who);
int EXPORT dmgchr(int unum,int l,int dmg,int s,int mnum);
void EXPORT chrexp(int u,int ou,int dm);
int EXPORT attmon(int mnum,int wep,int range,int ds,int dr);
int EXPORT cstmon(int mnum,int spell);
int EXPORT dmgmon(int l,int dmg,int s,int mn,int mv);
void EXPORT monexp(int u,int m,int dm,int dedexp);
void EXPORT awdexp(int un,unsigned long ex);
int EXPORT move(int dir,char *who);
int EXPORT movgrp(int grp,int oloc,int nloc,int d,int avd);
int EXPORT movmgr(int grp,int oloc,int nloc,int d,int avd);
int EXPORT drag(char *who,int odrm,int dir);
int EXPORT noextn(int loc,char *s,int off,int usr);
int EXPORT setenc(int un);
int EXPORT prginv(int un,int type);
void EXPORT whisper(char *whoto,char *what);
void EXPORT confer(char *what);
int EXPORT action(char *actstg);
void EXPORT actlst(void);
int EXPORT actcmd(char *actstg);
void EXPORT bthact(int act,int loc);
void EXPORT smpact(int act,int loc);
void EXPORT dobact(int act,int loc);
int EXPORT chkpth(int usr1,int usr2,int range);
int EXPORT chkpthm(int usr,char *mon,int range);
int EXPORT chkdir(int rm1,int rm2);
int EXPORT chkbar(int r1,int r2,int d);
int EXPORT chkfire(void);
int EXPORT fire(char *item,char *who);
int EXPORT dischg(char *item,char *who,int range);
int EXPORT drwprj(int it,int n);
int EXPORT repprj(int con, char *prj);
int EXPORT chkthr(void);
int EXPORT monatt(int unum,int mnum,int spc);
int EXPORT monamn(int amon,int mnum,int spc);
int EXPORT moncst(int unum,int mnum);
int EXPORT moncmn(int amon,int mnum);
int EXPORT monmov(int mnum,int d,int p,int wt,int fl,int avd);
int EXPORT rndent(int rmnm);
int EXPORT rndext(int rmnm);
int EXPORT chrmov(int un);
int EXPORT movall(int loc,int mn);
void EXPORT rumor(int who);
int EXPORT mondif(int who);
void EXPORT whogam(void);
int EXPORT genchr(int save);
int EXPORT genmon(int lc,int num,int pro,int prey,int hrd,int lr);
int EXPORT desmon(int mn,int unum,int cmbt,int hits,int nreg,int loc,int =
mnum,int why);
int EXPORT moncnt(int l);
int EXPORT hsmcnt(int l,int grp);
int EXPORT hsccnt(int l,int grp);
int EXPORT attdly(int seconds,int unum);
int EXPORT spldly(int seconds,int unum);
int EXPORT outchn(int ch,int u1,int u2);
int EXPORT outgrp(int ch,int u1,int u2,int grp,int rm);
int EXPORT outngr(int ch,int u1,int u2,int grp,int rm);
int EXPORT outinv(int ch,int u1,int u2);
int EXPORT loadchr(int gen);
int EXPORT savechr(int who);
int EXPORT getdat(char id,int num);
int EXPORT magshp(int loc);
int EXPORT equshp(int loc);
int EXPORT tavern(int loc);
int EXPORT armshp(int loc);
int EXPORT wepshp(int loc);
int EXPORT temple(int loc);
int EXPORT arena(int loc);
int EXPORT guild(int loc);
int EXPORT vault(int loc);
int EXPORT chkshp(int typ, int loc);
int EXPORT setarn(void);
void EXPORT clsarn(void);
void EXPORT delarn(char *userid);

extern
int  tastt,                    /* tele-arena state number                =
   */
     gamcrd,                   /* credits consumed per minute while in =
game */
     tadlog,                   /* activate death log?                    =
   */
     mdelay,                   /* activate high speed macro delay?       =
   */
     resitm,                   /* ressurection items in game?            =
   */
     alwres,                   /* users allowed to resurrect characters? =
   */
     levcrd,                   /* credits per level charged for =
resurrect   */
     resaud,                   /* post audit trail message for charges?  =
   */
     autsav,                   /* auto-save feature activated?           =
   */
     alwpfn,                   /* users allowed to use profanity in =
game?   */
     usratt,                   /* users allowed to attack other users?   =
   */
     usrrob,                   /* users allowed to rob other users?      =
   */
     usrdif,                   /* prevent user combat at what level =
diff?   */
     procbt,                   /* prevent combat between promoted & non? =
   */
     frecbt,                   /* combat rule exemption level            =
   */
     noncbt,                   /* no combat maximum level                =
   */
     beggld,                   /* extra gold to start users with         =
   */
     numact,                   /* number of actions                      =
   */
     numflk,                   /* number of townsfolk                    =
   */
     flktyp,                   /* number of types of townsflk            =
   */
     numtrm,                   /* number of town rooms                   =
   */
     numshp,                   /* number of shops                        =
   */
     dmolev,                   /* demo user level limit                  =
   */
     dmorml,                   /* demo user room limit                   =
   */
     dmogpl,                   /* demo user purchase limit               =
   */
     gammnt,                   /* hours between game maintenance         =
   */
     updcrd;                   /* update coord file?                     =
   */

extern
char *fulkey,                 /* key to play the full game               =
  */
     *genkey,                 /* key to use generic actions              =
  */
     *msgkey;                 /* key to use generic messages             =
  */


#define PLYING  1             /*   regular shell substate                =
  */
#define EXTING  2             /*   exiting shell                         =
  */

#define STTOFF  200           /*   Arena substate offset                 =
  */

struct tls {
     unsigned location;
     int crdrat;
     int retstt;
     int retsub;
};

extern
struct tls *tlslst,           /*   tele-shell array                      =
  */
            *tlsptr,*tptr;    /*   tele-shell pointers                   =
  */

struct arnchr {               /*   Tele-arena character record           =
  */
    char race;                /*   User's race                           =
  */
    char clas;                /*   User's class                          =
  */
		 int level;               /*   User's level                            =
*/
		long exp;                 /*   User's experience                       =
*/
     int badge;               /*   User's badge level                    =
  */
		 int intl;                /*   User's intellect                        =
*/
		 int know;                /*   User's knowlege                         =
*/
		 int phys;                /*   User's physique                         =
*/
		 int stam;                /*   User's stamina                          =
*/
		 int agil;                /*   User's agility                          =
*/
		 int chrs;                /*   User's charisma                         =
*/
		 int mhits;               /*   User's max hits                         =
*/
		 int hits;                /*   User's current hit points               =
*/
		 int mspts;               /*   User's max spell points                 =
*/
		 int splpts;              /*   User's current spell points             =
*/
		 int intl2;               /*   User's intellect 2                      =
*/
		 int know2;               /*   User's knowlege 2                       =
*/
		 int phys2;               /*   User's physique 2                       =
*/
		 int stam2;               /*   User's stamina 2                        =
*/
		 int agil2;               /*   User's agility 2                        =
*/
		 int chrs2;               /*   User's charisma 2                       =
*/
		 int mspts2;              /*   User's max spell points 2               =
*/
		 int mhits2;              /*   User's max hits 2                       =
*/
		 int status;              /*   User's status                           =
*/
		 int ac;                  /*   User's armor class                      =
*/
		 int weapon;              /*   User's weapon                           =
*/
		 int armor;               /*   User's armor                            =
*/
		 int wepdmg;              /*   User's weapon damage                    =
*/
		 int armdmg;              /*   User's armor damage                     =
*/
		 int wt;                  /*   User's weight carried                   =
*/
unsigned gold;                /*   User's gold crowns                    =
  */
    long accbal;              /*   User's bank account balance           =
  */
		 int atts;                /*   User's attacks per round                =
*/
		 int attdly;              /*   User's attack delay                     =
*/
		 int spldly;              /*   User's spell delay                      =
*/
		 int poison;              /*   User's poison level                     =
*/
     int dun;                 /*   User's dungeon                        =
  */
		 int loc;                 /*   User's location                         =
*/
     int light;               /*   User's light                          =
  */
     int food;                /*   User's food                           =
  */
     int water;               /*   User's water                          =
  */
		 int attcnt;              /*   User's attack counter                   =
*/
		 int invcnt;              /*   User's invisibility counter             =
*/
     int procnt;              /*   User's protection counter             =
  */
     int stacnt[8];           /*   User's stat effect counters           =
  */
		 int invent[12];          /*   User's inventory                        =
*/
   char charge[12];           /*   User's Item's charges                 =
  */
	 char splbook[8];           /*   User's spell book                      =
 */
	 char newchar;              /*   User has user seen intro for this char =
 */
	 char spccmd;               /*   User has entered a special command     =
 */
     int cbtcnt;              /*   User's combat count                   =
  */
     int movcnt;              /*   User's movement count for specials    =
  */
     int actcnt;              /*   User's command count for specials     =
  */
     int sound;               /*   User's sound effects/music on/off     =
  */
     int pulls;               /*   User's slot machine pulls             =
  */
     int title;               /*   User's title                          =
  */
     int parcnt;              /*   User's paralysis counter              =
  */
     int promot;              /*   User's promotion flag                 =
  */
     int grpnum;              /*   User's group number (if any)          =
  */
     int grpact;              /*   User is active in group (true/false)  =
  */
     int grpfol;              /*   User is following group (true/false)  =
  */
     int complexion;          /*   User's complexion                     =
  */
     int eyecolor;            /*   User's eye color                      =
  */
     int haircolor;           /*   User's hair color                     =
  */
     int hairstyle;           /*   User's hair style                     =
  */
     int hairlength;          /*   User's hair length                    =
  */
     int x;                   /*   User's x coord                        =
  */
     int y;                   /*   User's y coord                        =
  */
     int z;                   /*   User's z coord                        =
  */
     int folcnt;              /*   User's follower count                 =
  */
};

extern
struct arnchr *arnarr,        /*   dynamic character array               =
  */
							*chrptr,*ochptr;/*   character pointers                      */


struct arnchr2 {              /*   Tele-arena character record #2        =
  */
     int trail0[11];          /*   User's trail                          =
  */
     int trail1[11];          /*   User's trail                          =
  */
     int trail2[11];          /*   User's trail                          =
  */
     int trail3[11];          /*   User's trail                          =
  */
     int trail4[11];          /*   User's trail                          =
  */
     int trail5[11];          /*   User's trail                          =
  */
     int trail6[11];          /*   User's trail                          =
  */
     int trail7[11];          /*   User's trail                          =
  */
     int trail8[11];          /*   User's trail                          =
  */
     int trail9[11];          /*   User's trail                          =
  */
};

extern
struct arnchr2 *arnarr2;      /*   dynamic character array               =
  */

struct arnchr3 {              /*   Tele-arena character record #3        =
  */
     int trail10[11];          /*   User's trail                         =
   */
     int trail11[11];          /*   User's trail                         =
   */
     int trail12[11];          /*   User's trail                         =
   */
     int trail13[11];          /*   User's trail                         =
   */
     int trail14[11];          /*   User's trail                         =
   */
     int trail15[11];          /*   User's trail                         =
   */
     int trail16[11];          /*   User's trail                         =
   */
     int trail17[11];          /*   User's trail                         =
   */
     int trail18[11];          /*   User's trail                         =
   */
     int trail19[11];          /*   User's trail                         =
   */
};

extern
struct arnchr3 *arnarr3;      /*   dynamic character array               =
  */

struct arnsav {                  /*   Tele-arena character record        =
  */
		char userid[UIDSIZ];         /*  User's name                        30 =
*/
    char race;                   /*  User's race                        =
31 */
    char clas;                   /*  User's class                       =
32 */
		 int level;                  /*  User's level                       34 =
*/
		long exp;                    /*  User's experience                  38 =
*/
     int badge;                  /*  User's badge level                 =
40 */
		 int intl;                   /*  User's intellect                   42 =
*/
		 int know;                   /*  User's knowlege                    44 =
*/
		 int phys;                   /*  User's physique                    46 =
*/
		 int stam;                   /*  User's stamina                     48 =
*/
		 int agil;                   /*  User's agility                     50 =
*/
		 int chrs;                   /*  User's charisma                    52 =
*/
		 int mhits;                  /*  User's max hits                    54 =
*/
		 int hits;                   /*  User's current hit points          56 =
*/
		 int mspts;                  /*  User's max spell points            58 =
*/
		 int splpts;                 /*  User's current spell points        60 =
*/
		 int intl2;                  /*  User's intellect 2                 62 =
*/
		 int know2;                  /*  User's knowlege 2                  64 =
*/
		 int phys2;                  /*  User's physique 2                  66 =
*/
		 int stam2;                  /*  User's stamina 2                   68 =
*/
		 int agil2;                  /*  User's agility 2                   70 =
*/
		 int chrs2;                  /*  User's charisma 2                  72 =
*/
		 int mspts2;                 /*  User's max spell points 2          74 =
*/
		 int mhits2;                 /*  User's max hits 2                  76 =
*/
		 int status;                 /*  User's status                      78 =
*/
		 int ac;                     /*  User's armor class                 80 =
*/
		 int weapon;                 /*  User's weapon                      82 =
*/
		 int armor;                  /*  User's armor                       84 =
*/
		 int wt;                     /*  User's weight carried              86 =
*/
unsigned gold;                   /*  User's gold crowns                 =
88 */
		 int atts;                   /*  User's attacks per round           90 =
*/
		 int attdly;                 /*  User's attack delay                92 =
*/
		 int spldly;                 /*  User's spell delay                 94 =
*/
		 int poison;                 /*  User's poison level                96 =
*/
     int dun;                    /*  User's dungeon                     =
98 */
		 int loc;                    /*  User's location                   100 =
*/
     int light;                  /*  User's light                      =
102 */
     int food;                   /*  User's food                       =
104 */
     int water;                  /*  User's water                      =
106 */
		 int attcnt;                 /*  User's attack counter             108 =
*/
		 int invcnt;                 /*  User's invisibility counter       110 =
*/
     int procnt;                 /*  User's protection counter         =
112 */
     int stacnt[8];              /*  User's stat effect counters       =
128 */
		 int invent[12];             /*  User's inventory                  152 =
*/
    char charge [12];            /*  User's Items' Charges             =
164 */
    char splbook[8];             /*  User's spell book                 =
172 */
    char newchar;                /*  User has seen intro for this char =
173 */
     int sound;                  /*  User's sound setting              =
175 */
     int pulls;                  /*  User's slot machine pulls         =
177 */
     int title;                  /*  User's title                      =
179 */
     int complexion;             /*  User's complexion                 =
181 */
     int eyecolor;               /*  User's eye color                  =
183 */
     int haircolor;              /*  User's hair color                 =
185 */
     int hairstyle;              /*  User's hair style                 =
187 */
     int hairlength;             /*  User's hair length                =
189 */
    long accbal;                 /*  User's bank account balance       =
193 */
     int parcnt;                 /*  User's paralysis counter          =
195 */
     int promot;                 /*  User's promotion flag             =
197 */
		 int wepdmg;                 /*  User's weapon damage              199 =
*/
		 int armdmg;                 /*  User's armor damage               201 =
*/
	  char spare[256-(171+UIDSIZ)];/*  Free space                        =
256 */
};

extern
struct arnsav *arnspt;

struct arnmon {               /*   Tele-arena monster record             =
  */
  unsigned id      : 8;       /*   Monster's type number                 =
  */
	unsigned level   : 8;       /*   Monster's level                        =
 */
  unsigned active  : 1;       /*   Monster's activity                    =
  */
	unsigned prefix  : 2;       /*   Monster prefix                         =
 */
	unsigned regen   : 3;       /*   Monster regeneration                   =
 */
  unsigned psn     : 7;       /*   Monster's poison level                =
  */
  unsigned attack  : 3;       /*   Monster's attack index                =
  */
	unsigned sach    : 8;       /*   Monster special attack chance          =
 */
  unsigned morale  : 8;       /*   Monster's morale                      =
  */
  unsigned rndwep  : 6;       /*   Monster's random weapon               =
  */
  unsigned protect :10;       /*   Monster is protecting this person     =
  */
};

extern
struct arnmon *arnmar;        /*   dynamic monster data array            =
  */

struct arnmon2 {              /*   Tele-arena monster record             =
  */
       int prey;              /*   Monster is preying on this user       =
  */
	     int mhits;             /*   Monster's max hits                     =
 */
       int hits;              /*   Monster's current hits                =
  */
       int dloc;              /*   Monster's dungeon location            =
  */
};

extern
struct arnmon2 *arnmar2;      /*   dynamic monster data array            =
  */

struct arnmon3 {              /*   Tele-arena monster record             =
  */
	    long exp;               /*   Monster XP value                       =
 */
  unsigned gp;                /*   Monster treasure value                =
  */
  unsigned trs;               /*   Monster lair treasure value           =
  */
};

extern
struct arnmon3 *arnmar3;      /*   dynamic monster data array            =
  */

struct arnmon4 {              /*   Tele-arena monster record             =
  */
      int subtyp;
};

extern
struct arnmon4 *arnmar4;      /*   dynamic monster data array            =
  */

struct arnflk {               /*   Tele-arena townsfolk record           =
  */
       int id;                /*   Townsfolk ID                          =
  */
       int prefix;            /*   Townsfolk prefix                      =
  */
       int active;            /*   Townsfolk activity                    =
  */
       int loc;               /*   Townsfolk location                    =
  */
			char type[20];          /*   Townsfolk type                          =
*/
      char plural[20];        /*   Townsfolk plural type                 =
  */
};

extern
struct arnflk *arnfar;        /*   dynamic townsfolk array               =
  */


#define DEFLEV    1           /*   default level                         =
  */
#define DEFEXP    0           /*   default experience                    =
  */
#define LOSTAT    5           /*   low end of stat range                 =
  */
#define HISTAT   15           /*   high end of stat range                =
  */
#define DEFSPT    1           /*   default spell points                  =
  */
#define DEFARC    0           /*   default armor class                   =
  */
#define DEFWEP    0           /*   default weapon                        =
  */
#define DEFARM   12           /*   default armor                         =
  */
#define DEFATT    2           /*   default number of attacks/turn        =
  */

#define DEFEPL 1000           /*   base experience needed per level      =
  */
#define DEFEPA  100           /*   experience point gain per char level  =
  */
#define DEFHPL   10           /*   base hit point gain per level low     =
  */
#define DEFHPH   20           /*   base hit point gain per level high    =
  */
#define DEFSPA    1           /*   spell point gain per level            =
  */
#define DEFATA    3           /*   level divided by this + 2 =3D =
att/turn    */

#define NUMHLD 12             /*   Number of items a character may hold  =
  */

struct objarr {              /*   Tele-arena character item record       =
 */
	     int price;            /*   Object price                            =
*/
	     int wt;               /*   Object's weight in stones               =
*/
	     int range;            /*   Object range                            =
*/
	     int mindam;           /*   Object minimum damage      (if any)     =
*/
	     int maxdam;           /*   Object maximum damage      (if any)     =
*/
	     int type;             /*   Object type                             =
*/
	     int armor;            /*   Object's effect on ac      (if any)     =
*/
	     int charges;          /*   Object's number of charges (if any)     =
*/
	     int effect;           /*   Object's effect type                    =
*/
	     int clas;             /*   Object class requirement (if any)       =
*/
	     int grpsiz;           /*   Object's group size requirement (if =
any)*/
	     int room;             /*   Object's room requirement (if any)      =
*/
	     int rune;             /*   Object's rune award (if any)            =
*/
	     int poison;           /*   Object's poison value (if any)          =
*/
	     int level;            /*   Object's level (if any)                 =
*/
	     int shop;             /*   Object's shop type                      =
*/
			char name[20];         /*   Object's Name                           =
*/
};

extern
struct objarr *tobj;

extern
  int  numitm,
       numspl,
       nummon,
       nummwp,
       numbar,
       numtrp,
       numtrs,
       nummov;

#define MAXOBJ 500
#define MAXSPL 250
#define MAXMWP 50
#define ITMLST 4
#define SPLLST 4
#define TOTLST ITMLST+SPLLST
#define ITMLMT MAXOBJ/(ITMLST/2)
#define SPLLMT MAXSPL/(SPLLST/2)

extern
  char tonm[MAXOBJ][20];
extern
  int tods[MAXOBJ];
extern
  int toef[MAXOBJ];
extern
	int itm[ITMLST][ITMLMT];

struct monarr {               /*   Tele-Arena monster data array         =
  */
	     int prefix;            /*   Monster prefix                         =
 */
	     int cskl;              /*   Monster combat skill                   =
 */
	     int terr;              /*   Monster terrain type                   =
 */
	     int gp;                /*   Monster treasure value                 =
 */
	     int trs;               /*   Monster lair treasure value            =
 */
	     int ac;                /*   Monster armor class                    =
 */
	     int sach;              /*   Monster special attack chance          =
 */
	     int hd;                /*   Monster hit dice                       =
 */
	     int regen;             /*   Monster regeneration                   =
 */
	     int mindam;            /*   Monster minimum damage                 =
 */
	     int maxdam;            /*   Monster maximum damage                 =
 */
	     int minspc;            /*   Monster minimum special attack damage  =
 */
	     int maxspc;            /*   Monster maximum special attack damage  =
 */
	     int effect;            /*   Monster special effect                 =
 */
	     int mineff;            /*   Monster minimum special effect         =
 */
	     int maxeff;            /*   Monster maximum special effect         =
 */
	     int spcabn;            /*   Monster special ability number         =
 */
	     int atts;              /*   Monster number of attacks              =
 */
	     int level;             /*   Monster level                          =
 */
	     int morale;            /*   Monster morale                         =
 */
	     int sskl;              /*   Monster's spell skill                  =
 */
	     int spllst;            /*   Monster's spell list (if any)          =
 */
	     int minspl;            /*   Monster's lowest spell                 =
 */
	     int maxspl;            /*   Monster's highest spell                =
 */
       int gender;            /*   Monster gender                        =
  */
       int subtyp;            /*   Monster subtype                       =
  */
			char type[20];          /*   Monster's type                          =
*/
	    char plural[21];        /*   Monster's plural form                  =
 */
	    char weapon[21];        /*   Monster's weapon                       =
 */
	    char spcatt[45];        /*   Monster's special attack description   =
 */
	    char spcabd[45];        /*   Monster's special ability description  =
 */
};

extern
struct monarr *tmon,*omon;

struct flkarr {               /*   Tele-Arena monster data array         =
  */
	     int prefix;            /*   Monster prefix                         =
 */
			char type[20];          /*   Monster's type                          =
*/
	    char plural[21];        /*   Monster's plural form                  =
 */
};

extern
struct flkarr *tflk;

struct shparr {               /*   Tele-Arena monster data array         =
  */
	     int type;              /*   Monster prefix                         =
 */
			 int loc;               /*   Monster's type                          =
*/
	     int level;             /*   Monster's plural form                  =
 */
};

extern
struct shparr *tshp;

struct mwparr {               /*   Tele-Arena monster data array         =
  */
			char name[20];         /*   Weapon's Name                           =
*/
	     int type;             /*   Weapon type                             =
*/
       int prefix;           /*   Weapon prefix                          =
 */
	     int mindam;           /*   Weapon minimum damage                   =
*/
	     int maxdam;           /*   Weapon maximum damage                   =
*/
};

extern
struct mwparr *tmwp;

struct trparr {               /*   Tele-Arena trap data array            =
  */
	     int mindam;           /*   Trap minimum damage                     =
*/
	     int maxdam;           /*   Trap maximum damage                     =
*/
       int rogpen;           /*   Rogue Penalty                          =
 */
};

extern
struct trparr *ttrp;

struct trsarr {               /*   Tele-Arena treasure data array        =
  */
	     int minval;           /*   Treasure minimum value                  =
*/
	     int maxval;           /*   Treasure maximum value                  =
*/
};

extern
struct trsarr *ttrs;

struct bararr {               /*   Tele-Arena treasure data array        =
  */
	     int rogpen;           /*   Rogue Penalty                           =
*/
};

extern
struct bararr *tbar;

extern
	char tmnm[MAXOBJ][20];
extern
	int tmds[MAXOBJ];
extern
  int tmwt[MAXMWP];
extern
  int monlst[MAXOBJ],
      objcnt[TOTLST],
      objsrt[TOTLST][ITMLMT];

#define SPLBOK   8            /*   Number of spells a spellbook can hold =
  */

struct splarr {               /*   Tele-Arena character spell record     =
  */
	     int type;              /*   Spell type                             =
 */
	     int level;             /*   Spell level                            =
 */
	     int mindam;            /*   Spell minimum effect         (if any)  =
 */
	     int maxdam;            /*   Spell maximum effect         (if any)  =
 */
	     int mdice;             /*   Spell has effect/level       (T or F)  =
 */
       int price;             /*   Spell price                           =
  */
	     int multi;             /*   Spell hits multiple targets  (T or F)  =
 */
	     int armor;             /*   Spell armor class adjustment (if any)  =
 */
	     int poison;            /*   Spell cures poison ?         (T or F)  =
 */
	     int psn;               /*   Spell poison level           (if any)  =
 */
	     int mdrain;            /*   Spell drains energy          (T or F)  =
 */
	     int sdrain;            /*   Spell drains stats           (if any)  =
 */
	     int sboost;            /*   Spell boosts stats           (if any)  =
 */
	     int move;              /*   Spell forces target to move            =
 */
	     int vamp;              /*   Spell drains target & boosts caster    =
 */
			char name[20];          /*   Spell name                              =
*/
};

extern
struct splarr *tspl;

extern
	char tsnm[MAXSPL][20];
extern
	int tsds[MAXSPL];
extern
	int tsls[SPLLST][SPLLMT],
       spl[SPLLST][SPLLMT];

struct TLCRAC {              /*   Tele-Arena character racial mods =
record */
	char *race;                 /*   Character race                         =
 */
  char *rc;
  int  intl;
  int  know;
  int  phys;
  int  stam;
  int  agil;
  int  chrs;
  int  gold;
};

extern
struct TLCRAC trac[];

struct TLCCLA {              /*   Tele-Arena character class mods record =
 */
	char *clas;                /*   Character class                         =
*/
  char *cl;
  char *pl;
  int  intl;
  int  know;
  int  phys;
  int  stam;
  int  agil;
  int  chrs;
  int  hits;
  int  spts;
  int  gold;
};

extern
struct TLCCLA tcla[];

#define MAXRACE   6           /*   Maximum selectable race               =
  */
#define MAXCLASS  8           /*   Maximum selectable class              =
  */

struct TLCSTA {              /*   Tele-Arena character status type =
record */
	char *status;               /*   Condition                              =
 */
};

extern
struct TLCSTA tsta[];

struct TLCBAG {              /*   Tele-Arena character badge record      =
*/
	char *ucolor;               /*   Badge uppercase color                  =
*/
  char *lcolor;               /*   Badge lowercase color                 =
 */
};

extern
  struct TLCBAG tbag[];

struct ARNTIT {             /*   Tele-arena title array                 =
*/
			char name[20];         /*   Title Name                             */
};

extern
  struct ARNTIT atit[];

struct ARNCMP {             /*   Tele-arena complexion array            =
*/
			char color[20];        /*   Complexion color                       */
};

extern
  struct ARNCMP acmp[];

#define MAXCOMP   10         /*   Maximum selectable complexion          =
 */

struct ARNECO {             /*   Tele-arena eye color array             =
*/
			char color[20];        /*   Eye color                              */
};

extern
  struct ARNECO aeco[];

#define MAXECOL   9          /*   Maximum selectable eye color           =
 */

struct ARNHCO {             /*   Tele-arena hair color array            =
*/
			char color[20];        /*   Hair color                             */
};

extern
  struct ARNHCO ahco[];

#define MAXHCOL   11         /*   Maximum selectable hair color          =
 */

struct ARNHST {             /*   Tele-arena hair style array            =
*/
			char style[20];        /*   Hair style                             */
};

extern
  struct ARNHST ahst[];

#define MAXHSTL   8          /*   Maximum selectable hair style          =
 */

struct ARNHLE {              /*   Tele-arena hair length array           =
*/
			char length[20];       /*   Hair length                            */
};

extern
  struct ARNHLE ahle[];

#define MAXHLNG   5          /*   Maximum selectable hair length         =
 */

struct MOVDIR {              /*   Tele-Arena movement modifiers          =
*/
   int x;                    /*   X                                      =
*/
	 int y;                    /*   Y                                      =
*/
	 int z;                    /*   Z                                      =
*/
};

extern
  struct MOVDIR mdir[];

#define ARNSUB 100              /*   Town room offset                    =
    */
#define DUNOFF 100              /*   Dungeon room offset                 =
    */
#define ARNLCH ARNSUB+1         /*   Lowest numbered Tele-Arena room     =
    */
#define ARNHCH ARNSUB+DUNOFF    /*   Highest numbered Tele-Arena room    =
    */
#define NMRMIT 8                /*   Number of items a room can hold     =
    */
#define NMRMMN 10               /*   Number of monsters allowed per room =
    */

#define NMON    5000
#define MAXRMS 10000
#define MAXLRS   500
#define MAXDSC  2500
#define MAXLEV    25
#define MAXDRK   500
#define MAXTER   500
#define MAXLOC   500
#define MAXSIT   500
#define MAXRUM   500
#define MAXBAR   500
#define MAXTRP   500
#define MAXTRS   500
#define MAXMOV   500

#define NFLK     500
#define MAXTRM   100
#define MAXSHP    50

#define MAXACT   500

extern
char acwd[MAXACT][20];
extern
int actp[MAXACT],
    numact;


extern
FILE *arnmb,                  /*   Tele-Arena message file block pointer =
  */
     *cfgmb,
     *datmb,
     *twnmb,
     *dunmb,
     *dunmb2,
     *duncfg,
     *coordmb;

extern
BTVFILE *arnbb;               /*   Tele-Arena BTRIEVE file pointer       =
  */

extern
  unsigned tlchan;

extern
  int sysboot,
      rstcnt,
      dunrst;

extern
int  dunptr[12],
     twnptr[5];

extern
int  tmpcnt,
     tavcnt,
     savusr,
     acnt,
     pdiv,
     mdiv;

extern
int  dunnum,
     dunlev,
     nmdnrm,
     numdrk,
     numter,
     nmlair,
     nmwand,
     wndcnt,
     numloc,
     nsitem,
     nmrumr,
     eventcnt,
     romloc[30],
     loc[MAXLOC][8],
     drk[MAXDRK][3],
     terr[MAXTER][3],
     lair[MAXLRS][5],
     /***COORD MOD***
     coordx[MAXRMS],
     coordy[MAXRMS],
     coordz[MAXRMS],
     ***COORD MOD***/
     spitem[MAXSIT][7],
     rmdesc[MAXRMS],
     dunroom[11],
     arnroo,
     tmpmon,
     monitm[NMON];

extern
char reset,
		 dunnam[40],
		 pre[4][3],
     gnd[3][4],
     monter[MAXOBJ],
     monlev[MAXOBJ],
     sdir[10][3],
     adir[10][10],
     bdir[10][10],
     tnum[10][10];

extern
int  flk[NFLK][2],
     achn[MAXTRM][10];

extern
int  onam,
     snam,
     mnam,
     mwnm,
     bar1,
     trp1,
     trs1,
     mov1,
     fnam,
     anam,
     odes,
     oeff,
     sdes,
     mdes,
     fdes;

extern
char dunitm0[MAXRMS],
     dunitm1[MAXRMS],
     dunitm2[MAXRMS],
     dunitm3[MAXRMS],
     dunitm4[MAXRMS],
     dunitm5[MAXRMS],
     dunitm6[MAXRMS],
     dunitm7[MAXRMS],
     dunitm8[MAXRMS],
     dunitm9[MAXRMS],
     dunitm10[MAXRMS],
     dunitm11[MAXRMS],
     dunitm12[MAXRMS],
     dunitm13[MAXRMS],
     dunitm14[MAXRMS],
     dunitm15[MAXRMS];

extern
int dunmon0[MAXRMS+DUNOFF],
    dunmon1[MAXRMS+DUNOFF],
    dunmon2[MAXRMS+DUNOFF],
    dunmon3[MAXRMS+DUNOFF],
    dunmon4[MAXRMS+DUNOFF],
    dunmon5[MAXRMS+DUNOFF],
    dunmon6[MAXRMS+DUNOFF],
    dunmon7[MAXRMS+DUNOFF],
    dunmon8[MAXRMS+DUNOFF],
    dunmon9[MAXRMS+DUNOFF];


------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="SYSCMD.H"
Content-Transfer-Encoding: 7bit
Content-Description: Syscmd.h (C Header File)
Content-Disposition: attachment; filename="SYSCMD.H"

     /***Editor Commands   ***/
     setmbk(cfgmb);
     sys=hasmkey(SYSKEY);
     setmbk(arnmb);
     if (sys) {
       if (sameas(margv[0],"edit")) {
	       if (sameas(margv[2],"title"))
	         arnarr[atoi(margv[1])].title=atoi(margv[3]);
	       if (sameas(margv[2],"complexion"))
	         arnarr[atoi(margv[1])].complexion=atoi(margv[3]);
	       if (sameas(margv[2],"eyecolor"))
	         arnarr[atoi(margv[1])].eyecolor=atoi(margv[3]);
	       if (sameas(margv[2],"haircolor"))
	         arnarr[atoi(margv[1])].haircolor=atoi(margv[3]);
	       if (sameas(margv[2],"hairstyle"))
	         arnarr[atoi(margv[1])].hairstyle=atoi(margv[3]);
	       if (sameas(margv[2],"hairlength"))
	         arnarr[atoi(margv[1])].hairlength=atoi(margv[3]);
	       if (sameas(margv[2],"race"))
	         arnarr[atoi(margv[1])].race=atoi(margv[3]);
	       if (sameas(margv[2],"class"))
	         arnarr[atoi(margv[1])].clas=atoi(margv[3]);
	       if (sameas(margv[2],"level"))
	         arnarr[atoi(margv[1])].level=atoi(margv[3]);
	       if (sameas(margv[2],"experience"))
	         arnarr[atoi(margv[1])].exp=atol(margv[3]);
	       if (sameas(margv[2],"rune"))
	         arnarr[atoi(margv[1])].badge=atoi(margv[3]);
	       if (sameas(margv[2],"gold"))
	         arnarr[atoi(margv[1])].gold=atoi(margv[3]);
	       if (sameas(margv[2],"account"))
	         arnarr[atoi(margv[1])].accbal=atol(margv[3]);
	       if (sameas(margv[2],"charges"))
	         arnarr[atoi(margv[1])].charge[atoi(margv[3])]=atoi(margv[4]);
	       if (sameas(margv[2],"intellect")) {
	         arnarr[atoi(margv[1])].intl=atoi(margv[3]);
	         arnarr[atoi(margv[1])].intl2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"knowledge")) {
	         arnarr[atoi(margv[1])].know=atoi(margv[3]);
	         arnarr[atoi(margv[1])].know2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"physique")) {
	         arnarr[atoi(margv[1])].phys=atoi(margv[3]);
	         arnarr[atoi(margv[1])].phys2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"stamina")) {
	         arnarr[atoi(margv[1])].stam=atoi(margv[3]);
	         arnarr[atoi(margv[1])].stam2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"agility")) {
	         arnarr[atoi(margv[1])].agil=atoi(margv[3]);
	         arnarr[atoi(margv[1])].agil2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"charisma")) {
	         arnarr[atoi(margv[1])].chrs=atoi(margv[3]);
	         arnarr[atoi(margv[1])].chrs2=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"hits")) {
	         arnarr[atoi(margv[1])].mhits=atoi(margv[3]);
	         arnarr[atoi(margv[1])].mhits2=atoi(margv[3]);
	         arnarr[atoi(margv[1])].hits=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"mana")) {
           arnarr[atoi(margv[1])].mspts=atoi(margv[3]);
			     arnarr[atoi(margv[1])].mspts2=atoi(margv[3]);
			     arnarr[atoi(margv[1])].splpts=atoi(margv[3]);
	       }
	       if (sameas(margv[2],"armor"))
	         arnarr[atoi(margv[1])].armor=atoi(margv[3]);
	       if (sameas(margv[2],"weapon"))
	         arnarr[atoi(margv[1])].weapon=atoi(margv[3]);
	       if (sameas(margv[2],"ac"))
	         arnarr[atoi(margv[1])].ac=atoi(margv[3]);
	       if (sameas(margv[2],"attacks"))
	         arnarr[atoi(margv[1])].atts=atoi(margv[3]);
	       if (sameas(margv[2],"attdly"))
	         arnarr[atoi(margv[1])].attdly=atoi(margv[3]);
	       if (sameas(margv[2],"spldly"))
	         arnarr[atoi(margv[1])].spldly=atoi(margv[3]);
	       if (sameas(margv[2],"invcnt"))
	         arnarr[atoi(margv[1])].invcnt=atoi(margv[3]);
	       if (sameas(margv[2],"parcnt"))
	         arnarr[atoi(margv[1])].parcnt=atoi(margv[3]);
	       if (sameas(margv[2],"poison"))
	         arnarr[atoi(margv[1])].poison=atoi(margv[3]);
	       if (sameas(margv[2],"food"))
	         arnarr[atoi(margv[1])].food=atoi(margv[3]);
	       if (sameas(margv[2],"water"))
	         arnarr[atoi(margv[1])].water=atoi(margv[3]);
	       if (sameas(margv[2],"promot"))
	         arnarr[atoi(margv[1])].promot=atoi(margv[3]);
	       if (sameas(margv[2],"newchr")) {
	         arnarr[atoi(margv[1])].newchar=0;
           arnarr[atoi(margv[1])].hits=0;
         }
	       if (sameas(margv[2],"coords")) {
	         arnarr[atoi(margv[1])].x=atoi(margv[3]);
           arnarr[atoi(margv[1])].y=atoi(margv[4]);
           arnarr[atoi(margv[1])].z=atoi(margv[5]);
         }
	       prfmlt(ARNEDT);
	       outmlt(usrnum);
	       return(1);
       }
       if (sameas(margv[0],"squart")) {
         pmlt("Squart(%s)=%s\r",ltoa(atol(margv[1])),
                                  ltoa(squart(atol(margv[1]))));
         outmlt(usrnum);
         return(1);
       }
       if (sameas(margv[0],"clean")) {
         pmlt("Cleaning out ghosts...\r");
         outmlt(usrnum);
         i=-1;
         while (++i<NMON) if (arnmar[i].active) prvmon(i,arnmar2[i].dloc);
         return(1);
       }
       if (sameas(margv[0],"wipe")) {
  	     pmlt("Room wiped...\r");
  	     outmlt(usrnum);
         i=-1;
         while (++i<NMRMMN) sdunmon(atoi(margv[1]),i,-1);
  	     return(1);
       }
       if (sameas(margv[0],"show")) {
  	     pmlt("Room Contents:\r");
  	     outmlt(usrnum);
         i=-1;
         while (++i<NMRMMN) {
           pmlt("[%d]:%d\r",i,dunmon(atoi(margv[1]),i));
           outmlt(usrnum);
         }
  	     return(1);
       }
       if (sameas(margv[0],"spell")) {
         i=-1;
         while (++i<spl[atoi(margv[1])-1][0]) {
           pmlt("[%d]: %s\r",i+1,tsnm[spl[atoi(margv[1])-1][i+1]]);
           outmlt(usrnum);
         }
  	     return(1);
       }
       if (sameas(margv[0],"lair")) {
         i=-1;
         while (++i<nmlair) {
           pmlt("[%d]: %d\r",i,lair[i][4]);
           outmlt(usrnum);
         }
       }
       if (sameas(margv[0],"sustenance")) {
         pmlt("FOOD:%d WATER:%d\r",arnarr[usrnum].food,arnarr[usrnum].water);
         outmlt(usrnum);
       }
       /***COORD MOD***
       if (sameas(margv[0],"writecoords")) {
         wrtcrd();
	       pmlt("Operation complete...\r");
 	       outmlt(usrnum);
  	     return(1);
       }
       ***COORD MOD***/
       if (sameas(margv[0],"writeexits")) {
         if ((datfile = fopen("exits.txt",FOPWA)) != NULL) {
           x=0;
           while (++x<nmdnrm+1) {
             if (getroom(x,10)==0) {
               if (x<10) fprintf(datfile,"02000%d {",x);
               else if (x<100) fprintf(datfile,"0200%d {",x);
               else if (x<1000) fprintf(datfile,"020%d {",x);
               else fprintf(datfile,"02%d {",x);
               c=0;
               y=-1;
               while (++y<10) {
                 if (dunroom[y]) {
                   if (!c) fprintf(datfile,"%s",adir[y]);
                   else    fprintf(datfile,",%s",adir[y]);
                   c++;
                 }
               }
               if (c) fprintf(datfile,".\n} T\n");
               else fprintf(datfile,"\n} T\n");
             }
           }
           fclose(datfile);
         }
  	     return(1);
       }
       if (sameas(margv[0],"reinit")) {
  	     pmlt("World reinitializing...\r");
  	     outmlt(usrnum);
         dunrst=1;
  	     return(1);
       }
       if (sameas(margv[0],"relair")) {
         i=-1;
         while (++i<nmlair) {
           j=-1;
           while (++j<NMRMMN) {
             if (dunmon(lair[i][0],j)>-1) {
               desmon(dunmon(lair[i][0],j),-1,0,-20,11,-1,-1,18);
               j--;
             } else break;
           }
           j=-1;
	         while (++j<lair[i][2]) {
             if ((j==(lair[i][2]-1)) && (lair[i][3]>0))
               genmon(lair[i][0]+DUNOFF,lair[i][1],256,256,0,i);
             else
               genmon(lair[i][0]+DUNOFF,lair[i][1],256,256,0,-1);
           }
         }
  	     pmlt("Lairs reset!\r");
  	     outmlt(usrnum);
  	     return(1);
       }
       if (sameas(margv[0],"locate")) {
	       if (margc == 2) {
	         othuap=uacoff(atoi(margv[1]));
	         prfmlt(THRLOC,othuap->userid,
	         (getchn(atoi(margv[1]))-ARNSUB-DUNOFF));
	         pmlt("[X:%d,Y:%d,Z:%d]\r",arnarr[atoi(margv[1])].x,
                                       arnarr[atoi(margv[1])].y,
                                       arnarr[atoi(margv[1])].z);
           if ((arnarr[usrnum].x != -20000) &&
               (arnarr[atoi(margv[1])].x != -20000)) {
             x1=arnarr[usrnum].x;
             x2=arnarr[atoi(margv[1])].x;
             y1=arnarr[usrnum].y;
             y2=arnarr[atoi(margv[1])].y;
             z1=arnarr[usrnum].z;
             z2=arnarr[atoi(margv[1])].z;
             if (x2>x1) {
               tmpx=(x2-x1);
               chrx='E';
             } else {
               tmpx=(x1-x2);
               chrx='W';
             }
             if (y2>y1) {
               tmpy=(y2-y1);
               chry='S';
             } else {
               tmpy=(y1-y2);
               chry='N';
             }
             if (x2>z1) {
               tmpz=(z2-z1);
               chrz='U';
             } else {
               tmpz=(z1-z2);
               chrz='D';
             }
             pmlt("[%c:%d %c:%d %c:%d] (Distance:%s)\r",
                    chry,tmpy,chrx,tmpx,chrz,tmpz,ltoa(distnc(x1,y1,z1,x2,y2,z2)));
           }
	         outmlt(usrnum);
	         return(1);
         } else {
	         othuap=uacoff(usrnum);
	         prfmlt(THRLOC,usaptr->userid,
	         (getchn(usrnum)-ARNSUB-DUNOFF));
	         pmlt("[X:%d,Y:%d,Z:%d]\r",arnarr[usrnum].x,
                                       arnarr[usrnum].y,
                                       arnarr[usrnum].z);
	         outmlt(usrnum);
           pmlt("Exits:[");
           i=-1;
           while (++i<10) {
             if (i<9) {
               if (arnarr[usrnum].loc<=DUNOFF)
                 pmlt("%d,",achn[getchn(usrnum)-ARNSUB][i]);
               else
                 pmlt("%d,",getroom(getchn(usrnum)-ARNSUB-DUNOFF,i));
             } else {
               if (arnarr[usrnum].loc<=DUNOFF)
                 pmlt("%d]\r",achn[getchn(usrnum)-ARNSUB][i]);
               else
                 pmlt("%d]\r",getroom(getchn(usrnum)-ARNSUB-DUNOFF,i));
             }
           }
           outmlt(usrnum);
	         return(1);
         }
       }
       if (sameas(margv[0],"room")) {
	       if (margc > 1) {
           if (margc>2) tmp=atoi(margv[2]);
           else tmp=atoi(margv[1]);
           j=(atoi(margv[1])-1);
           while (++j<(tmp+1)) {
             pmlt("\rRoom %d:[",j);
             i=-1;
             while (++i<11) {
               if (i<10)
                 pmlt("%d,",getroom(j,i));
               else
                 pmlt("%d/%d]\r\r",getroom(j,i),rmdesc[j]);
             }
             outmlt(usrnum);
             setmbk(dunmb2);
	           prfmlt((dunptr[10]+rmdesc[j]));
             outmlt(usrnum);
             pmlt("\r");
	           prfmlt((dunptr[10]+rmdesc[j]+1));
             outmlt(usrnum);
             setmbk(arnmb);
           }
	         return(1);
         } else if (margc == 1) {
           pmlt("\rRoom %d:[",arnarr[usrnum].loc-DUNOFF);
           i=-1;
           while (++i<11) {
             if (i<10)
               pmlt("%d,",getroom(arnarr[usrnum].loc-DUNOFF,i));
             else
               pmlt("%d/%d]\r\r",getroom(arnarr[usrnum].loc-DUNOFF,i),
                                   rmdesc[arnarr[usrnum].loc-DUNOFF]);
           }
           outmlt(usrnum);
           setmbk(dunmb2);
	         prfmlt((dunptr[10]+rmdesc[arnarr[usrnum].loc-DUNOFF]));
           outmlt(usrnum);
           pmlt("\r");
	         prfmlt((dunptr[10]+rmdesc[arnarr[usrnum].loc-DUNOFF]+1));
           outmlt(usrnum);
           setmbk(arnmb);
	         return(1);
         }
       }
       if (sameas(margv[0],"exit")) {
	       if (margc == 2) {
           l=atoi(margv[1]);
           pmlt("\rRoom %d is joined to room(s):\r",l);
           i=-1;
           while (++i<nmdnrm) {
             if (cmproom(i,l,10)>-1) {
               pmlt("%d\r",i);
               outmlt(usrnum);
             }
           }
           setmbk(arnmb);
	         return(1);
         }
       }
       if (sameas(margv[0],"conjure")) {
	       if (margc == 2) {
           i=-1;
			     while (++i < numitm) {
             if (tokuid(margv[1],tonm[i])) {
	             if ((l=chkblk(usrnum))!=-1) {
		             arnarr[usrnum].invent[l]=i;
                 getdat('o',i);
                 arnarr[usrnum].charge[l]=tobj[0].charges;
                 setmbk(datmb);
		             pmlt("%s just appeared among your possessions!\r",getmsg(tods[i]));
                 rstmbk();
		             outmlt(usrnum);
                 setenc(usrnum);
		             return(1);
	             } else {
		             prfmlt(INVFUL);
		             outmlt(usrnum);
		             return(1);
	             }
				     }
			     }
	         pmlt("Sorry, no such item currently exists!\r");
	         outmlt(usrnum);
	         return(1);
	       }
       }
       if (sameas(margv[0],"teleport")) {
	       if (margc == 3) {
			     othuap=uacoff(usrnum);
			     tlchan=getchn(usrnum);
	         u=usrnum;
	         l=atoi(margv[1]);
	         t=atoi(margv[2]);
         } else if (margc == 4) {
			     othuap=uacoff(atoi(margv[1]));
			     tlchan=getchn(atoi(margv[1]));
	         u=atoi(margv[1]);
	         l=atoi(margv[2]);
	         t=atoi(margv[3]);
	       }
         prfmlt(ASTARS);
         prfmlt(DBLUE);
         setmbk(datmb);
				 prfmlt(mov1+(t*3));
         setmbk(arnmb);
         pmlt("\r");
         prfmlt(WHITE);
		  	 outmlt(u);
         prfmlt(ASTARS);
         prfmlt(YELLO);
         setmbk(datmb);
				 prfmlt(mov1+(t*3)+2,othuap->userid);
         setmbk(arnmb);
         pmlt("\r");
         prfmlt(WHITE);
		  	 outchn(tlchan,u,-1);
		  	 setchn(u,l+ARNSUB+DUNOFF,1);
         prfmlt(ASTARS);
         prfmlt(YELLO);
         setmbk(datmb);
				 prfmlt(mov1+(t*3)+1,othuap->userid);
         setmbk(arnmb);
         pmlt("\r");
         prfmlt(WHITE);
		  	 outchn(l+ARNSUB+DUNOFF,u,-1);
         arnarr[u].loc=l+DUNOFF;
	       shwchr(u,getchn(u)-ARNSUB,1);
	       outmlt(u);
	       chkloc(u);
	       return(1);
       }
       if (sameas(margv[0],"vanish")) {
  	     pmlt("Poof!\r");
  	     outmlt(usrnum);
  	     arnarr[usrnum].invcnt+=300;
  	     return(1);
       }
       if (sameas(margv[0],"summon")) {
  	     if (margc == 2)
           wndcnt+=genmon(2,atoi(margv[1]),256,256,0,-1);
	       else if (margc == 3)
           wndcnt+=genmon(atoi(margv[2])+DUNOFF,atoi(margv[1]),arnarr[usrnum].grpnum,256,0,-1);
	       return(1);
       }
       if (sameas(margv[0],"horde")) {
         i=-1;
  	     if (margc == 2)
           while (++i<(NMRMMN/2))
             wndcnt+=genmon(2,atoi(margv[1]),256,256,0,-1);
	       else if (margc == 3)
           i=-1;
           while (++i<(NMRMMN))
             wndcnt+=genmon(atoi(margv[2])+DUNOFF,atoi(margv[1]),256,256,1,-1);
	       return(1);
       }
       if (sameas(margv[0],"prey")) {
	       if (margc == 4)
           genprd(atoi(margv[1]),atoi(margv[2]),atoi(margv[3]));
	       return(1);
       }
       if (sameas(margv[0],"terrain")) {
	       if (margc == 2) {
			  	 pmlt("Terrain type: %d\r",gettr(atoi(margv[1])));
			   	 outmlt(usrnum);
				   return(1);
		  	 }
		   }
  		 if (sameas(margv[0],"monster")) {
         if (margc==1) {
           j=0;
           while (j<nummon) {
             i=-1;
	           while (++i<2)
               if (j<nummon) pmlt("[%3d]: %-20s",j-1,tmnm[j++]);
             pmlt("\r");
           }
           outmlt(usrnum);
           return(1);
         } else if (margc==2) {
           if (tlchan>ARNSUB+DUNOFF) {
             i=-1;
             while (++i<NMRMMN) {
				       if ((m=getmon(atoi(margv[1])+DUNOFF,i))!=-1) {
                 getdat('m',arnmar[m].id);
                 pmlt("[%d](%d/%d)%s: H:(%d/%d) D:(%d-%d) SD:(%d-%d) E:%s L:%d\rG:%d T:%d\r",
                 m,
                 arnmar[m].id,
                 arnmar[m].protect,
                 tmnm[arnmar[m].id],
                 arnmar2[m].hits,
                 arnmar2[m].mhits,
                 tmon[0].mindam,
                 tmon[0].maxdam,
                 tmon[0].minspc,
                 tmon[0].maxspc,
                 ltoa(arnmar3[m].exp),
                 arnmar2[m].dloc-DUNOFF,
                 arnmar3[m].gp,
                 arnmar3[m].trs);
                 outmlt(usrnum);
               }
             }
             return(1);
           }
         } else {
           if (sameas(margv[2],"exp")) {
             arnmar3[atoi(margv[1])].exp=atol(margv[3]);
             pmlt("Monster[%d]:EXP:%s\r",atoi(margv[1]),ltoa(atol(margv[3])));
             outmlt(usrnum);
             return(1);
           }
           if (sameas(margv[2],"id")) {
             arnmar[atoi(margv[1])].id=atoi(margv[3]);
             pmlt("Monster[%d]:ID:%d\r",atoi(margv[1]),atoi(margv[3]));
             outmlt(usrnum);
             return(1);
           }
         }
       }
       if (sameas(margv[0],"trail")) {
         i=-1;
  	     while (++i<20) {
           pmlt("[#%d]:",i);
           j=-1;
           while (++j<11)
  	         pmlt(" %d",trail(atoi(margv[1]),i,j));
           pmlt("\r");
           outmlt(usrnum);
  	     }
  	     return(1);
       }
       if (sameas(margv[0],"level")) {
         i=-1;
  	     while (++i<(atoi(margv[1]))) {
           arnarr[usrnum].exp+=atoi(margv[2]);
           if (chkadv()) {
  	         pmlt("LEV:%d EXP:%s\r",arnarr[usrnum].level,ltoa(arnarr[usrnum].exp));
  	         outmlt(usrnum);
           }
  	     }
  	     return(1);
       }
       if (margc==3) {
         if (sameas(margv[0],"reroll")) {
           arnarr[usrnum].race=atoi(margv[1]);
           arnarr[usrnum].clas=atoi(margv[2]);
           arnarr[usrnum].hits=0;
           arnarr[usrnum].invcnt=0;
           if (arnarr[usrnum].loc!=1) {
				     prfmlt(EXT13,uacoff(usrnum)->userid);
             outchn(arnarr[usrnum].loc+ARNSUB,usrnum,-1);
           }
           arnarr[usrnum].dun=0;
           arnarr[usrnum].loc=1;
           setchn(usrnum,arnarr[usrnum].loc+ARNSUB,1);
	         genchr(0);
           if (arnarr[usrnum].loc!=1) {
             prfmlt(ENT13,uacoff(usrnum)->userid);
             outchn(arnarr[usrnum].loc+ARNSUB,usrnum,-1);
           }
           attdly(15,usrnum);
	         stat();
		       return(1);
         }
       }
     }
     if (haskey("TESTKEY")) {
       if (sameas(margv[0],"locate")) {
	       othuap=uacoff(usrnum);
	       prfmlt(THRLOC,usaptr->userid,
	       (getchn(usrnum)-ARNSUB-DUNOFF));
	       pmlt("DUN:%d LOC:%d\r",arnarr[usrnum].dun,
				 arnarr[usrnum].loc);
	       outmlt(usrnum);
         pmlt("Exits:[");
         i=-1;
         while (++i<10) {
           if (i<9)
             pmlt("%d,",getroom(getchn(usrnum)-ARNSUB-DUNOFF,i));
           else
             pmlt("%d]\r",getroom(getchn(usrnum)-ARNSUB-DUNOFF,i));
         }
         outmlt(usrnum);
	       return(1);
       }
       if (sameas(margv[0],"room")) {
	       if (margc == 2) {
           pmlt("\rRoom %d:[",atoi(margv[1]));
           i=-1;
           while (++i<11) {
             if (i<10)
               pmlt("%d,",getroom(atoi(margv[1]),i));
             else
               pmlt("%d/%d]\r\r",getroom(atoi(margv[1]),i),rmdesc[atoi(margv[1])]);
           }
           outmlt(usrnum);
           setmbk(dunmb2);
	         prfmlt((dunptr[10]+rmdesc[atoi(margv[1])]));
           outmlt(usrnum);
           pmlt("\r");
	         prfmlt((dunptr[10]+rmdesc[atoi(margv[1])]+1));
           outmlt(usrnum);
           setmbk(arnmb);
	         return(1);
         }
       }
     }
     /************************/

------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN.LNK"
Content-Transfer-Encoding: 7bit
Content-Description: Tsgarn (Shortcut)
Content-Disposition: attachment; filename="TSGARN.LNK"

\run286\bc3\lib\c0phdll  +
\bbsv6\phobj\tsgarn-2    +
\bbsv6\phobj\tsgarn-3    +
\bbsv6\phobj\tsgarn-4    +
\bbsv6\phobj\tsgarn-5
\bbsv6\tsgarn
nul
\bbsv6\src\tsgarn-1 phapi galimp gsblimp /Twd /s /n
\bbsv6\dlib\nodef

------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN.MAK"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn.mak (MAK File)
Content-Disposition: attachment; filename="TSGARN.MAK"

#########################################################################=
######
##### This Makefile generates the TSGARN.DLL for the Entertainment =
Add-on #####
#########################################################################=
######

.autodepend
.silent
.path.c=3D\bbsv6\src
.path.h=3D\bbsv6\src
.path.dll=3D\bbsv6
.path.msg=3D\bbsv6
.path.obj=3D\bbsv6\phobj

tsgarn.dll: \
     tsgarn-c.h   tsgarn-m.h   tsgarn-0.h                                =
  \
     tsgarn-1.lib tsgarn-2.obj tsgarn-3.obj tsgarn-4.obj tsgarn-5.obj    =
  \
     \bbsv6\dlib\galimp.lib        \bbsv6\dlib\gsblimp.lib               =
  \
     \run286\bc3\lib\phapi.lib
     ltdll tsgarn

#########################################################################=
######
#####                 Build Objects For TSGARN DLL                       =
 #####
#########################################################################=
######

tsgarn-2.obj: tsgarn-2.c
     ctdll tsgarn-2

tsgarn-3.obj: tsgarn-3.c
     ctdll tsgarn-3

tsgarn-4.obj: tsgarn-4.c
     ctdll tsgarn-4

tsgarn-5.obj: tsgarn-5.c
     ctdll tsgarn-5

#########################################################################=
######
#####               Generate Headers for Compilation                     =
 #####
#########################################################################=
######

tsgarn-c.h: tsgarn-c.msg
     cd \bbsv6
     bbsmsx tsgarn-c -osrc
     cd \bbsv6\src

tsgarn-m.h: tsgarn-m.msg
     cd \bbsv6
     bbsmsx tsgarn-m -osrc
     cd \bbsv6\src

------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN.MDF"
Content-Transfer-Encoding: 7bit
Content-Description: Tsgarn.mdf (MDF File)
Content-Disposition: attachment; filename="TSGARN.MDF"

; TSGARN.MDF

Module Name: Tele-Arena 5.6

Developer: T.S.G.

Requires:
Replaces:

Install:

Online user manual:

DLLs: TSGARN
MSGs: TSGARN-C

Btrieve page size: 512
Btrieve files:     1

Cleanup:

Event-1:
Event-2:
Event-3:
Event-4:

Add-On Utility:

------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="LICENSE.TXT"
Content-Transfer-Encoding: quoted-printable
Content-Description: License.txt (Text Document)
Content-Disposition: attachment; filename="LICENSE.TXT"

Tele-Arena Software License

  I. GRANT OF LICENSE:
     This license agreement permits you to use one copy of the software
     identified above on a single computer.

 II. UPGRADES:=20
     If the software is an upgrade you may use or transfer the software=20
     only in conjunction with the prior version(s) of the software.
 =20
III. COPYRIGHT:
     The software is owned by Sean Ferrell and is protected by United
     States copyright laws and international treaty provisions. =
Therefore,
     you must treat the software like any other copyrighted material
     except that you may either (a) make one copy of the software soley
     for backup or archival purposes, or (b) transfer the software to
     a single harddisk provided you keep the original soley for backup
     or archival purposes provided you keep posession of all copies.

 IV. OTHER RESTRICTIONS:
     The software must be run on the BBS for which it was purchased. The
     software may not be run on a BBS within a non-toll call from a BBS
     which has an exclusive agreement with Sean Ferrell, owns the source =

     code version of the game, and who's purchase was made at a date
     preceding the date of your purchase. You may not rent, lease, or =
lend
     the software, but you may transfer the software on a permanent =
basis
     provided you retain no copies and the recipient agrees to the terms =
of
     this agreement. Upon the transfer of the software, you must notify
     Sean Ferrell. If the software is an upgrade, any transfer must =
include=20
     the most recent upgrade and all prior versions. You may not alter,
     reverse engineer, decompile, or disassemble the software, except to =
the
     extent such foregoing restriction is expressly prohibited by =
applicable=20
     law. You may not make any attempt to unlock or bypass the
     initialization sequences. You may not remove or obscure any =
copyright
     or trademark  notices. You may not use any part of the software as =
part
     of a derivative work. Any violation of any of these restrictions =
will
     cause you to forfeit your right to run the software. Should you =
forfeit
     your right to run the software, you will not be offered a refund.=20
     Sean Ferrell reserves all other rights not expressly outlined in =
this=20
     document.


------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-2.C"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-2.c (C File)
Content-Disposition: attachment; filename="TSGARN-2.C"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***              Part 2                                                 =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

#include "tsgarn-0.h"

/***/
#define SYSCMD
/***/

/************************************************************************=
***/
/***                  Tele-Arena global definitions                      =
***/
/************************************************************************=
***/

int rmdesc[MAXRMS];

int monitm[NMON];

int dunmon0[MAXRMS+DUNOFF];

/************************************************************************=
***/
/***               Tele-Arena External Control Routines                  =
***/
/************************************************************************=
***/

unsigned EXPORT
gettru(int usr)
{
	   return(tlslst[usr].location);
}

void EXPORT
setchn(int usr,unsigned chn,int clear)
{
	   tlslst[usr].location=3Dchn;
     /*** COORD MOD ***
     if (clear) setcr2(usr,chn-ARNSUB);
     *** COORD MOD ***/
}

int EXPORT
arnlog(void)
{
     tlsptr=3D&tlslst[usrnum];
		 loadchr(0);
     return(0);
}

int EXPORT
telesh(void)
{
		 int addin=3D0;

     setarn();
     tlsptr=3D&tlslst[usrnum];
     switch (usrptr->substt) {
       case 0:
	       usrptr->substt=3DPLYING;
         usrptr->crdrat=3Dgamcrd;
	       btumil(usrnum,255);
	       btuxnf(usrnum,0,19);
	       addin=3Dentarn();
	       break;
       case PLYING:
	       if (!margc) {
			     shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
	         break;
	       }
	       clrmlt();
         if (arnpfn()) break;
			   addin=3Dinparn();
			   if (addin) {
	         break;
	       }
	       if (margc =3D=3D 1) {
	         if (sameas(margv[0],"x") || sameas(margv[0],"/x")) {
             if ((arnarr[usrnum].attdly) || (arnarr[usrnum].spldly) ||
	               (arnarr[usrnum].cbtcnt)) {
	             prfmlt(CNTMOV);
	             outmlt(usrnum);
	             return(1);
             } else if (arnarr[usrnum].parcnt) {
	             prfmlt(PARLYZ);
	             outmlt(usrnum);
	             return(1);
             }
	           prfmlt(LEVGAM,usaptr->userid);
	           outchn(getchn(usrnum),usrnum,-1);
             if (!(usrptr->flags&CONCEX)) {
               setmbk(cfgmb);
	             prfmlt(EXITTA);
               setmbk(arnmb);
	             pmlt("\r");
	             outmlt(usrnum);
             }
	           return(exitta(usrnum));
	         }
         }
	       rstrin();
	       prfmlt(GAMFRM,usaptr->userid,input);
         outinv(getchn(usrnum),usrnum,-1);
	       if (trucnt(tlsptr->location) =3D=3D 1) {
		 	     if (tlsptr->location < ARNSUB) prfmlt(BYSELF);
			     else byself2();
	       } else {
			     if (tlsptr->location < ARNSUB) prfmlt(MSGSNT);
			     else if (chrcnt(usrnum,(getchn(usrnum)-ARNSUB)) =3D=3D 1) =
byself2();
			     else byself3();
	       }
	       break;
       case EXTING:
	       return(0);
       default:
			   if (!arnstt()) catastro("TELE-ARENA SUBSTT=3D%d =
ERROR",usrptr->substt);
     }
		 if (addin !=3D 1) outmlt(usrnum);
     return(1);
}

int EXPORT
exitta(int who)
{
     setarn();
     chkatt(who);
     user[who].substt=3DEXTING;
     prfmlt(HITRET);
     outmlt(who);
     return(1);
}

void EXPORT
quitta(void)
{
     tlsptr=3D&tlslst[usrnum];
     usrptr->crdrat=3Dtlsptr->crdrat;
     usrptr->state=3Dtlsptr->retstt;
     usrptr->substt=3Dtlsptr->retsub;
}

void EXPORT
arnhup(void)
{
     register int i;

     setarn();
     chkatt(usrnum);
		 savechr(usrnum);
     tlsptr=3D&tlslst[usrnum];
     if ((usrptr->state=3D=3Dtastt) && (usrptr->substt=3D=3DPLYING)) {
       prfmlt(LEVGAM,usaptr->userid);
       outchn(getchn(usrnum),usrnum,-1);
     }
     i=3D-1;
     while (++i<NMON) {
       if (arnmar[i].protect=3D=3Dusrnum)
         arnmar[i].protect=3D256;
       if (arnmar2[i].prey=3D=3Dusrnum)
         arnmar2[i].prey=3D256;
     }
     i=3D-1;
     while (++i<nterms) {
       if ((i!=3Dusrnum) && (chkgrm(i,usrnum,-1) =3D=3D 1)) {
         arnarr[i].grpnum=3Di;
         arnarr[i].grpact=3D1;
         othusp=3D&user[i];
         if ((othusp->state=3D=3Dtastt) && (othusp->substt=3D=3DPLYING)) =
{
           prfmlt(REJGRP,usaptr->userid);
           outmlt(i);
         }
       }
     }
     tlslst[usrnum].location=3D0;
     tlslst[usrnum].crdrat=3D0;
     tlslst[usrnum].retstt=3D0;
     tlslst[usrnum].retsub=3D0;
     arnarr[usrnum].newchar=3D0;
}

int EXPORT
entarn(void)
{
     long rescrd,tmp1,tmp2;
     register int i;
     /***User Limiter Mod***
     int maxplr;
     **********************/

     setarn();
     /***User Limiter Mod***
     setmbk(cfgmb);
     maxplr=3Dnumopt(MAXPLR,1,256);
     setmbk(arnmb);
     if (plrcnt()>maxplr+1) {
       setmbk(cfgmb);
	     prfmlt(GAMFUL);
       setmbk(arnmb);
	     pmlt("\r");
       prfmlt(HITRET);
       outmlt(usrnum);
       usrptr->substt=3DEXTING;
     } else
     **********************/
	   if (chrptr->hits < 1) {
       if ((alwres) && (chrptr->newchar)) {
         usrptr->substt=3DSTTOFF+12;
         tmp1=3Dlevcrd;
         tmp2=3Darnarr[usrnum].level;
         rescrd=3D(tmp1*tmp2);
         if (rescrd>500000L) rescrd=3D500000L;
         prfmlt(RESMNU,ltoa(rescrd));
         outmlt(usrnum);
       } else {
	       prfmlt(XARENT,usaptr->userid);
         outchn(getchn(usrnum),usrnum,-1);
	       loadchr(1);
       }
	   } else {
       i=3D-1;
       while (++i<NUMHLD) {
         if (arnarr[usrnum].invent[i] >=3D numitm) {
           arnarr[usrnum].invent[i] =3D -1;
           arnarr[usrnum].charge[i] =3D 0;
         }
       }
       i=3D-1;
       while (++i<SPLBOK)
       i=3DSPLBOK;
       while (--i>-1)
         if (arnarr[usrnum].splbook[i] !=3D 255)
           if (arnarr[usrnum].splbook[i] >=3D numspl)
             arnarr[usrnum].splbook[i] =3D 255;
       setenc(usrnum);
	     tlchan=3Dgetchn(usrnum);
	     user[usrnum].substt=3DPLYING;
		   if (chrptr->dun !=3D 0) {
		     chrptr->dun=3D0;
		     chrptr->loc=3D1;
		   }
		   if ((chrptr->loc < 1) || (chrptr->loc > (ARNHCH+DUNOFF+nmdnrm)) ||
           ((chrptr->loc > numtrm) && (chrptr->loc < DUNOFF+1)))
	       chrptr->loc=3D1;
		   setchn(usrnum,(chrptr->loc+ARNSUB),1);
		   prfmlt(XARENT,usaptr->userid);
		   outchn(chrptr->loc+ARNSUB,usrnum,-1);
       setmbk(cfgmb);
	     prfmlt(ENTRTA);
       setmbk(arnmb);
		   shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
       outmlt(usrnum);
       chkloc(usrnum);
       lorstt();
       remspl();
	   }
     return(1);
}

int EXPORT
arnstt(void)
{
     int ans,x;
     long rescrd,tmp1,tmp2;

     setarn();
     ans=3Datoi(margv[0]);
     switch (usrptr->substt) {
       case STTOFF+1:
	       setmbk(cfgmb);
	       prfmlt(ARNINT2);
	       setmbk(arnmb);
	       prfmlt(HITRET);
	       usrptr->substt=3DSTTOFF+2;
	       return(1);
       case STTOFF+2:
	       setmbk(cfgmb);
	       prfmlt(ARNINT3);
	       setmbk(arnmb);
	       prfmlt(HITRET);
	       usrptr->substt=3DSTTOFF+3;
	       return(1);
       case STTOFF+3:
	       setmbk(arnmb);
	       prfmlt(ARNINT4);
	       prfmlt(HITRET);
	       usrptr->substt=3DSTTOFF+4;
	       return(1);
       case STTOFF+4:
	       setmbk(arnmb);
	       prfmlt(RACE);
	       usrptr->substt=3DSTTOFF+5;
	       return(1);
       case STTOFF+5:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXRACE)) prfmlt(INVALID,MAXRACE);
	       else {
	         arnarr[usrnum].race=3D(ans-1);
	         usrptr->substt=3DSTTOFF+6;
	         prfmlt(COMPLX);
	       }
	       return(1);
       case STTOFF+6:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXCOMP)) prfmlt(INVALID,MAXCOMP);
	       else {
	         arnarr[usrnum].complexion=3Dans;
	         usrptr->substt=3DSTTOFF+7;
	         prfmlt(EYECOL);
	       }
	       return(1);
       case STTOFF+7:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXECOL)) prfmlt(INVALID,MAXECOL);
	       else {
	         arnarr[usrnum].eyecolor=3Dans;
	         usrptr->substt=3DSTTOFF+8;
	         prfmlt(HARCOL);
	       }
	       return(1);
       case STTOFF+8:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXHCOL)) prfmlt(INVALID,MAXHCOL);
	       else {
	         arnarr[usrnum].haircolor=3Dans;
	         usrptr->substt=3DSTTOFF+9;
	         prfmlt(HARSTL);
	       }
	       return(1);
       case STTOFF+9:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXHSTL)) prfmlt(INVALID,MAXHSTL);
	       else {
	         arnarr[usrnum].hairstyle=3Dans;
	         usrptr->substt=3DSTTOFF+10;
	         prfmlt(HARLNG);
	       }
	       return(1);
       case STTOFF+10:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXHLNG)) prfmlt(INVALID,MAXHLNG);
	       else {
	         arnarr[usrnum].hairlength=3Dans;
	         usrptr->substt=3DSTTOFF+11;
	         prfmlt(CLASS);
	       }
	       return(1);
       case STTOFF+11:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>MAXCLASS)) prfmlt(INVALID,MAXCLASS);
	       else {
		       arnarr[usrnum].clas=3D(ans-1);
	         usrptr->substt=3DPLYING;
		       genchr(0);
		       setarn();
		       setchn(usrnum,ARNSUB+1,1);
		       prfmlt(XARENT,usaptr->userid);
		       outchn(ARNSUB+1,usrnum,-1);
		       prfmlt(INSP4);
		       shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
	       }
	       return(1);
       case STTOFF+12:
	       setmbk(arnmb);
	       if ((ans<1) || (ans>3)) prfmlt(INVALID,3);
         if ((!arnarr[usrnum].newchar) || (ans=3D=3D2)) {
	         prfmlt(XARENT,usaptr->userid);
           outchn(getchn(usrnum),usrnum,-1);
	         loadchr(1);
           clrmlt();
         }
         if (ans=3D=3D1) {
           tmp1=3Dlevcrd;
           tmp2=3Darnarr[usrnum].level;
           rescrd=3D(tmp1*tmp2);
           if (rescrd>500000L) rescrd=3D500000L;
           if (tstcrd(rescrd)) {
             dedcrd(rescrd,1);
             if ((resaud) && (rescrd))
               shocst("TELE-ARENA: CREDIT CHARGE","%s charged %s =
credits",usaptr->userid,ltoa(rescrd));
  	         usrptr->substt=3DPLYING;
             if (arnarr[usrnum].exp)
               arnarr[usrnum].exp-=3D(arnarr[usrnum].exp/10);
             arnarr[usrnum].gold=3D0;
             arnarr[usrnum].accbal/=3D2;
             arnarr[usrnum].hits=3D1;
             arnarr[usrnum].splpts=3D0;
		         arnarr[usrnum].status=3D0;
		         arnarr[usrnum].attdly=3D60;
		         arnarr[usrnum].spldly=3D60;
		         arnarr[usrnum].poison=3D0;
		         arnarr[usrnum].loc=3D4;
             arnarr[usrnum].light=3D0;
             arnarr[usrnum].food=3D7200;
		         arnarr[usrnum].water=3D3600;
		         arnarr[usrnum].attcnt=3D0;
		         arnarr[usrnum].invcnt=3D0;
             arnarr[usrnum].procnt=3D0;
		         arnarr[usrnum].parcnt=3D0;
		         arnarr[usrnum].ac=3D    DEFARC;
		         arnarr[usrnum].weapon=3DDEFWEP;
		         arnarr[usrnum].armor=3D DEFARM;
             arnarr[usrnum].grpnum=3Dusrnum;
             arnarr[usrnum].grpact=3D1;
             x=3D-1;
  	         while (++x<NUMHLD) {
               arnarr[usrnum].invent[x]=3D-1;
               arnarr[usrnum].charge[x]=3D0;
             }
             x=3D-1;
             while (++x<SPLBOK) arnarr[usrnum].splbook[x]=3D255;
             setenc(usrnum);
		         setarn();
		         setchn(usrnum,ARNSUB+4,1);
		         prfmlt(XARENT,usaptr->userid);
		         outchn(ARNSUB+4,usrnum,-1);
		         prfmlt(INSP4);
		         shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
           } else {
             prfmlt(NEDCRD);
             prfmlt(HITRET);
             usrptr->substt=3DEXTING;
           }
         }
         if (ans=3D=3D3) {
           prfmlt(HITRET);
           usrptr->substt=3DEXTING;
         }
         return(1);
       case EXTING:
	       rstrxf();
	       condex();
	       quitta();
	       injacr();
	       return(1);
       default:
	       return(0);
     }
}

int EXPORT
plrcnt()
{
     register int x,cnt;

     x=3D-1;
     cnt=3D0;
     while (++x<nterms) if (user[x].state=3D=3Dtastt) cnt++;
     return(cnt);
}

int EXPORT
byself(int room,int chklit)
{
     register int i;

     setarn();
     if (room =3D=3D 2) {
       for (i=3D0; i<(NMRMMN>>1); i++) if (arnmar[i].active =3D=3D 1) =
return(1);
	     prfmlt(BYSELF);
	     return(1);
     } else if (room =3D=3D 28) {
       for (i=3D(NMRMMN>>1); i<NMRMMN; i++) if (arnmar[i].active =3D=3D =
1) return(1);
	     prfmlt(BYSELF);
	     return(1);
     } else if (room =3D=3D 47) {
       for (i=3DNMRMMN; i<(NMRMMN+(NMRMMN>>1)); i++) if =
(arnmar[i].active =3D=3D 1) return(1);
	     prfmlt(BYSELF);
	     return(1);
     } else if ((!chklit) || (islit(room-DUNOFF))) {
       if ((room>DUNOFF) && (room<(nmdnrm+DUNOFF))) {
         i=3D-1;
	       while (++i<NMRMMN) {
           if (dunmon(room-DUNOFF,i)!=3D-1) {
		         if ((arnmar2[dunmon(room-DUNOFF,i)].dloc=3D=3Droom) &&
	               (arnmar[dunmon(room-DUNOFF,i)].active =3D=3D 1)) =
return(1);
           }
         }
       }
       i=3D-1;
       while (++i<NFLK)
	     if ((room =3D=3D arnfar[i].loc) && (arnfar[i].active =3D=3D 1)) =
return(1);
	     prfmlt(BYSELF);
	     return(1);
     } else {
	     prfmlt(TOODRK);
	     return(1);
     }
}

int EXPORT
byself2(void)
{
     setarn();
     tlchan=3Dgetchn(usrnum);
     if (islit(tlchan-ARNSUB-DUNOFF)) prfmlt(BYSELF2);
     else prfmlt(TOODRK);
     return(0);
}

int EXPORT
byself3(void)
{
     setarn();
     tlchan=3Dgetchn(usrnum);
     if (islit(tlchan-ARNSUB-DUNOFF)) prfmlt(MSGSNT);
     else prfmlt(TOODRK);
     return(0);
}

int EXPORT
inparn(void)
{
     int d,s,spc,lc;
     #ifdef SYSCMD
       register int c,i,j,x,y;
       int l,m,u,t,sys,tmp,tmpx,tmpy,tmpz,x1,y1,z1,x2,y2,z2;
       char chrx,chry,chrz;
       FILE *datfile;
     #endif

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (tlchan < ARNSUB) return(0);
     #ifdef SYSCMD
      #include "syscmd.h"
     #endif
     if (mdelay) {
       if (++arnarr[usrnum].actcnt >
           ((arnarr[usrnum].phys+arnarr[usrnum].agil)>>2)) {
	       prfmlt(TOOFST);
	       outmlt(usrnum);
         return(1);
       }
     }
     if (margc =3D=3D 1) {
       if (sameas(margv[0],"suicide")) {
         death(usrnum,-1,6);
	       return(1);
       }
       if (sameas(margv[0],"reroll")) {
	       if (arnarr[usrnum].level=3D=3D1) {
           arnarr[usrnum].hits=3D0;
           arnarr[usrnum].invcnt=3D0;
           if (arnarr[usrnum].loc!=3D1) {
				     prfmlt(EXT12,uacoff(usrnum)->userid);
             outchn(arnarr[usrnum].loc+ARNSUB,usrnum,-1);
           }
           arnarr[usrnum].dun=3D0;
           arnarr[usrnum].loc=3D1;
           setchn(usrnum,(arnarr[usrnum].loc+ARNSUB),1);
	         genchr(0);
           if (arnarr[usrnum].loc!=3D1) {
             prfmlt(ENT12,uacoff(usrnum)->userid);
             outchn(arnarr[usrnum].loc+ARNSUB,usrnum,-1);
           }
           attdly(15,usrnum);
	         stat();
		       return(1);
	       }
       }
	     if (sameas(margv[0],"help") || sameas(margv[0],"?")) {
	       setmbk(cfgmb);
	       prfmlt(GENHLP);
	       outmlt(usrnum);
	       setmbk(arnmb);
	       return(1);
	     }
	     if (sameas(margv[0],"status") || sameas(margv[0],"st")) {
	       stat();
	       return(1);
	     }
	     if (sameas(margv[0],"health") || sameas(margv[0],"he")) {
	       stat2();
	       return(1);
	     }
	     if (sameas(margv[0],"experience") || sameas(margv[0],"ep")) {
	       stat3();
	       return(1);
	     }
	     if (sameas(margv[0],"look") || sameas(margv[0],"l")) {
	       look();
	       return(1);
	     }
	     if (sameas(margv[0],"players") || sameas(margv[0],"pl")) {
	       whogam();
	       return(1);
	     }
       if (chkpar(usrnum)) return(1);
       d=3D-1;
	     while (++d<10) {
	       if (sameas(margv[0],sdir[d]) || sameas(margv[0],adir[d])) {
           move(d+1,"");
		       return(1);
	       }
	     }
	     if (sameas(margv[0],"exits") || sameas(margv[0],"ex")) {
	       exits();
	       return(1);
	     }
	     if (sameas(margv[0],"inventory") || sameas(margv[0],"i")) {
	       inv();
	       return(1);
	     }
	     if ((sameas(margv[0],"spells")) || (sameas(margv[0],"sp"))) {
	       spell();
	       return(1);
	     }
       if ((sameas(margv[0],"group")) || (sameas(margv[0],"gr"))) {
	       lstgrp();
	       return(1);
       }
	     if ((sameas(margv[0],"leave")) || (sameas(margv[0],"le"))) {
	       levgrp();
		     return(1);
	     }
	     if ((sameas(margv[0],"follow")) || (sameas(margv[0],"fo"))) {
	       folgrp();
		     return(1);
	     }
	     if ((sameas(margv[0],"halt")) || (sameas(margv[0],"ha"))) {
	       hltgrp();
		     return(1);
	     }
       if ((sameas(margv[0],"disband")) || (sameas(margv[0],"di"))) {
	       disgrp();
	       return(1);
       }
	     if ((sameas(margv[0],"hunt")) || (sameas(margv[0],"h"))) {
	       hunt();
	       return(1);
	     }
     }
	   if (vault(tlchan-ARNSUB)) {
	     if (margc =3D=3D 1) {
	       if (sameas(margv[0],"balance") || sameas(margv[0],"ba")) {
	         balance();
	         return(1);
	       }
       }
     }
     if ((margc>1) && (margc < 5)) {
	     if (margc=3D=3D2) {
  	     if (sameas(margv[0],"help") || sameas(margv[0],"?")) {
	         help();
		       return(1);
	       }
         if (chkpar(usrnum)) return(1);
	       if ((sameas(margv[0],"share")) || (sameas(margv[0],"sh"))) {
	         shrgrp(atol(margv[1]));
		       return(1);
	       }
	       if ((sameas(margv[0],"purge")) || (sameas(margv[0],"p"))) {
		       purge(margv[1]);
		       return(1);
	       }
	       if ((sameas(margv[0],"join")) || (sameas(margv[0],"j"))) {
	         joigrp(margv[1]);
		       return(1);
	       }
	       if ((sameas(margv[0],"add")) || (sameas(margv[0],"ad"))) {
	         addmbr(margv[1]);
		       return(1);
	       }
	       if ((sameas(margv[0],"remove")) || (sameas(margv[0],"re"))) {
	         remmbr(margv[1]);
		       return(1);
	       }
	       if ((sameas(margv[0],"appoint")) || (sameas(margv[0],"ap"))) {
	         aptldr(margv[1]);
		       return(1);
	       }
	       if (sameas(margv[0],"look") || sameas(margv[0],"l")) {
		       inspect(margv[1],0);
		       return(1);
	       }
	       if (sameas(margv[0],"track") || sameas(margv[0],"tr")) {
	         track(margv[1]);
	         return(1);
	       }
	       if (sameas(margv[0],"tame") || sameas(margv[0],"tm")) {
	         tame(margv[1]);
	         return(1);
	       }
	       if (sameas(margv[0],"mesmerize") || sameas(margv[0],"ms")) {
	         mesmer(margv[1]);
	         return(1);
	       }
	       if (sameas(margv[0],"sight") || sameas(margv[0],"si")) {
	         sight(margv[1]);
	         return(1);
	       }
	       if (sameas(margv[0],"attack") || sameas(margv[0],"a")) {
           attack(margv[1],-1,0);
           return(1);
	       }
	     }
       if (chkpar(usrnum)) return(1);
	     if (sameas(margv[0],"eat") || sameas(margv[0],"e")) {
		     eat(lngnam(1,margc-1));
		     return(1);
	     }
	     if (sameas(margv[0],"drink") || sameas(margv[0],"dr")) {
		     drink(lngnam(1,margc-1));
		     return(1);
	     }
	     if (sameas(margv[0],"get") || sameas(margv[0],"g")) {
		     get(lngnam(1,margc-1));
		     return(1);
	     }
	     if (sameas(margv[0],"drop") || sameas(margv[0],"d")) {
		     drop(lngnam(1,margc-1));
		     return(1);
	     }
	     if ((sameas(margv[0],"equip")) || (sameas(margv[0],"eq"))) {
		     equip(lngnam(1,margc-1));
		     return(1);
	     }
	     if ((sameas(margv[0],"unequip")) || (sameas(margv[0],"un"))) {
		     unequip(lngnam(1,margc-1));
		     return(1);
	     }
	     if ((sameas(margv[0],"light") || sameas(margv[0],"li"))) {
	       light(lngnam(1,margc-1));
		     return(1);
	     }
	     if ((margc =3D=3D 2) || (margc =3D=3D 3)) {
	       if (sameas(margv[0],"cast") || sameas(margv[0],"c")) {
		       if (margc =3D=3D 3) cast(margv[1],margv[2]);
		       else cast(margv[1],"ALL!");
		       return(1);
	       }
	     }
	     if (margc =3D=3D 3) {
	       if (sameas(margv[0],"farlook") || sameas(margv[0],"fl")) {
		       farlook(usrnum,margv[1],atoi(margv[2]));
		       return(1);
	       }
	       if ((sameas(margv[0],"drag")) || (sameas(margv[0],"dr"))) {
           d=3D-1;
	         while (++d<10) {
	           if (sameas(margv[2],sdir[d]) || sameas(margv[2],adir[d])) {
               move(d+1,margv[1]);
		           return(1);
	           }
	         }
	       }
	       if ((sameas(margv[0],"order") || sameas(margv[0],"or")) &&
		         (sameas(margv[2],"stop") || sameas(margv[2],"st"))) {
           cmdstp(margv[1]);
           return(1);
         }
	     }
	     if (margc =3D=3D 4) {
	       if ((sameas(margv[0],"give") || sameas(margv[0],"gi")) &&
		         (sameas(margv[3],"gold"))) {
	         give(margv[1],atol(margv[2]),margv[3]);
		       return(1);
	       }
	       if ((sameas(margv[0],"order") || sameas(margv[0],"or")) &&
		         (sameas(margv[2],"track") || sameas(margv[2],"tr"))) {
           cmdtrk(margv[1],margv[3]);
           return(1);
         }
	       if ((sameas(margv[0],"order") || sameas(margv[0],"or")) &&
		         (sameas(margv[2],"follow") || sameas(margv[2],"fo"))) {
           cmdfol(margv[1],margv[3]);
           return(1);
         }
	     }
	     if ((tlchan > ARNSUB+2) && (tlchan < ARNSUB+DUNOFF)) {
         lc=3Dtlchan-ARNSUB;
         if ((equshp(lc)) || (wepshp(lc)) || (armshp(lc)) || =
(magshp(lc))) {
		       if ((sameas(margv[0],"list") || sameas(margv[0],"ls"))
			       && (sameas(margv[1],"items") || sameas(margv[1],"i"))) {
	           itmlst();
			       return(1);
	         }
	         if (sameas(margv[0],"sell") || sameas(margv[0],"s")) {
			       sellit(lngnam(1,margc-1));
			       return(1);
	         }
	       }
		     if (sameas(margv[0],"buy") || sameas(margv[0],"b")) {
		       buyitm(lngnam(1,margc-1));
		       return(1);
		     }
	     }
	     if (tlchan =3D=3D ARNSUB+2) {
	       if (margc =3D=3D 2) {
		       if ((sameas(margv[0],"ring") || sameas(margv[0],"ri"))
		            && (sameas(margv[1],"gong") || sameas(margv[1],"g"))) {
	           ring(2,1);
		         return(1);
		       }
	       }
	     }
	     if (tlchan =3D=3D ARNSUB+28) {
	       if (margc =3D=3D 2) {
		       if ((sameas(margv[0],"ring") || sameas(margv[0],"ri"))
		            && (sameas(margv[1],"gong") || sameas(margv[1],"g"))) {
	           ring(28,108);
		         return(1);
		       }
	       }
	     }
	     if (tlchan =3D=3D ARNSUB+47) {
	       if (margc =3D=3D 2) {
		       if ((sameas(margv[0],"ring") || sameas(margv[0],"ri"))
		            && (sameas(margv[1],"gong") || sameas(margv[1],"g"))) {
	           ring(47,1964);
		         return(1);
		       }
	       }
	     }
	     if (temple(tlchan-ARNSUB)) {
	       if (margc =3D=3D 3) {
		       if ((sameas(margv[0],"donate") || sameas(margv[0],"d")) &&
			         (sameas(margv[2],"gold") || sameas(margv[2],"g"))) {
		         donate(atoi(margv[1]));
		         return(1);
		       }
	       }
	     }
       if (tlchan =3D=3D ARNSUB+5) {
			   if (((sameas(margv[0],"play")) || (sameas(margv[0],"pl"))) &&
					    (sameas(margv[1],"slots"))) {
	         taslot();
		       return(1);
	       }
			   if (((sameas(margv[0],"play")) || (sameas(margv[0],"pl"))) &&
					    (sameas(margv[1],"bones"))) {
	         tadice();
		       return(1);
	       }
			   if (((sameas(margv[0],"gaze")) || (sameas(margv[0],"ga"))) &&
					    (sameas(margv[1],"mirror"))) {
		       inspect(usaptr->userid,1);
		       return(1);
         }
			   if ((sameas(margv[0],"pinch")) && (sameas(margv[1],"barmaid"))) {
		       prfmlt(SLPOTH,usaptr->userid);
           outchn(tlchan,usrnum,-1);
		       prfmlt(SLPYOU);
           outmlt(usrnum);
		       return(1);
         }
			   if ((sameas(margv[0],"kiss")) && (sameas(margv[1],"barmaid"))) {
		       prfmlt(WNKOTH,usaptr->userid,usaptr->userid);
           outchn(tlchan,usrnum,-1);
		       prfmlt(WNKYOU);
           outmlt(usrnum);
		       return(1);
         }
       }
	     if (guild(tlchan-ARNSUB)) {
	       if (margc =3D=3D 2) {
		       if ((sameas(margv[0],"list")) || (sameas(margv[0],"ls"))) {
	           spllst();
	           return(1);
	         }
	       }
       }
	     if (vault(tlchan-ARNSUB)) {
	       if (margc =3D=3D 2) {
	         if (sameas(margv[0],"deposit") || sameas(margv[0],"de")) {
	           deposit(atol(margv[1]));
	           return(1);
	         }
	         if (sameas(margv[0],"withdraw") || sameas(margv[0],"wi")) {
	           withdraw(atol(margv[1]));
	           return(1);
	         }
	       }
       }
     }
     if (chkpar(usrnum)) return(1);
     if (margc > 1) {
	     if (sameas(margv[0],"use") || sameas(margv[0],"u")) {
	       if (isitem(lngnam(1,margc-1))!=3D-1)
           use(lngnam(1,margc-1),"ALL!");
	       else
           use(lngnam(1,margc-2),margv[margc-1]);
	       return(1);
       }
       if ((margc>2) && (margc<6)) {
	       if (sameas(margv[0],"give") || sameas(margv[0],"gi")) {
	         give(margv[1],0,lngnam(2,margc-2));
		       return(1);
	       }
	       if (sameas(margv[0],"throw") || sameas(margv[0],"t")) {
		       dischg(lngnam(1,margc-2),margv[margc-1],2);
		       return(1);
	       }
	       if (sameas(margv[0],"fire") || sameas(margv[0],"f")) {
		       fire(lngnam(1,margc-2),margv[margc-1]);
		       return(1);
	       }
       }
     }
     if ((margc>3) && (margc<9)) {
	     if (sameas(margv[0],"rob") || sameas(margv[0],"r")) {
		     rob(margv[1],lngnam(3,margc-3));
		     return(1);
	     }
     }
     if (margc>3) {
       if (sameas(margv[0],"whisper")) {
	       whisper(margv[2],margv[3]);
	       return(1);
       }
     }
     if (margc>1) {
       if ((sameas(margv[0],"confer")) || (sameas(margv[0],"co"))) {
	       confer(margv[1]);
	       return(1);
       }
     }
     if (margc>1) {
       if ((margv[0][0] =3D=3D '/') && (strlen(margv[0])>1)) {
	       whisper(margv[0]+1,margv[1]);
	       return(1);
       }
     }
     if (action(margv[0])) return(1);
		 if ((sameto("act:",margv[0])) && (haskey(genkey))) {
			 if (margc > 1) {
				 if (margv[0][4] =3D=3D '\0') {
					 rstrin();
					 pmlt("***\r%s %s\r",usaptr->userid,margv[1]);
           outchn(tlchan,usrnum,-1);
					 pmlt("-- act: message sent --\r");
           outmlt(usrnum);
           return(1);
				 }
			 }
		 }
		 if ((sameto("msg:",margv[0])) && (haskey(msgkey))) {
			 if (margc > 1) {
				 if (margv[0][4] =3D=3D '\0') {
					 rstrin();
					 pmlt("***\r%s\r",margv[1]);
           outchn(tlchan,usrnum,-1);
					 pmlt("-- msg: message sent --\r");
           outmlt(usrnum);
           return(1);
				 }
			 }
		 }
     if ((s=3Darnarr[usrnum].spccmd)!=3D0) {
	     =
spc=3Dspecial(usrnum,s,loc[s][1],loc[s][2],loc[s][3],loc[s][4],loc[s][5],=

				 loc[s][6]);
       return(spc);
     }
     return(0);
}

int EXPORT
arnchk(int unum,int room,int chklit)
{
     register int i;
     int c,l,loc,msn,tmpflk[NMRMMN];

     setarn();
     loc=3D(room+ARNSUB);
     if (loc < ARNSUB) return(0);
     l=3D0;
		 if (islit(room-DUNOFF)) l=3D1;
     loc-=3DARNSUB;
     if (loc <=3D DUNOFF) {
	     prfmlt(YELLO);
       setmbk(twnmb);
	     prfmlt(twnptr[1]+(loc<<1)-1);
       rstmbk();
	     prfmlt(WHITE);
       outmlt(unum);
	     if (moncnt(loc))
	       shwmon(dunmon(nmdnrm+loc,0),dunmon(nmdnrm+loc,1),
                dunmon(nmdnrm+loc,2),dunmon(nmdnrm+loc,3),
                dunmon(nmdnrm+loc,4),-1,-1,-1,-1,-1);
	     c=3D0;
       i=3D-1;
       while (++i<NMRMMN) tmpflk[i]=3D-1;
       i=3D-1;
	     while (++i<NFLK)
		     if ((loc =3D=3D arnfar[i].loc) &&
             (arnfar[i].active =3D=3D 1)) tmpflk[c++]=3Di;
	     if (c) shwflk(tmpflk[0],tmpflk[1],tmpflk[2],tmpflk[3],tmpflk[4],
                     tmpflk[5],tmpflk[6],tmpflk[7],tmpflk[8],tmpflk[9]);
     } else if ((!chklit) || (l =3D=3D 1)) {
       prfmlt(YELLO);
       msn=3Drmdesc[(loc-=3DDUNOFF)];
       setmbk(dunmb2);
	     prfmlt(dunptr[10]+msn);
       outmlt(unum);
       setmbk(arnmb);
       prfmlt(WHITE);
       if (moncnt(loc+DUNOFF))
	       shwmon(dunmon(loc,0),dunmon(loc,1),
                dunmon(loc,2),dunmon(loc,3),
                dunmon(loc,4),dunmon(loc,5),
                dunmon(loc,6),dunmon(loc,7),
                dunmon(loc,8),dunmon(loc,9));
     } else prfmlt(TOODRK);
     return(1);
}

/************************************************************************=
***/
/***                  Tele-Arena Miscelaneous Routines                   =
***/
/************************************************************************=
***/

int EXPORT
chrcnt(int unum, int room)
{
     register int i;
		 int cnt;

     cnt=3D0;
     i=3D-1;
		 while (++i < nterms) {
			 if (user[i].state =3D=3D tastt
				   && (user[i].substt =3D=3D PLYING)
				   && (arnarr[i].loc =3D=3D room)) {
	       if (!arnarr[i].invcnt) cnt+=3D1;
	       usrptr=3D&user[i];
			 }
		 }
     if (arnarr[unum].loc!=3Droom) cnt+=3D1;
     if ((cnt < 1) ||
         ((arnarr[unum].loc=3D=3Droom) && (arnarr[unum].invcnt))) =
cnt+=3D1;
		 return(cnt);
}

int EXPORT
trucnt(int chan)
{
     register int i;
		 int cnt;

     cnt=3D0;
     i=3D-1;
		 while (++i < nterms)
			 if ((user[i].state =3D=3D tastt) &&
	   (user[i].substt =3D=3D PLYING) &&
	   (getchn(i) =3D=3D chan)) cnt+=3D1;
		 return(cnt);
}

int EXPORT
isitem(char *item)
{
     register int z;

     z=3D-1;
     while (++z<numitm)
       if (tokuid(item,tonm[z]))
         return(z);
     return(-1);
}

int EXPORT
locchr(char *uid,int precise)
{
     register int count=3D0,dstusn;

     for (othusn=3D0,othusp=3Duser ; othusn < nterms ; =
othusn++,othusp++) {
       othuap=3Duacoff(othusn);
       if (user[othusn].substt=3D=3D1) {
	       switch (precise) {
	       case 2:
	         if (arnarr[othusn].loc !=3D arnarr[usrnum].loc) break;
	       case 1:
	         if ((user[othusn].state !=3D tastt) ||
	             (othusp->substt !=3D PLYING)) break;
	       case 0:
	         if ((othusp->class < SUPLON) ||
	             (!tokuid(uid,othuap->userid))) break;
	         if (sameas(uid,othuap->userid)) return(1);
	         dstusn=3Dothusn;
	         count++;
	       }
       }
     }
     if (count =3D=3D 1) {
       othusn=3Ddstusn;
       othusp=3D&user[othusn];
       othuap=3Duacoff(othusn);
     }
     return(count);
}

int EXPORT
shwitm(int room)
{
     register int i;
	   int c,it,rm;

     setarn();
	   c=3D0;
     if ((room+ARNSUB)>ARNHCH) {
  	   rm=3D(room-DUNOFF);
       if (dunitm(rm,0) !=3D 255) prfmlt(SOMTNG);
       else {
	       prfmlt(NOTING);
	       return(0);
       }
       c=3D0;
       i=3D-1;
       setmbk(datmb);
       while (++i<NMRMIT) {
	       it=3Ddunitm(rm,i);
	       if (dunitm(rm,i) !=3D 255) {
      	   c++;
		       if ((dunitm(rm,i) < numitm) &&
	             (dunitm(rm,i+1) < numitm) &&
	             (i<(NMRMIT-1))) {
	           if (!i) pmlt(" %s",getmsg(tods[it]));
	           else    pmlt(", %s",getmsg(tods[it]));
		       } else {
	           if (!i) pmlt(" %s",getmsg(tods[it]));
	           else    pmlt(", and %s",getmsg(tods[it]));
		       }
	       }
       }
	   }
     setmbk(arnmb);
     if (c) prfmlt(ONFLOR);
     else   prfmlt(NOTING);
     return(0);
}

int EXPORT
shwchr(int unum,int room,int chklit)
{
		 char *curguy,tmpbuf[UIDSIZ+22];

     setarn();
		 othusn=3D-1;
		 othusp=3Duser-1;
     prfmlt(ASTARS);
		 arnchk(unum,room,chklit);
     setarn();
		 if ((!chklit) || (islit(room-DUNOFF))) {
		   switch (chrcnt(unum,room)) {
		   case 1:
  			  if (byself(room,chklit)) break;
	        setarn();
					prfmlt(BYSELF);
					break;
		   case 2:
				  prfmlt(ONEOTH,chrrui(unum,room));
					break;
		   case 3:
					strcpy(tmpbuf,chrrui(unum,room));
					prfmlt(TWOOTH,tmpbuf,chrrui(unum,room));
					break;
		   default:
				  strcpy(tmpbuf,chrrui(unum,room));
				  while ((curguy=3Dchrrui(unum,room)) !=3D NULL) {
					  prfmlt(OTHGUY,tmpbuf);
					  strcpy(tmpbuf,curguy);
				  }
				  prfmlt(SEVOTH,tmpbuf);
		   }
			 shwitm(room);
     }
     setarn();
     return(1);
}

char * EXPORT
chrrui(int unum, int room)
{
		 static char retval[UIDSIZ+22];
     int utitle;

		 while (othusn < nterms-1) {
       othusn++;
       othusp++;
       othuap=3Duacoff(othusn);
       utitle=3Darnarr[othusn].title;
			 if ((user[othusn].state =3D=3D tastt) &&
	         (othusn !=3D unum) &&
				   (othusp->substt =3D=3D PLYING) &&
	         ((getchn(othusn)-ARNSUB) =3D=3D room)) {
				 if (utitle) {
           strcpy(retval,atit[utitle].name);
				   strcat(retval," ");
				   strcat(retval,othuap->userid);
         } else strcpy(retval,othuap->userid);
	       if (!arnarr[othusn].invcnt) return(retval);
			 }
		 }
		 return(NULL);
}

void EXPORT
chrexp(int u,int ou,int dm)
{
     unsigned long ep;

     ep=3Ddm;
	   if (arnarr[ou].level =3D=3D 1) ep=3D0;
	   else if (ep > arnarr[ou].mhits) ep=3Darnarr[ou].mhits;
     awdexp(u,ep);
}

void EXPORT
monexp(int u,int m,int dm,int dedexp)
{
     unsigned long cl,ep,me,ml,tmpep,tmpcl,tmpml,tmplv,tmp;
     int mh;

     me=3Darnmar3[m].exp;
     mh=3Darnmar2[m].mhits;
     ml=3Darnmar[m].level;
     if (dedexp) dm=3D(mh-arnmar2[m].hits);
     if (dm>mh) dm=3Dmh;
     if ((mh>0) && (ml>0)) {
       if (((tmp=3Dpercnt(dm,mh))>0) && (me>0)) =
ep=3D((tmp*(me*100L))/10000L);
       else ep=3D0;
       if (ep > me) ep=3Dme;
		   if (ep < (ml<<1)) ep=3Dml<<1;
       tmpep=3Dep;
       tmpml=3D(long)(ml*2000L);
       cl=3Darnarr[u].level;
       tmpcl=3D(long)(cl*1000L);
       tmplv=3D(long)((tmpml*1000L)/tmpcl);
       ep=3D(long)((tmplv*tmpep)/1000L);
       if (dedexp) {
         arnarr[u].exp-=3Dep;
         if (arnarr[u].exp<0) arnarr[u].exp=3D0;
       } else {
		     if (ep < ml) ep=3Dml;
         if (ep > (cl*3000L)) ep =3D (cl*3000L);
         awdexp(u,ep);
       }
     }
}

void EXPORT
awdexp(int un,unsigned long ex)
{
     unsigned long axp,ep2,m,lv;

     axp=3Dcalcxp(un);
     if (arnarr[un].promot)
       m=3D((arnarr[un].level-20)+2)+((arnarr[un].level-25)/5);
     else
       m=3D(arnarr[un].level+2);
		 axp=3D(axp*(m*m));
     ep2=3Datoi(ltoa(((arnarr[un].exp/(DEFEPL+axp))+1)));
     if (arnarr[un].promot)
       lv=3D((arnarr[un].level-20)+2)+((arnarr[un].level-25)/5);
     else
       lv=3D(arnarr[un].level+2);
		 if (ep2 < lv) arnarr[un].exp+=3Dex;
}

/************************************************************************=
***/
/***                   Tele-Arena Teleshell Utilities                    =
***/
/************************************************************************=
***/

void EXPORT
whisper(char *whoto,char *what)
{
     int count;

     setarn();
     count=3Dlocchr(whoto,2);
     if (!count) prfmlt(ARNNHR,whoto);
     else if (count !=3D 1) prfmlt(ARNAMB,"whisper");
     else {
       rstrin();
       prfmlt(WHSTOU,usaptr->userid,what);
       outmlt(othusn);
       prfmlt(WHSSNT,uacoff(othusn)->userid);
     }
     outmlt(usrnum);
}

void EXPORT
confer(char *what)
{
     setarn();
     rstrin();
     prfmlt(GTALKU,usaptr->userid,what);
     outgrp(getchn(usrnum),usrnum,-1,arnarr[usrnum].grpnum,
            (getchn(usrnum)-ARNSUB-DUNOFF));
     prfmlt(GRPSNT);
     outmlt(usrnum);
}

int EXPORT
action(char *actstg)
{
     int act,loc;

     if ((act=3Dactcmd(actstg)) !=3D -1) {
       loc=3Dgetchn(usrnum);
       switch (actp[act]) {
         case 1:
              smpact(act,loc);
              break;
         case 2:
              dobact(act,loc);
              break;
         case 3:
              bthact(act,loc);
              break;
       }
       return(1);
     }
     return(0);
}

void EXPORT
actlst(void)
{
     register int i,j;

     setarn();
     prfmlt(ACTLST);
     j=3D0;
     while (j<numact) {
       i=3D-1;
	     while (++i<5)
         if (j<numact) pmlt("%-15s",acwd[j++]);
       pmlt("\r");
     }
     pmlt("\r");
}

int EXPORT
actcmd(char *actstg)
{
     register int i;

     i=3D-1;
     while (++i<numact)
       if (sameas(actstg,acwd[i])) return(i);
     return(-1);
}

void EXPORT
bthact(int act,int loc)
{
     if (margc =3D=3D 1) smpact(act,loc);
     else dobact(act,loc);
}

void EXPORT
smpact(int act,int loc)
{
     int inc=3D((act<<2)+act);

     setmbk(arnmb);
     prfmlt(ASTARS);
     setmbk(twnmb);
     prfmlt(anam+inc+3);
     setmbk(arnmb);
     pmlt("\r");
     outmlt(usrnum);
     prfmlt(ASTARS);
     setmbk(twnmb);
     prfmlt(anam+inc+5,usaptr->userid);
     setmbk(arnmb);
     pmlt("\r");
     outchn(loc,usrnum,-1);
}

void EXPORT
dobact(int act,int loc)
{
     register int i;
     int m,count,inc=3D((act<<2)+act);
     char monster[40];

     setmbk(arnmb);
     if (margc =3D=3D 1) {
       prfmlt(ARNAWH);
       outmlt(usrnum);
       return;
     }
     count=3Dlocchr(margv[1],2);
     if (!count) {
       i=3D-1;
			 while (++i<NMRMMN) {
				 if (((m=3Dgetmon(loc-ARNSUB,i)) !=3D -1) && (arnmar[m].active =
=3D=3D 1) &&
             (tokuid(margv[1],tmnm[arnmar[m].id]))) {
           strcpy(monster,"the ");
           strcat(monster,tmnm[arnmar[m].id]);
           count=3D1;
         }
       }
       i=3D-1;
       while (++i<NFLK) {
         if ((tokuid(margv[1],arnfar[i].type)) &&
             (arnfar[i].active =3D=3D 1) &&
             (arnfar[i].loc =3D=3D tlchan-ARNSUB)) {
           strcpy(monster,"the ");
           strcat(monster,arnfar[i].type);
           count=3D1;
         }
       }
       if (count) {
         setmbk(arnmb);
         prfmlt(ASTARS);
         setmbk(twnmb);
         prfmlt(anam+inc+3);
         setmbk(arnmb);
         pmlt("\r");
         outmlt(usrnum);
         prfmlt(ASTARS);
         setmbk(twnmb);
         prfmlt(anam+inc+4,usaptr->userid,monster);
         setmbk(arnmb);
         pmlt("\r");
         outchn(loc,usrnum,-1);
         return;
       }
     }
     if (!count) {
       prfmlt(ARNNHR,margv[1]);
       outmlt(usrnum);
     } else if (count !=3D 1) {
       prfmlt(ARNAMB,acwd[act]);
       outmlt(usrnum);
     } else {
       setmbk(arnmb);
       prfmlt(ASTARS);
       setmbk(twnmb);
       prfmlt(anam+inc+3);
       setmbk(arnmb);
       pmlt("\r");
       outmlt(usrnum);
       prfmlt(ASTARS);
       setmbk(twnmb);
       prfmlt(anam+inc+4,usaptr->userid,"you");
       setmbk(arnmb);
       pmlt("\r");
       outmlt(othusn);
       prfmlt(ASTARS);
       setmbk(twnmb);
       prfmlt(anam+inc+4,usaptr->userid,uacoff(othusn)->userid);
       setmbk(arnmb);
       pmlt("\r");
       outchn(loc,usrnum,othusn);
     }
     setmbk(arnmb);
}

/************************************************************************=
***/
/***                     Tele-Arena Missle Functions                     =
***/
/************************************************************************=
***/

int EXPORT
chkpth(int usr1,int usr2,int range)
{
     register int y,z;
     int d,f,rm,u2loc,tmproom[11];

     if ((getchn(usr1)<=3DARNHCH) || (getchn(usr2)<=3DARNHCH)) =
return(-1);
	   setroom(arnarr[usr1].loc-DUNOFF);
     u2loc=3Darnarr[usr2].loc-DUNOFF;
     z=3D-1;
	   while (++z<11) tmproom[z]=3Ddunroom[z];
     y=3D-1;
     while (++y<8) {
       d=3D0;
       while (d<range) {
         f=3D0;
         if (d) {
           if ((dunroom[y]) && (dunroom[y]=3D=3Du2loc)) f=3D1;
         } else {
           if ((tmproom[y]) && (tmproom[y]=3D=3Du2loc)) f=3D1;
         }
         if (f) return(tmproom[y]);
	       if (d) rm=3Ddunroom[y];
         else rm=3Dtmproom[y];
         if (rm) {
           setroom(rm);
           z=3D-1;
           while (++z<11) if (dunroom[z]<0) dunroom[z]=3D0;
         } else {
           z=3D-1;
           while (++z<11) dunroom[z]=3D0;
         }
         d++;
       }
     }
     return(-1);
}

int EXPORT
chkpthm(int usr,char *mon,int range)
{
     register int z,y,w;
     int d,f,m,rm,tmproom[11];

     if (getchn(usr)<=3DARNHCH) return(-1);
	   setroom(arnarr[usr].loc-DUNOFF);
     z=3D-1;
	   while (++z<11) tmproom[z]=3Ddunroom[z];
     y=3D-1;
     while (++y<8) {
       d=3D0;
       while (d<range) {
         w=3D-1;
			   while (++w<NMRMMN) {
           f=3D0;
           if (d) {
             if ((dunroom[y]) && =
((m=3Dgetmon(dunroom[y]+DUNOFF,w))!=3D-1) &&
                 (arnmar[m].active =3D=3D 1) && =
(tokuid(mon,tmnm[arnmar[m].id])))
               f=3D1;
           } else {
             if ((tmproom[y]) && ((m=3Dgetmon(tmproom[y]+DUNOFF,w)) !=3D =
-1) &&
                 (arnmar[m].active =3D=3D 1) && =
(tokuid(mon,tmnm[arnmar[m].id])))
               f=3D1;
           }
           if (f) {
             tmpmon=3Dm;
             return(tmproom[y]);
           }
         }
	       if (d) rm=3Ddunroom[y];
         else rm=3Dtmproom[y];
         if (rm) {
           setroom(rm);
           z=3D-1;
           while (++z<11) if (dunroom[z]<0) dunroom[z]=3D0;
         } else {
           z=3D-1;
           while (++z<11) dunroom[z]=3D0;
         }
         d++;
       }
     }
     tmpmon=3D-1;
     return(-1);
}

int EXPORT
chkdir(int rm1,int rm2)
{
     register int t;

     if ((rm1>-1) && (rm1<nmdnrm) && (rm2>-1) && (rm2<nmdnrm))
	     if ((t=3Dcmproom(rm1,rm2,8))>-1) return(t);
     return(-1);
}

int EXPORT
chkbar(int r1,int r2,int d)
{
     register int x;
     int tr1,tr2;

     if ((d<0) || (d>7)) return(1);
     tr1=3Dr1;
     while (tr1!=3Dr2) {
       tr2=3Dgetroom(tr1,d);
       x=3D-1;
       while (++x<nsitem)
         if ((spitem[x][6]) &&
             ((tr1=3D=3Dspitem[x][1]) || (tr1=3D=3Dspitem[x][2])) &&
             ((tr2=3D=3Dspitem[x][1]) || (tr2=3D=3Dspitem[x][2])))
           return(1);
       tr1=3Dtr2;
     }
     return(0);
}

int EXPORT
chkfire(void)
{
     if (tlchan<=3DARNSUB+DUNOFF) {
			 prfmlt(NOFRHR);
       outmlt(usrnum);
       return(0);
		 }
     if (arnarr[usrnum].attdly) {
			 prfmlt(ATTEXH);
       outmlt(usrnum);
       return(0);
		 }
     if (arnarr[usrnum].level < 2) {
			 prfmlt(CFRYET);
       outmlt(usrnum);
       return(0);
		 }
     return(1);
}

int EXPORT
fire(char *item,char *who)
{
		 int it;

		 tlchan=3Dgetchn(usrnum);
     if (!chkfire()) return(0);
     it=3Darnarr[usrnum].weapon;
     getdat('o',it);
     if (!tokuid(item,tobj[0].name)) it=3D-1;
  	 if (it!=3D-1) {
       if ((tobj[0].type=3D=3D8) || (tobj[0].type=3D=3D9) || =
tobj[0].type=3D=3D10)
         dischg(tonm[tobj[0].armor],who,tobj[0].range);
       else {
         prfmlt(CFRTHT);
         outmlt(usrnum);
       }
		 } else {
       prfmlt(DNTHAV);
			 outmlt(usrnum);
		 }
     return(0);
}

int EXPORT
drwprj(int it,int n)
{
     if (arnarr[usrnum].charge[it]>0) {
       arnarr[usrnum].charge[it]--;
       getdat('o',arnarr[usrnum].invent[it]);
       arnarr[usrnum].invent[n]=3Dtobj[0].mindam;
       setenc(usrnum);
     }
     return(0);
}

int EXPORT
repprj(int con, char *prj)
{
     int in1,in2;

     in1=3Dchkinv3(con,isitem(prj),usrnum,1);
     in2=3Dchkinv(prj,usrnum);
     if ((in1 !=3D -1) && (in2 !=3D -1)) {
       getdat('o',arnarr[usrnum].invent[in1]);
       if (arnarr[usrnum].charge[in1]<tobj[0].charges) {
         arnarr[usrnum].invent[in2]=3D-1;
         arnarr[usrnum].charge[in2]=3D0;
         arnarr[usrnum].charge[in1]++;
         setenc(usrnum);
       }
     }
     return(0);
}

int EXPORT
chkthr(void)
{
     if (tlchan<=3DARNSUB+DUNOFF) {
			 prfmlt(NOTHHR);
			 outmlt(usrnum);
       return(0);
		 }
     if (arnarr[usrnum].attdly) {
			 prfmlt(ATTEXH);
			 outmlt(usrnum);
       return(0);
     }
     if (arnarr[usrnum].level < 2) {
			 prfmlt(CTHYET);
			 outmlt(usrnum);
       return(0);
		 }
     return(1);
}

int EXPORT
dischg(char *item,char *who,int range)
{
		 int it,it2,nm,rm,tmpc,tmp1,tmp2;
     char od[25];

		 tlchan=3Dgetchn(usrnum);
     if (!chkthr()) {
       repprj(19,item);
       return(0);
     }
     if ((tmp1=3Disitem(item)) !=3D -1) {
       if ((it2=3Dchkinv3(19,tmp1,usrnum,0)) !=3D -1) {
         if ((tmp2=3Dchkblk(usrnum)) !=3D -1) {
           drwprj(it2,tmp2);
         } else {
           prfmlt(NORMAR);
           outmlt(usrnum);
           return(0);
         }
       }
     }
     it=3Dchkinv(item,usrnum);
     if ((it =3D=3D -1) && (it2 =3D=3D -1)) {
       if (tmp1 !=3D -1) {
         setmbk(datmb);
         strcpy(od,getmsg(tods[tmp1]));
         setmbk(arnmb);
         prfmlt(NOTPRJ,od);
       } else prfmlt(DNTHAV);
       outmlt(usrnum);
       return(0);
     }
  	 if (it!=3D-1) {
       getdat('o',arnarr[usrnum].invent[it]);
       if ((tobj[0].type=3D=3D22) || ((tobj[0].type=3D=3D21) && =
(range>2))) {
         if ((arnarr[usrnum].clas!=3D6) || (range<3)) {
           if (arnarr[usrnum].level>=3Dtobj[0].level) {
             switch (tobj[0].clas) {
               case 1:
                 if ((arnarr[usrnum].clas !=3D 0) && =
(arnarr[usrnum].clas !=3D 4))
                   it=3D-1;
                 break;
               case 2:
                 if ((arnarr[usrnum].clas !=3D 0) && =
(arnarr[usrnum].clas !=3D 4) &&
                     (arnarr[usrnum].clas !=3D 3))
                   it=3D-1;
                 break;
               case 3:
                 break;
               default:
                 it=3D-1;
             }
           } else {
             prfmlt(TOOINX);
             outmlt(usrnum);
             return(0);
           }
         }
         if (it!=3D-1) {
			     nm=3Darnarr[usrnum].invent[it];
           rm=3Dattack(who,nm,range);
           if (rm!=3D-1) {
             movitm(usrnum,rm,it,nm);
             arnarr[usrnum].charge[it]=3D0;
             arnarr[usrnum].invent[it]=3D-1;
             setenc(usrnum);
           } else {
             repprj(19,item);
             return(0);
           }
         } else {
           tmpc=3Darnarr[usrnum].clas;
           if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
           prfmlt(NTTWEP,tcla[tmpc].pl);
           outmlt(usrnum);
           repprj(19,item);
           return(0);
         }
       } else {
         prfmlt(CTHTHT);
         outmlt(usrnum);
       }
		 } else {
       prfmlt(DNTHAV);
			 outmlt(usrnum);
		 }
     return(0);
}

/************************************************************************=
***/
/***            Tele-Arena Non-player controlled routines                =
***/
/************************************************************************=
***/

int EXPORT
monatt(int unum,int mnum,int spc)
{
     register int i,j;
	   int dmg,dch,a,rn,tm,ab,mrndw;
     char monster[40];
     char weapon[25];
     long tmp,gp;

     setarn();
	   tlchan=3Dgetchn(unum);
     if ((arnarr[unum].loc!=3Darnmar2[mnum].dloc) ||
         (user[unum].state!=3Dtastt) || (user[unum].substt!=3DPLYING))
       return(0);
     if (!prvmon(mnum,arnarr[unum].loc)) return(0);
	   getdat('m',arnmar[mnum].id);
     if (((arnmar[mnum].level > 20) && (tmon[0].atts =3D=3D 0) &&
         (arnmar2[mnum].mhits =3D=3D arnmar2[mnum].hits)) ||
         ((tmon[0].atts =3D=3D 0) && (arnmar[mnum].level <=3D 20)))
       return(0);
     mrndw=3Darnmar[mnum].rndwep;
     if (mrndw !=3D 63) {
       getdat('w',mrndw);
       strcpy(weapon,gnd[tmon[0].gender]);
       strcat(weapon," ");
       strcat(weapon,tmwp[0].name);
     } else {
       strcpy(weapon,gnd[tmon[0].gender]);
       strcat(weapon," ");
       strcat(weapon,tmon[0].weapon);
     }
     if (tmon[0].atts<1) a=3Darnrnd(1,2);
     else a=3Darnrnd(1,tmon[0].atts);
     i=3D-1;
		 while (++i<a) {
       =
dch=3D((arnarr[unum].know+(arnarr[unum].agil<<1)+arnarr[unum].level)/10);=

       if (arnarr[unum].clas=3D=3D3) dch*=3D2;
       if (arnarr[unum].parcnt) dch=3D0;
			 if (mrndw=3D=3D63)
         dmg=3Darnrnd(tmon[0].mindam,tmon[0].maxdam);
       else {
         dmg=3Darnrnd(tmwp[0].mindam,tmwp[0].maxdam);
       }
       if (arnarr[unum].ac>0) =
ab=3Darnrnd(arnarr[unum].ac>>1,arnarr[unum].ac);
       else ab=3D0;
       dmg-=3Dab;
       if (((!tmon[0].spcabn) && (!tmon[0].maxspc)) ||
           (arnrnd(1,100) > arnmar[mnum].sach)) {
			   if (tmon[0].cskl<=3Darnrnd(1,100)) {
				   prfmlt(MFMYOU,tmnm[arnmar[mnum].id]);
				   outmlt(unum);
				   prfmlt(MFMOTH,tmnm[arnmar[mnum].id],uacoff(unum)->userid);
				   outchn(getmch(mnum),unum,-1);
           continue;
			   }
			   if (dch>=3Darnrnd(1,100)) {
				   prfmlt(MDGYOU,tmnm[arnmar[mnum].id]);
				   outmlt(unum);
				   prfmlt(MDGOTH,uacoff(unum)->userid,tmnm[arnmar[mnum].id]);
				   outchn(getmch(mnum),unum,-1);
           continue;
			   }
				 if (dmg > 0) {
					 arnarr[unum].hits-=3Ddmg;
					 prfmlt(MATYOU,tmnm[arnmar[mnum].id],weapon,dmg);
					 outmlt(unum);
					 prfmlt(MATOTH,tmnm[arnmar[mnum].id],uacoff(unum)->userid,weapon);
					 outchn(getmch(mnum),unum,-1);
           rn=3D(arnrnd(tmon[0].mineff,tmon[0].maxeff));
           if (tmon[0].effect=3D=3D1) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(POISON);
			  			 outmlt(unum);
				  		 arnarr[unum].poison+=3Drn;
					   }
           } else if (tmon[0].effect=3D=3D2) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(DRAIN);
			  			 outmlt(unum);
				  		 arnarr[unum].phys-=3Drn;
					   }
           } else if (tmon[0].effect=3D=3D3) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(DRAIN);
			  			 outmlt(unum);
				  		 arnarr[unum].stam-=3Drn;
					   }
           } else if (tmon[0].effect=3D=3D4) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(DRAIN);
			  			 outmlt(unum);
				  		 arnarr[unum].mspts-=3Drn;
               if (arnarr[unum].mspts<1)
                 arnarr[unum].mspts=3D0;
               if (arnarr[unum].splpts>arnarr[unum].mspts)
                 arnarr[unum].splpts=3Darnarr[unum].mspts;
					   }
           } else if (tmon[0].effect=3D=3D5) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(DRAIN);
			  			 outmlt(unum);
				  		 arnarr[unum].mhits-=3Drn;
               if (arnarr[unum].mhits<1)
                 arnarr[unum].mhits=3D0;
               if (arnarr[unum].hits>arnarr[unum].mhits)
                 arnarr[unum].hits=3Darnarr[unum].mhits;
					   }
           } else if (tmon[0].effect=3D=3D6) {
  					 if (arnrnd(1,100)>((arnarr[unum].stam<<1)+19)) {
	   					 prfmlt(PARLYZ);
			  			 outmlt(unum);
				  		 arnarr[unum].parcnt=3D(rn*15);
					   }
					 }
				 } else {
					 prfmlt(MGNYOU,tmnm[arnmar[mnum].id],weapon);
					 outmlt(unum);
					 prfmlt(MGNOTH,tmnm[arnmar[mnum].id],uacoff(unum)->userid,
												 weapon,uacoff(unum)->userid);
					 outchn(getmch(mnum),unum,-1);
				 }
       } else if (((!tmon[0].maxspc) || (arnrnd(1,100)<51)) &&
                  ((getchn(unum) > ARNSUB+DUNOFF) || =
(tmon[0].spcabn=3D=3D7)) &&
                  (tmon[0].spcabn) && (spc=3D=3D1)) {
         if (tmon[0].spcabn=3D=3D1) {
           prfmlt(ABLALL,tmnm[arnmar[mnum].id],tmon[0].spcabd);
           outchn(getmch(mnum),-1,-1);
           if (moncnt(arnmar2[mnum].dloc)<(NMRMMN>>1))
             =
genmon(getchn(unum)-ARNSUB,gettp(mnum),arnmar[mnum].protect,256,1,-1);
           return(0);
         } else if (tmon[0].spcabn=3D=3D2) {
					 rn=3Darnrnd(5,20);
           if ((arnarr[unum].gold>=3Drn) && (arnarr[unum].level>1))
             arnarr[unum].gold-=3Drn;
           else if (arnarr[unum].level>1) {
             rn=3Darnarr[unum].gold;
             arnarr[unum].gold=3D0;
           } else rn=3D0;
           arnmar3[mnum].gp+=3Drn;
					 prfmlt(ABLYOU,tmnm[arnmar[mnum].id],tmon[0].spcabd);
					 outmlt(unum);
					 =
prfmlt(ABLOTH,tmnm[arnmar[mnum].id],tmon[0].spcabd,uacoff(unum)->userid);=

					 outchn(getmch(mnum),unum,-1);
           tm=3Darnrnd(1,3);
           j=3D-1;
           if (arnmar[mnum].protect=3D=3D256)
             while (++j<tm) monmov(mnum,-1,0,-1,1,0);
           else if (getmch(mnum)=3D=3Dgetchn(arnmar[mnum].protect)) {
             if (rn>=3D2) {
               rn=3D(rn>>1);
               tmp=3Darnarr[arnmar[mnum].protect].gold+rn;
               if ((tmp < 60001L) && =
(chkwal(arnmar[mnum].protect,(rn/5)))) {
                 arnarr[arnmar[mnum].protect].gold+=3Drn;
                 arnmar3[mnum].gp-=3Drn;
                 strcpy(monster,"The ");
                 strcat(monster,tmnm[arnmar[mnum].id]);
                 gp=3Drn;
						     prfmlt(YOUGTG,monster,ltoa(gp));
						     outmlt(arnmar[mnum].protect);
						     prfmlt(JSTGVG,monster,
                        uacoff(arnmar[mnum].protect)->userid);
						     outchn(getchn(arnmar[mnum].protect),
                        arnmar[mnum].protect,-1);
               }
             }
           }
           return(0);
         } else if (tmon[0].spcabn=3D=3D3) {
           prfmlt(ABLALL,tmnm[arnmar[mnum].id],tmon[0].spcabd);
           outchn(getmch(mnum),-1,-1);
           arnmar2[mnum].hits+=3D(arnrnd(2,10)*arnmar[mnum].level);
           if (arnmar2[mnum].hits>arnmar2[mnum].mhits)
             arnmar2[mnum].hits=3Darnmar2[mnum].mhits;
           return(0);
         } else if (tmon[0].spcabn=3D=3D4) {
           dmg=3Darnrnd(tmon[0].minspc>>1,tmon[0].maxspc>>1);
           prfmlt(ABLDAL,tmnm[arnmar[mnum].id],tmon[0].spcabd,dmg);
           outchn(getmch(mnum),-1,-1);
           dmgchr(-1,getchn(unum),dmg,-1,mnum);
           return(0);
         } else if (tmon[0].spcabn=3D=3D5) {
           dmg+=3Dab;
           arnarr[unum].hits-=3Ddmg;
           prfmlt(ABLDYU,tmnm[arnmar[mnum].id],tmon[0].spcabd,dmg);
					 outmlt(unum);
					 =
prfmlt(ABLOTH,tmnm[arnmar[mnum].id],tmon[0].spcabd,uacoff(unum)->userid);=

					 outchn(getmch(mnum),unum,-1);
					 if (arnarr[unum].hits<1) death(unum,-2,4);
           else chrmov(unum);
           return(0);
         } else if (tmon[0].spcabn=3D=3D6) {
           dmg=3Darnrnd(tmon[0].minspc>>1,tmon[0].maxspc>>1);
					 prfmlt(ABLDAL,tmnm[arnmar[mnum].id],tmon[0].spcabd,dmg);
           outchn(getmch(mnum),-1,-1);
					 dmgchr(-1,getchn(unum),dmg,-1,mnum);
           movall(getchn(unum)-ARNSUB,mnum);
           return(0);
         } else if (tmon[0].spcabn=3D=3D7) {
           moncst(unum,mnum);
           return(0);
         }
			 } else if (tmon[0].maxspc > 0) {
				 dmg=3Darnrnd(tmon[0].minspc,tmon[0].maxspc);
         arnarr[unum].hits-=3Ddmg;
				 prfmlt(SPCYOU,tmnm[arnmar[mnum].id],tmon[0].spcatt,dmg);
				 outmlt(unum);
				 =
prfmlt(SPCOTH,tmnm[arnmar[mnum].id],tmon[0].spcatt,uacoff(unum)->userid);=

				 outchn(getmch(mnum),unum,-1);
       }
			 if (arnarr[unum].hits<1) {
         death(unum,-2,4);
         if ((arnmar3[mnum].gp) && (arnarr[unum].level > 1))
           arnmar3[mnum].gp+=3D((arnarr[unum].gold+1)>>1);
         return(0);
			 }
		 }
     return(0);
}

int EXPORT
monamn(int amon,int mnum,int spc)
{
     register int i,j;
	   int dmg,dch,a,rn,tm,ab,mrndw;
     char monster[40],monster2[40],lmonster2[40];
     char weapon[25];
     long tmp,gp;

		 setarn();
     strcpy(monster,"The ");
     strcat(monster,tmnm[arnmar[mnum].id]);
     strcpy(monster2,"The ");
     strcat(monster2,tmnm[arnmar[amon].id]);
     strcpy(lmonster2,"the ");
     strcat(lmonster2,tmnm[arnmar[amon].id]);
		 getdat('m',arnmar[mnum].id);
		 getdat('2',arnmar[amon].id);
     mrndw=3Darnmar[mnum].rndwep;
     if (mrndw !=3D 63) {
       getdat('w',mrndw);
       strcpy(weapon,gnd[tmon[0].gender]);
       strcat(weapon," ");
       strcat(weapon,tmwp[0].name);
     } else {
       strcpy(weapon,gnd[tmon[0].gender]);
       strcat(weapon," ");
       strcat(weapon,tmon[0].weapon);
     }
     if (arnmar2[amon].dloc!=3Darnmar2[mnum].dloc) return(0);
     if (((arnmar[mnum].level > 20) && (tmon[0].atts =3D=3D 0) &&
         (arnmar2[mnum].mhits =3D=3D arnmar2[mnum].hits)) ||
         ((tmon[0].atts =3D=3D 0) && (arnmar[mnum].level <=3D 20)))
       return(0);
     if (tmon[0].atts<1) a=3Darnrnd(1,2);
     else a=3Darnrnd(1,tmon[0].atts);
     i=3D-1;
		 while (++i<a) {
       dch=3D((omon[0].cskl+(arnmar[amon].level<<1))/10);
       if (dch<1) dch=3D1;
			 if (mrndw=3D=3D63)
         dmg=3Darnrnd(tmon[0].mindam,tmon[0].maxdam);
       else
         dmg=3Darnrnd(tmwp[0].mindam,tmwp[0].maxdam);
       ab=3Domon[0].ac;
       dmg-=3Dab;
       if (((!tmon[0].spcabn) && (!tmon[0].maxspc)) ||
           (arnrnd(1,100) > arnmar[mnum].sach)) {
			   if (tmon[0].cskl<=3Darnrnd(1,100)) {
				   prfmlt(MFMOTH,tmnm[arnmar[mnum].id],lmonster2);
				   outchn(getmch(mnum),-1,-1);
           continue;
			   }
			   if (dch>=3Darnrnd(1,100)) {
				   prfmlt(MDGOTH,monster2,tmnm[arnmar[mnum].id]);
				   outchn(getmch(mnum),-1,-1);
           continue;
			   }
				 if (dmg > 0) {
					 arnmar2[amon].hits-=3Ddmg;
					 prfmlt(MATOTH,tmnm[arnmar[mnum].id],lmonster2,weapon);
					 outchn(getmch(mnum),-1,-1);
           rn=3D(arnrnd(tmon[0].mineff,tmon[0].maxeff));
           if (tmon[0].effect=3D=3D1) {
  					 if (arnrnd(1,100)>(arnmar[amon].level<<1))
               if (arnmar[amon].psn+rn<=3D100) arnmar[amon].psn+=3Drn;
					 }
				 } else {
					 prfmlt(MGNOTH,tmnm[arnmar[mnum].id],lmonster2,weapon,lmonster2);
					 outchn(getmch(mnum),-1,-1);
				 }
       } else if (((!tmon[0].maxspc) || (arnrnd(1,100)<51)) &&
                   ((getmch(mnum) > ARNSUB+DUNOFF) || =
(tmon[0].spcabn=3D=3D7)) &&
                   (tmon[0].spcabn) && (spc=3D=3D1)) {
         if (tmon[0].spcabn=3D=3D1) {
           prfmlt(ABLALL,tmnm[arnmar[mnum].id],tmon[0].spcabd);
           outchn(getmch(mnum),-1,-1);
           if (moncnt(arnmar2[mnum].dloc)<(NMRMMN>>1))
             =
genmon(getmch(mnum)-ARNSUB,gettp(mnum),arnmar[mnum].protect,256,1,-1);
           return(0);
         } else if (tmon[0].spcabn=3D=3D2) {
					 rn=3Darnrnd(5,20);
           if (arnmar3[amon].gp>=3Drn) arnmar3[amon].gp-=3Drn;
           else {
             rn=3Darnmar3[amon].gp;
             arnmar3[amon].gp=3D0;
           }
           if (arnmar3[mnum].gp+rn < 60001L) arnmar3[mnum].gp+=3Drn;
					 prfmlt(ABLOTH,tmnm[arnmar[mnum].id],tmon[0].spcabd,lmonster2);
					 outchn(getmch(mnum),-1,-1);
           tm=3Darnrnd(1,3);
           j=3D-1;
           if (arnmar[mnum].protect=3D=3D256)
             while (++j<tm) monmov(mnum,-1,0,-1,1,0);
           else if =
(arnmar2[mnum].dloc=3D=3Darnarr[arnmar[mnum].protect].loc) {
             if (rn>=3D2) {
               rn=3D(rn>>1);
               tmp=3Darnarr[arnmar[mnum].protect].gold+rn;
               if ((tmp < 60001L) && =
(chkwal(arnmar[mnum].protect,(rn/5)))) {
                 arnarr[arnmar[mnum].protect].gold+=3Drn;
                 arnmar3[mnum].gp-=3Drn;
                 gp=3Drn;
						     prfmlt(YOUGTG,monster,ltoa(gp));
						     outmlt(arnmar[mnum].protect);
						     prfmlt(JSTGVG,monster,
                        uacoff(arnmar[mnum].protect)->userid);
						     outchn(getchn(arnmar[mnum].protect),
                        arnmar[mnum].protect,-1);
               }
             }
           }
           return(0);
         } else if (tmon[0].spcabn=3D=3D3) {
           prfmlt(ABLALL,tmnm[arnmar[mnum].id],tmon[0].spcabd);
           outchn(getmch(mnum),-1,-1);
           arnmar2[mnum].hits+=3D(arnrnd(2,10)*arnmar[mnum].level);
           if (arnmar2[mnum].hits>arnmar2[mnum].mhits)
             arnmar2[mnum].hits=3Darnmar2[mnum].mhits;
           return(0);
         } else if (tmon[0].spcabn=3D=3D4) {
           dmg=3Darnrnd(tmon[0].minspc>>1,tmon[0].maxspc>>1);
           prfmlt(ABLDAL,tmnm[arnmar[mnum].id],tmon[0].spcabd,dmg);
           outchn(getmch(mnum),-1,-1);
           if (trucnt(getmch(mnum))) =
dmgchr(-1,getmch(mnum),dmg,-1,mnum);
           if (moncnt(getmch(mnum)-ARNSUB))
             dmgmon(getmch(mnum),dmg,-1,mnum,2);
           return(0);
         } else if (tmon[0].spcabn=3D=3D5) {
           dmg+=3Dab;
           arnmar2[amon].hits-=3Ddmg;
					 prfmlt(ABLOTH,tmnm[arnmar[mnum].id],tmon[0].spcabd,lmonster2);
					 outchn(getmch(mnum),-1,-1);
					 if (arnmar2[amon].hits<1) desmon(amon,-1,1,-10,2,-1,mnum,8);
           monmov(amon,-1,0,-1,2,0);
           return(0);
         } else if (tmon[0].spcabn=3D=3D6) {
           dmg=3Darnrnd(tmon[0].minspc>>1,tmon[0].maxspc>>1);
					 prfmlt(ABLDAL,tmnm[arnmar[mnum].id],tmon[0].spcabd,dmg);
           outchn(getmch(mnum),-1,-1);
					 if (trucnt(getmch(mnum))) dmgchr(-1,getmch(mnum),dmg,-1,mnum);
           if (moncnt(getmch(mnum)-ARNSUB))
             dmgmon(getmch(mnum),dmg,-1,mnum,2);
           movall(getmch(mnum)-ARNSUB,mnum);
           return(0);
         } else if (tmon[0].spcabn=3D=3D7) {
           moncmn(amon,mnum);
           return(0);
         }
			 } else if (tmon[0].maxspc > 0) {
				 dmg=3Darnrnd(tmon[0].minspc,tmon[0].maxspc);
         arnmar2[amon].hits-=3Ddmg;
				 prfmlt(SPCOTH,tmnm[arnmar[mnum].id],tmon[0].spcatt,lmonster2);
				 outchn(getmch(mnum),-1,-1);
       }
			 if (arnmar2[amon].hits<1) {
         desmon(amon,-1,1,-10,2,-1,mnum,9);
         if ((arnmar3[mnum].gp) && (arnmar3[mnum].gp+arnmar3[amon].gp < =
60001L))
           arnmar3[mnum].gp+=3Darnmar3[amon].gp;
         return(0);
			 }
		 }
     return(0);
}

int EXPORT
moncst(int unum,int mnum)
{
     register int i;
		 int s,sc,osc,dmg;
		 char spl[80];
     char monster[40];

		 setarn();
     strcpy(monster,"The ");
     strcat(monster,tmnm[arnmar[mnum].id]);
		 getdat('m',arnmar[mnum].id);
     if ((tmon[0].minspl>0) && =
(tmon[0].maxspl<=3Dtsls[tmon[0].spllst-1][0]) &&
         (tmon[0].spllst>0) && (tmon[0].spllst<=3DSPLLST)) {
       =
s=3D(tsls[tmon[0].spllst-1][arnrnd(tmon[0].minspl,tmon[0].maxspl)]);
     } else s=3D-1;
		 if (s !=3D -1) {
		   sc=3Dtmon[0].sskl;
			 getdat('s',s);
       setmbk(datmb);
			 strcpy(spl,getmsg(tsds[s]));
       setmbk(arnmb);
			 ochptr=3D&arnarr[unum];
  		 othuap=3Duacoff(unum);
			 =
osc=3D(((arnarr[unum].intl<<1)+arnarr[unum].know+arnarr[unum].level)/10-1=
);
       if ((arnarr[unum].clas=3D=3D1) || (arnarr[unum].clas=3D=3D7)) =
osc*=3D2;
       if (arnarr[unum].invcnt) sc-=3D25;
			 dmg=3D0;
       i=3D-1;
			 if (tspl[0].mdice) {
				 while (++i < (arnmar[mnum].level<<1))
           dmg+=3Darnrnd(tspl[0].mindam,tspl[0].maxdam);
			 } else dmg=3Darnrnd(tspl[0].mindam,tspl[0].maxdam);
			 if (arnrnd(1,100)>osc) {
			   if (arnrnd(1,100)<=3Dsc) {
					 if (!tspl[0].multi) {
             if (!tspl[0].sdrain) {
						   if (dmg>arnarr[unum].hits) dmg=3Darnarr[unum].hits;
						   arnarr[unum].hits-=3Ddmg;
						   prfmlt(SPLYOU,monster,spl,dmg);
						   outmlt(unum);
             } else {
               prfmlt(SPLYOU2,monster,spl);
               outmlt(unum);
             }
						 prfmlt(SPLOTH,monster,spl,othuap->userid);
						 outchn(getmch(mnum),unum,-1);
						 if (tspl[0].psn) arnarr[unum].poison+=3Dtspl[0].psn;
						 if (tspl[0].mdrain) {
							 arnarr[unum].splpts-=3Ddmg;
							 if (arnarr[unum].splpts < 0) arnarr[unum].splpts=3D0;
						 }
             if (tspl[0].sdrain) sdrain(unum,dmg);
             if (arnarr[unum].hits<1) {
               death(unum,-2,4);
               return(1);
             }
             if ((tspl[0].move) && (arnarr[unum].loc>DUNOFF))
							 chrmov(unum);
						 if (tspl[0].vamp) {
							 arnmar2[mnum].hits+=3Ddmg;
							 if (arnmar2[mnum].hits > arnmar2[mnum].mhits)
                 arnmar2[mnum].hits=3Darnmar2[mnum].mhits;
						 }
					 } else {
             if (tspl[0].multi !=3D 4) {
						   if (tspl[0].multi =3D=3D 1) prfmlt(SPLMOT,monster,spl);
               else if (tspl[0].multi =3D=3D 2) =
prfmlt(SPLMMO,monster,spl);
							 else if (tspl[0].multi =3D=3D 3) prfmlt(SPLMAL,monster,spl);
							 outchn(getmch(mnum),-1,-1);
             }
             if ((tspl[0].multi =3D=3D 1) || (tspl[0].multi =3D=3D 3))
						   if (trucnt(getmch(mnum)))
                 dmgchr(-1,getmch(mnum),dmg,s,mnum);
             if ((tspl[0].multi =3D=3D 2) || (tspl[0].multi =3D=3D 3))
               if (moncnt(getmch(mnum)-ARNSUB))
                 dmgmon(getmch(mnum),dmg,s,mnum,0);
					 }
		     } else {
			     prfmlt(SFDOTH,monster);
			     outchn(getmch(mnum),-1,-1);
		     }
			 } else {
				 if (!tspl[0].multi) {
           prfmlt(NEFYOU,monster,spl);
           outmlt(unum);
					 prfmlt(NEFOTH,monster,spl,othuap->userid,othuap->userid);
					 outchn(getmch(mnum),unum,-1);
				 } else {
				   prfmlt(SFDOTH,monster);
					 outchn(getmch(mnum),-1,-1);
         }
			 }
		 } else {
			 prfmlt(SFDOTH,monster);
			 outchn(getmch(mnum),-1,-1);
		 }
     return(0);
}

int EXPORT
moncmn(int amon,int mnum)
{
     register int i;
		 int s,sc,osc,dmg;
		 char spl[80];
     char monster[40],monster2[40],lmonster2[40];

		 setarn();
     strcpy(monster,"The ");
     strcat(monster,tmnm[arnmar[mnum].id]);
     strcpy(monster2,"The ");
     strcat(monster2,tmnm[arnmar[amon].id]);
     strcpy(lmonster2,"the ");
     strcat(lmonster2,tmnm[arnmar[amon].id]);
		 getdat('m',arnmar[mnum].id);
		 getdat('2',arnmar[amon].id);
     if ((tmon[0].minspl>0) && =
(tmon[0].maxspl<=3Dtsls[tmon[0].spllst-1][0]) &&
         (tmon[0].spllst>0) && (tmon[0].spllst<=3DSPLLST)) {
       =
s=3D(tsls[tmon[0].spllst-1][arnrnd(tmon[0].minspl,tmon[0].maxspl)]);
     } else s=3D-1;
		 if (s !=3D -1) {
		   sc=3Dtmon[0].sskl;
			 getdat('s',s);
       setmbk(datmb);
			 strcpy(spl,getmsg(tsds[s]));
       setmbk(arnmb);
       if (omon[0].sskl) osc=3D(omon[0].sskl/10);
       else              osc=3D(omon[0].cskl/10);
			 dmg=3D0;
       i=3D-1;
			 if (tspl[0].mdice)
				 while (++i < (arnmar[mnum].level<<1))
           dmg+=3Darnrnd(tspl[0].mindam,tspl[0].maxdam);
			 else
				 dmg=3Darnrnd(tspl[0].mindam,tspl[0].maxdam);
			 if (arnrnd(1,100)>osc) {
			   if (arnrnd(1,100)<=3Dsc) {
					 if (!tspl[0].multi) {
             if (dmg>arnmar2[amon].hits) dmg=3Darnmar2[amon].hits;
             if (!tspl[0].sdrain) arnmar2[amon].hits-=3Ddmg;
						 prfmlt(SPLOTH,monster,spl,lmonster2);
						 outchn(getmch(mnum),-1,-1);
						 if ((tspl[0].psn) && (arnmar[amon].psn+tspl[0].psn<=3D100))
               arnmar[amon].psn+=3Dtspl[0].psn;
             if (arnmar2[amon].hits<1) {
               desmon(amon,-1,1,-10,2,-1,mnum,10);
               return(1);
             }
             if ((tspl[0].move) && (arnmar2[amon].dloc>DUNOFF))
               monmov(amon,-1,0,-1,tspl[0].move,0);
						 if (tspl[0].vamp) {
							 arnmar2[mnum].hits+=3Ddmg;
							 if (arnmar2[mnum].hits > arnmar2[mnum].mhits)
                 arnmar2[mnum].hits=3Darnmar2[mnum].mhits;
						 }
					 } else {
             if (tspl[0].multi !=3D 4) {
						   if (tspl[0].multi =3D=3D 1) prfmlt(SPLMOT,monster,spl);
               else if (tspl[0].multi =3D=3D 2) =
prfmlt(SPLMMO,monster,spl);
							 else if (tspl[0].multi =3D=3D 3) prfmlt(SPLMAL,monster,spl);
							 outchn(getmch(mnum),-1,-1);
             }
             if ((tspl[0].multi =3D=3D 1) || (tspl[0].multi =3D=3D 3))
						   if (trucnt(getmch(mnum)))
                 dmgchr(-1,getmch(mnum),dmg,s,mnum);
             if ((tspl[0].multi =3D=3D 2) || (tspl[0].multi =3D=3D 3))
               if (moncnt(getmch(mnum)-ARNSUB))
                 dmgmon(getmch(mnum),dmg,s,mnum,0);
					 }
		     } else {
			     prfmlt(SFDOTH,monster);
			     outchn(getmch(mnum),-1,-1);
		     }
			 } else {
				 if (!tspl[0].multi) {
					 prfmlt(NEFOTH,monster,spl,lmonster2,lmonster2);
					 outchn(getmch(mnum),-1,-1);
				 } else {
				   prfmlt(SFDOTH,monster);
					 outchn(getmch(mnum),-1,-1);
         }
			 }
		 } else {
			 prfmlt(SFDOTH,monster);
			 outchn(getmch(mnum),-1,-1);
		 }
     return(0);
}

int EXPORT
monmov(int mnum,int d,int p,int wt,int fl,int avd)
{
   register int i;
   int  spc=3D0,dst=3D0,oldloc;
   char monster[81];

   if ((d<10) && ((oldloc=3D(arnmar2[mnum].dloc-DUNOFF))>0)) {
     chkgrd(mnum,wt,fl);
     if (d!=3D-1) dst=3D(getroom(oldloc,d));
     else {
       d=3Drndext(oldloc);
       dst=3Darnroo;
       if (d=3D=3D-1) return(0);
     }
     if (dst<1) return(0);
     if (moncnt(dst+DUNOFF) > (NMRMMN-1)) return(0);
     if (!p) {
       i=3D-1;
		   while (++i<nsitem) {
  		   if ((spitem[i][6]) &&
            (((oldloc=3D=3Dspitem[i][1]) && (dst=3D=3Dspitem[i][2])) ||
            ((oldloc=3D=3Dspitem[i][2]) && (dst=3D=3Dspitem[i][1])))) {
           spc=3D1;
           break;
         }
       }
       i=3D-1;
       while (++i<numloc) {
				 if ((loc[i][0]=3D=3Ddst) && (loc[i][1]=3D=3D3) && =
(loc[i][7]=3D=3D1)) {
           spc=3D1;
           break;
	       }
       }
     }
     if (dst>0) {
       if ((fl<2) || (!spc)) {
         remmon(oldloc,mnum);
         if (islit(oldloc)) {
           strcpy(monster,"The ");
           strcat(monster,tmnm[arnmar[mnum].id]);
           if (fl<2)
             prfmlt(EXT0+((d+1)<<1),monster);
           else
             prfmlt(EXT13,monster,adir[d]);
           outchn(oldloc+ARNSUB+DUNOFF,-1,-1);
         }
         arnmar2[mnum].dloc=3D(dst+DUNOFF);
         strcpy(monster,pre[arnmar[mnum].prefix+2]);
         strcat(monster," ");
         strcat(monster,tmnm[arnmar[mnum].id]);
         if (!spc) {
           if (islit(dst)) {
             if (fl<2)
               prfmlt(ENT0+((d+1)<<1),monster);
             else
               prfmlt(ENT13,monster,bdir[d]);
				     outchn(dst+ARNSUB+DUNOFF,-1,-1);
           }
         } else {
           if (islit(oldloc)) {
				     prfmlt(CAMBAK,monster,"its");
				     outchn(oldloc+ARNSUB+DUNOFF,-1,-1);
           }
           dst=3D(arnmar2[mnum].dloc=3D(oldloc+DUNOFF))-DUNOFF;
         }
         plcmon(dst,mnum);
         if (!avd) chkmlc(mnum);
         return(1);
       }
     }
   }
   return(0);
}

int EXPORT
chrmov(int un)
{
   register int x;
   int tdir,dest,oldloc,newloc;

   dest=3D0;
   tdir=3D-1;
   oldloc=3Dgetchn(un);
   tdir=3Darnrnd(1,8);
 	 dest=3D(getroom(oldloc-ARNSUB-DUNOFF,tdir-1));
   newloc=3D(dest+DUNOFF+ARNSUB);
   x=3D-1;
   while (++x<nsitem)
     if ((spitem[x][6]) && ((dest=3D=3Dspitem[x][2]) || =
(dest=3D=3Dspitem[x][1])))
       dest=3D0;
   if ((dest>0) && (oldloc>ARNHCH)) {
     if ((islit(oldloc-ARNSUB-DUNOFF)) && (!arnarr[un].invcnt)) {
			 prfmlt(EXT13,uacoff(un)->userid,adir[tdir-1]);
			 outchn(oldloc,un,-1);
     }
		 setchn(un,newloc,0);
     if ((islit(newloc-ARNSUB-DUNOFF)) && (!arnarr[un].invcnt)) {
			 prfmlt(ENT13,uacoff(un)->userid,bdir[tdir-1]);
			 outchn(newloc,un,-1);
     }
		 arnarr[un].loc=3Dnewloc-ARNSUB;
     /***COORD MOD***
     setcrd(un,tdir-1,newloc-ARNSUB);
     ***COORD MOD***/
     prfmlt(OOP2,adir[tdir-1]);
     outmlt(un);
		 shwchr(un,getchn(un)-ARNSUB,1);
		 outmlt(un);
     chkloc(un);
     return(1);
   }
   return(0);
}

int EXPORT
movall(int loc,int mn)
{
     register int i;

     i=3D-1;
	   while (++i<nterms)
		   if (((getchn(i)-ARNSUB)=3D=3Dloc) && (user[i].state=3D=3Dtastt))
         if ((mn=3D=3D-1) ||
            ((mn!=3D-1) && (arnmar2[mn].dloc>DUNOFF) &&
             (arnmar[mn].protect!=3Darnarr[i].grpnum))) chrmov(i);
     return(0);
}

int EXPORT
genchr(int save)
{
		 register int i;

	   setarn();
		 chrptr->level=3D DEFLEV;
		 chrptr->exp=3D   DEFEXP;
     chrptr->badge=3D 0;
		 chrptr->intl=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].intl+tcla[chrptr->clas].intl);
		 if (chrptr->intl < 5) chrptr->intl=3D5;
		 chrptr->know=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].know+tcla[chrptr->clas].know);
		 if (chrptr->know < 5) chrptr->know=3D5;
		 chrptr->phys=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].phys+tcla[chrptr->clas].phys);
		 if (chrptr->phys < 5) chrptr->phys=3D5;
		 chrptr->stam=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].stam+tcla[chrptr->clas].stam);
		 if (chrptr->stam < 5) chrptr->stam=3D5;
		 chrptr->agil=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].agil+tcla[chrptr->clas].agil);
		 if (chrptr->agil < 5) chrptr->agil=3D5;
		 chrptr->chrs=3D  arnrnd(LOSTAT,HISTAT)+
                    (trac[chrptr->race].chrs+tcla[chrptr->clas].chrs);
		 if (chrptr->chrs < 5) chrptr->chrs=3D5;
		 chrptr->mhits=3D (arnrnd(DEFHPL,DEFHPH)+(chrptr->stam/5))+
										(tcla[chrptr->clas].hits);
		 chrptr->hits=3D  chrptr->mhits;
		 chrptr->mspts=3D(DEFSPT+tcla[chrptr->clas].spts);
		 if ((chrptr->clas =3D=3D 1) || (chrptr->clas =3D=3D 7)) =
chrptr->mspts++;
     chrptr->splpts=3Dchrptr->mspts;
  	 chrptr->intl2=3Dchrptr->intl;
  	 chrptr->know2=3Dchrptr->know;
  	 chrptr->phys2=3Dchrptr->phys;
  	 chrptr->stam2=3Dchrptr->stam;
  	 chrptr->agil2=3Dchrptr->agil;
  	 chrptr->chrs2=3Dchrptr->chrs;
  	 chrptr->mhits2=3Dchrptr->mhits;
  	 chrptr->mspts2=3Dchrptr->mspts;
		 chrptr->status=3D0;
		 chrptr->ac=3D    DEFARC;
		 chrptr->weapon=3DDEFWEP;
		 chrptr->armor=3D DEFARM;
		 chrptr->wepdmg=3D0;
		 chrptr->armdmg=3D0;
	   getdat('o',DEFWEP);
	   getdat('o',DEFARM);
		 chrptr->gold=3D  arnrnd(3,25)+
                    (trac[chrptr->race].gold+tcla[chrptr->clas].gold)+
                    beggld;
		 chrptr->accbal=3D0;
		 chrptr->atts=3D  (chrptr->agil/15)+1;
		 chrptr->attdly=3D0;
		 chrptr->spldly=3D0;
		 chrptr->poison=3D0;
     chrptr->dun=3D0;
		 chrptr->loc=3D1;
     chrptr->light=3D0;
     chrptr->food=3D7200;
		 chrptr->water=3D3600;
		 chrptr->attcnt=3D0;
		 chrptr->invcnt=3D0;
     chrptr->procnt=3D0;
		 chrptr->parcnt=3D0;
		 chrptr->promot=3D0;
     i=3D-1;
     while (++i<8) chrptr->stacnt[i]=3D0;
     i=3D-1;
  	 while (++i<NUMHLD) {
       chrptr->invent[i]=3D-1;
       chrptr->charge[i]=3D0;
     }
     i=3D-1;
		 while (++i<SPLBOK) chrptr->splbook[i]=3D255;
	   chrptr->newchar=3D1;
     chrptr->sound=3D0;
     chrptr->pulls=3D0;
     chrptr->title=3D0;
     chrptr->grpnum=3Dusrnum;
     chrptr->grpact=3D1;
     chrptr->complexion=3D0;
     chrptr->eyecolor=3D0;
     chrptr->haircolor=3D0;
     chrptr->hairstyle=3D0;
     chrptr->hairlength=3D0;
     chrptr->folcnt=3D0;
     setenc(usrnum);
  	 if (save=3D=3D1) savechr(usrnum);
     return(0);
}

int EXPORT
genmon(int lc,int num,int pro,int prey,int hrd,int lr)
{
     register int i,j;
		 int nm,h,lm,wep,rn,mc,gmnm,mdm;
     unsigned long tl;
     char monster[81];

     gmnm=3D-1;
     if ((lc<=3DDUNOFF) && (moncnt(lc) > ((NMRMMN>>1)-1))) return(0);
     else if (moncnt(lc) > (NMRMMN-1)) return(0);
		 if (lc =3D=3D 2) lm =3D 0;
		 else if (lc =3D=3D 28) lm =3D (NMRMMN>>1);
		 else if (lc =3D=3D 47) lm =3D NMRMMN;
		 else if (num>=3Dnummon) {
			 num-=3D500;
			 if (wndcnt<nmwand) {
				 lm=3DNMON-nmwand;
         i=3D-1;
				 while (++i<nmlair)
					 if (lair[i][0]+DUNOFF=3D=3Dlc) return(0);
			 }
       i=3D-1;
       while (++i<numloc)
			   if (loc[i][0]=3D=3D(lc-DUNOFF))
           if (loc[i][1]=3D=3D3) return(0);
		 } else lm =3D (NMRMMN+(NMRMMN>>1));
     if (num<-1) num=3D0;
		 if ((!moncnt(lc)) || ((pro !=3D 256) && (moncnt(lc)<5)) ||
				 ((lm <=3D NMON-nmwand) && (pro >=3D 256))) {
			 if (num =3D=3D -1) nm=3Darnrnd(0,nummon-1);
       else nm=3Dnum;
       i=3Dlm-1;
       if ((lm>NMON-1) || (lm<0) || (nm<0) || (nm>=3Dnummon)) return(0);
  		 while (++i<NMON) {
				 if (!arnmar[i].active) {
					 h=3D0;
           arnmar[i].id=3Dnm;
					 arnmar[i].active=3D1;
					 getdat('m',arnmar[i].id);
					 arnmar[i].prefix=3Dtmon[0].prefix;
					 arnmar[i].level=3D tmon[0].level;
					 arnmar[i].sach=3D  =
arnrnd((tmon[0].level>>1)+1,tmon[0].sach+(tmon[0].level<<1));
           if (tmon[0].maxdam>tmon[0].maxspc)
             mdm=3Dtmon[0].maxdam;
           else
             mdm=3Dtmon[0].maxspc;
           arnmar3[i].exp=3D
             =
(((tmon[0].hd*((tmon[0].level/5L)+1L)*10L)+(mdm*tmon[0].atts))*
                tmon[0].level);
           if (tmon[0].spcabn) {
             tl=3Dtmon[0].level;
             tl*=3Dtmon[0].level;
             tl*=3Dtmon[0].level;
             arnmar3[i].exp+=3Dtl;
           }
					 if (tmon[0].gp) {
						 arnmar3[i].gp=3D  arnrnd((tmon[0].gp>>1),tmon[0].gp);
					 } else arnmar3[i].gp=3D  0;
					 if (tmon[0].trs) {
						 arnmar3[i].trs=3D arnrnd((tmon[0].trs>>1),tmon[0].trs);
					 } else arnmar3[i].trs=3D 0;
           arnmar2[i].mhits=3Darnmar2[i].hits=3D0;
					 if (tmon[0].hd>1) {
             j=3D-1;
						 while (++j<tmon[0].hd) {
							 h=3Darnrnd(((arnmar[i].level>>1)+1),50);
							 arnmar2[i].hits+=3Dh;
							 h=3D0;
						 }
  				 } else arnmar2[i].hits=3D  arnrnd(((arnmar[i].level>>1)+1),50);
					 arnmar3[i].exp+=3D  ((arnmar2[i].hits/5)*tmon[0].level);
					 arnmar2[i].mhits=3D arnmar2[i].hits;
					 arnmar[i].regen=3D tmon[0].regen;
           arnmar[i].attack=3Darnrnd(1,3);
           if (!tmon[0].mindam) {
             wep=3D-1;
             while(wep!=3Dtmon[0].maxdam) =
wep=3Dtmwt[rn=3Darnrnd(0,nummwp-1)];
             arnmar[i].rndwep=3Drn;
           } else arnmar[i].rndwep=3D63;
					 arnmar2[i].dloc=3D  lc;
           if ((pro>=3D256) || ((pro<256) && (arnarr[pro].folcnt<5))) {
             arnarr[pro].folcnt++;
					   arnmar[i].protect=3Dpro;
           }
           else arnmar[i].protect=3D256;
           if (lc<DUNOFF) arnmar[i].protect=3D(256+num);
					 arnmar2[i].prey=3Dprey;
					 arnmar[i].psn=3D   0;
           if (lr>-1) monitm[i]=3Dlair[lr][3];
           else monitm[i]=3D-1;
           arnmar[i].morale=3Dtmon[0].morale;
           arnmar4[i].subtyp=3Dtmon[0].subtyp;
           gmnm=3Di;
           mc=3D1;
					 if (lc<=3DDUNOFF) {
						 if (lc=3D=3D2)
               =
prfmlt(MONENT,pre[arnmar[i].prefix+2],tmnm[arnmar[i].id]);
             else
						   prfmlt(MONSUM,pre[arnmar[i].prefix+2],tmnm[arnmar[i].id]);
						 outchn(ARNSUB+lc,-1,-1);
             mc=3Dplcmon(nmdnrm+lc,gmnm);
					 } else if ((i < NMON) && (gmnm<NMON) && (gmnm>-1)) {
             if (hrd) {
               strcpy(monster,pre[arnmar[i].prefix+2]);
               strcat(monster," ");
               strcat(monster,tmnm[arnmar[i].id]);
               prfmlt(ENT0+((rndent(lc-DUNOFF)+1)<<1),monster);
             } else if (arnmar4[i].subtyp!=3D1)
						   prfmlt(MONSUM,pre[arnmar[i].prefix+2],tmnm[arnmar[i].id]);
             else
						   prfmlt(MONSM2,pre[arnmar[i].prefix+2],tmnm[arnmar[i].id]);
						 outchn(ARNSUB+lc,-1,-1);
             mc=3Dplcmon(arnmar2[gmnm].dloc-DUNOFF,gmnm);
             if (!mc) {
               desmon(gmnm,-1,0,-20,11,2,-1,11);
               gmnm=3D-1;
             }
					 } else gmnm=3D-1;
           break;
				 }
			 }
		 }
     if (gmnm!=3D-1) {
       if ((arnmar2[gmnm].dloc>-1) && =
(arnmar2[gmnm].dloc<=3D(nmdnrm+DUNOFF)) &&
          (arnmar2[gmnm].hits>0) && =
(arnmar2[gmnm].hits<=3D(tmon[0].hd*50)))
         return(1);
       else
         desmon(gmnm,-1,0,-20,11,3,-1,12);
     }
     return(0);
}

int EXPORT
rndent(int rmnm)
{
     register int q,mc=3D0;
     int exits[10],ent[]=3D{4,5,6,7,0,1,2,3,9,8};

     if ((rmnm>0) && (rmnm<=3Dnmdnrm)) {
       setroom(rmnm);
       q=3D-1;
       while (++q<10) if (dunroom[q]!=3D0) exits[mc++]=3Dq;
       return(ent[exits[arnrnd(0,(mc-1))]]);
     } else return(0);
}

int EXPORT
rndext(int rmnm)
{
     register int q,mc=3D0;
     int exits[10][2];

     if ((rmnm>0) && (rmnm<=3Dnmdnrm)) {
       setroom(rmnm);
       q=3D-1;
       while (++q<10) if ((exits[mc][1]=3Ddunroom[q])!=3D0) =
exits[mc++][0]=3Dq;
       if (mc=3D=3D0) return(-1);
       q=3Darnrnd(0,(mc-1));
       arnroo=3Dexits[q][1];
       return(exits[q][0]);
     } else return(0);
}

int EXPORT
desmon(int mn,int unum,int cmbt,int hits,int nreg,int loc,int mnum,int =
why)
{
     int rml;

     if ((mn>-1) && (mn<NMON)) {
       if (arnmar[mn].id>=3Dnummon) arnmar[mn].id=3D0;
       rml=3Darnmar2[mn].dloc;
       setmbk(arnmb);
       if (arnmar4[mn].subtyp=3D=3D1) =
prfmlt(MONLEV,tmnm[arnmar[mn].id]);
       else prfmlt(MONDEF,tmnm[arnmar[mn].id]);
       if ((arnmar2[mn].dloc>=3D0) && (arnmar2[mn].dloc<=3DDUNOFF))


         remmon(nmdnrm+rml,mn);
       else {
         if ((arnmar2[mn].dloc-DUNOFF>=3D0) && =
(arnmar2[mn].dloc-DUNOFF<=3Dnmdnrm))
           remmon(arnmar2[mn].dloc-DUNOFF,mn);
       }
       if (loc=3D=3D-1) outchn((rml+ARNSUB),-1,-1);
       else outchn(loc,-1,-1);
       if (arnrnd(1,10) < nreg) arnmar[mn].regen=3D0;
       arnmar[mn].active=3D0;
	     arnmar2[mn].hits=3Dhits;
       if (arnmar2[mn].mhits>0) {
         chktrs(mn,unum,mnum);
         chkitm(mn,unum);
         chkwnd(mn);
       }
       if (!arnmar[mn].regen) {
         arnmar[mn].level=3D0;arnmar[mn].sach=3D0;arnmar[mn].regen=3D0;
         arnmar[mn].prefix=3D0;arnmar[mn].active=3D0;arnmar[mn].psn=3D0;
         =
arnmar[mn].attack=3D0;arnmar[mn].protect=3D256;arnmar[mn].rndwep=3D0;
         arnmar2[mn].mhits=3D0;arnmar3[mn].gp=3D0;arnmar3[mn].trs=3D0;
         arnmar[mn].id=3D0;arnmar2[mn].dloc=3D0;arnmar2[mn].hits=3D0;
         arnmar3[mn].exp=3D0;arnmar2[mn].prey=3D0;
       } else arnmar3[mn].gp=3Darnmar3[mn].trs=3D0;
       if ((unum>-1) && (cmbt)) {
         arnarr[unum].attcnt=3Darnarr[unum].cbtcnt=3D0;
         attdly(10,unum);
       }
     }
     return(0);
}

int EXPORT
moncnt(int l)
{
     register int i,c,m;

     c=3D0;
     i=3D-1;
     while (++i<NMRMMN)
			 if (((m=3Dgetmon(l,i)) !=3D -1) && ((arnmar[m].active =3D=3D 1) ||
            ((arnmar[m].regen) && (arnmar2[m].hits > -6)))) c++;
		 return(c);
}

int EXPORT
hsmcnt(int l,int grp)
{
     register int i,c,m;

     c=3D0;
     i=3D-1;
     while (++i<NMRMMN)
			 if (((m=3Dgetmon(l,i)) !=3D -1) && (arnmar[m].protect !=3D grp) &&
           ((arnmar[m].active =3D=3D 1) ||
            ((arnmar[m].regen) && (arnmar2[m].hits>-6)))) c++;
		 return(c);
}

int EXPORT
hsccnt(int l,int grp)
{
     register int i;
		 int cnt;

     cnt=3D0;
     i=3D-1;
		 while (++i < nterms)
			 if ((user[i].state =3D=3D tastt) && (user[i].substt =3D=3D PLYING) =
&&
	         (arnarr[i].loc =3D=3D l) && (arnarr[i].grpnum!=3Dgrp)) =
cnt+=3D1;
		 return(cnt);
}

int EXPORT
attdly(int seconds,int unum)
{
	   arnarr[unum].attdly=3Dseconds;
     return(0);
}

int EXPORT
spldly(int seconds,int unum)
{
	   arnarr[unum].spldly=3Dseconds;
     return(0);
}

int EXPORT
outchn(int ch,int u1,int u2)
{
		 register int i;


     i=3D-1;
     if ((ch) && (islit(ch-ARNSUB-DUNOFF)) &&
        ((u1 =3D=3D -1) || (!arnarr[u1].invcnt)) &&
        ((u2 =3D=3D -1) || (!arnarr[u2].invcnt)))
		   while (++i<nterms)
         if ((user[i].state=3D=3Dtastt) && (user[i].substt=3D=3DPLYING) =
&&
             (i !=3D u1) && (i !=3D u2) && (getchn(i)=3D=3Dch)) =
outmlt(i);
		 clrmlt();
     return(0);
}

int EXPORT
outgrp(int ch,int u1,int u2,int grp,int rm)
{
		 register int i;

     i=3D-1;
     if ((ch) && (islit(ch-ARNSUB-DUNOFF)) &&
        ((u1 =3D=3D -1) || (!arnarr[u1].invcnt)) &&
        ((u2 =3D=3D -1) || (!arnarr[u2].invcnt)))
		   while (++i<nterms)
         if ((user[i].state=3D=3Dtastt) && (user[i].substt=3D=3DPLYING) =
&&
             (i !=3D u1) && (i !=3D u2) && ((getchn(i)=3D=3Dch) || =
(rm=3D=3D-1)) &&
             (chkgrm(i,grp,rm))) outmlt(i);
		 clrmlt();
     return(0);
}

int EXPORT
outngr(int ch,int u1,int u2,int grp,int rm)
{
		 register int i;

     i=3D-1;
     if ((ch) && (islit(ch-ARNSUB-DUNOFF)) &&
        ((u1 =3D=3D -1) || (!arnarr[u1].invcnt)) &&
        ((u2 =3D=3D -1) || (!arnarr[u2].invcnt)))
		   while (++i<nterms)
         if ((user[i].state=3D=3Dtastt) && (user[i].substt=3D=3DPLYING) =
&&
             (i !=3D u1) && (i !=3D u2) && (getchn(i)=3D=3Dch) &&
             (!chkgrm(i,grp,rm))) outmlt(i);
		 clrmlt();
     return(0);
}

int EXPORT
outinv(int ch,int u1,int u2)
{
		 register int i;

     i=3D-1;
     if (ch)
		   while (++i<nterms)
         if ((user[i].state=3D=3Dtastt) && (user[i].substt=3D=3DPLYING) =
&&
             (i !=3D u1) && (i !=3D u2) && (getchn(i)=3D=3Dch)) =
outmlt(i);
		 clrmlt();
     return(0);
}

int EXPORT
loadchr(int gen)
{
	   register int i,j;

	   setarn();
     i=3Dj=3D-1;
     while (++i<20)
       while(++j<11) strail(usrnum,i,j,-1);
     chrptr->hits=3D0;
     chrptr->cbtcnt=3D0;
     chrptr->grpnum=3Dusrnum;
     chrptr->grpact=3D1;
     chrptr->grpfol=3D0;
     chrptr->x=3D-20000;
     chrptr->y=3D-20000;
     chrptr->z=3D-20000;
     if (!gen) {
  	   if (qeqbtv(usaptr->userid,0)) {
  		   gcrbtv(&arnspt[0],0);
  		   chrptr->race      =3Darnspt[0].race;
  		   chrptr->clas      =3Darnspt[0].clas;
  		   chrptr->level     =3Darnspt[0].level;
  		   chrptr->exp       =3Darnspt[0].exp;
         chrptr->badge     =3Darnspt[0].badge;
  		   chrptr->intl      =3Darnspt[0].intl;
  		   chrptr->know      =3Darnspt[0].know;
  		   chrptr->phys      =3Darnspt[0].phys;
  		   chrptr->stam      =3Darnspt[0].stam;
  		   chrptr->agil      =3Darnspt[0].agil;
  		   chrptr->chrs      =3Darnspt[0].chrs;
  		   chrptr->mhits     =3Darnspt[0].mhits;
  		   chrptr->hits      =3Darnspt[0].hits;
  		   chrptr->mspts     =3Darnspt[0].mspts;
  		   chrptr->splpts    =3Darnspt[0].splpts;
  		   chrptr->intl2     =3Darnspt[0].intl2;
  		   chrptr->know2     =3Darnspt[0].know2;
  		   chrptr->phys2     =3Darnspt[0].phys2;
  		   chrptr->stam2     =3Darnspt[0].stam2;
  		   chrptr->agil2     =3Darnspt[0].agil2;
  		   chrptr->chrs2     =3Darnspt[0].chrs2;
  		   chrptr->mhits2    =3Darnspt[0].mhits2;
  		   chrptr->mspts2    =3Darnspt[0].mspts2;
  		   chrptr->status    =3Darnspt[0].status;
  		   chrptr->ac        =3Darnspt[0].ac;
  		   chrptr->weapon    =3Darnspt[0].weapon;
  		   chrptr->armor     =3Darnspt[0].armor;
  		   chrptr->wt        =3Darnspt[0].wt;
  		   chrptr->gold      =3Darnspt[0].gold;
  		   chrptr->atts      =3Darnspt[0].atts;
  		   chrptr->attdly    =3Darnspt[0].attdly;
  		   chrptr->spldly    =3Darnspt[0].spldly;
  		   chrptr->poison    =3Darnspt[0].poison;
         chrptr->dun       =3Darnspt[0].dun;
  		   chrptr->loc       =3Darnspt[0].loc;
         chrptr->light     =3Darnspt[0].light;
         chrptr->food      =3Darnspt[0].food;
         chrptr->water     =3Darnspt[0].water;
  		   chrptr->attcnt    =3Darnspt[0].attcnt;
  		   chrptr->invcnt    =3Darnspt[0].invcnt;
         chrptr->procnt    =3Darnspt[0].procnt;
         i=3D-1;
	       while (++i<8) chrptr->stacnt[i]=3Darnspt[0].stacnt[i];
         i=3D-1;
  		   while (++i<NUMHLD) chrptr->invent[i]=3Darnspt[0].invent[i];
         i=3D-1;
         while (++i<NUMHLD) chrptr->charge[i]=3Darnspt[0].charge[i];
         i=3D-1;
  		   while (++i<SPLBOK) chrptr->splbook[i]=3Darnspt[0].splbook[i];
		     chrptr->newchar   =3Darnspt[0].newchar;
		     chrptr->sound     =3Darnspt[0].sound;
		     chrptr->pulls     =3Darnspt[0].pulls;
		     chrptr->title     =3Darnspt[0].title;
         chrptr->complexion=3Darnspt[0].complexion;
         chrptr->eyecolor  =3Darnspt[0].eyecolor;
         chrptr->haircolor =3Darnspt[0].haircolor;
         chrptr->hairstyle =3Darnspt[0].hairstyle;
         chrptr->hairlength=3Darnspt[0].hairlength;
         chrptr->accbal    =3Darnspt[0].accbal;
  		   chrptr->parcnt    =3Darnspt[0].parcnt;
  		   chrptr->promot    =3Darnspt[0].promot;
  		   chrptr->wepdmg    =3Darnspt[0].wepdmg;
  		   chrptr->armdmg    =3Darnspt[0].armdmg;
       }
	   } else if ((gen =3D=3D 1) && (user[usrnum].substt!=3DEXTING)) {
       setmbk(arnmb);
       prfmlt(ARNINT0);
       outmlt(usrnum);
       setmbk(cfgmb);
       prfmlt(ARNINT1);
       outmlt(usrnum);
       setmbk(arnmb);
       prfmlt(HITRET);
       outmlt(usrnum);
       usrptr->substt=3DSTTOFF+1;
	   }
     return(0);
}

int EXPORT
savechr(int who)
{
	   register int i;

	   setmbk(arnmb);
	   setbtv(arnbb);
	   chrptr=3D&arnarr[who];
	   strncpy(arnspt[0].userid,uacoff(who)->userid,UIDSIZ);
	   arnspt[0].race=3D      chrptr->race;
	   arnspt[0].clas=3D      chrptr->clas;
	   arnspt[0].level=3D     chrptr->level;
	   arnspt[0].exp=3D       chrptr->exp;
     arnspt[0].badge=3D     chrptr->badge;
	   arnspt[0].intl=3D      chrptr->intl;
	   arnspt[0].know=3D      chrptr->know;
	   arnspt[0].phys=3D      chrptr->phys;
	   arnspt[0].stam=3D      chrptr->stam;
	   arnspt[0].agil=3D      chrptr->agil;
	   arnspt[0].chrs=3D      chrptr->chrs;
	   arnspt[0].mhits=3D     chrptr->mhits;
	   arnspt[0].hits=3D      chrptr->hits;
	   arnspt[0].mspts=3D     chrptr->mspts;
	   arnspt[0].splpts=3D    chrptr->splpts;
	   arnspt[0].intl2=3D     chrptr->intl2;
	   arnspt[0].know2=3D     chrptr->know2;
	   arnspt[0].phys2=3D     chrptr->phys2;
	   arnspt[0].stam2=3D     chrptr->stam2;
	   arnspt[0].agil2=3D     chrptr->agil2;
	   arnspt[0].chrs2=3D     chrptr->chrs2;
	   arnspt[0].mspts2=3D    chrptr->mspts2;
	   arnspt[0].mhits2=3D    chrptr->mhits2;
	   arnspt[0].status=3D    chrptr->status;
	   arnspt[0].ac=3D        chrptr->ac;
	   arnspt[0].weapon=3D    chrptr->weapon;
	   arnspt[0].armor=3D     chrptr->armor;
	   arnspt[0].wt=3D        chrptr->wt;
	   arnspt[0].gold=3D      chrptr->gold;
	   arnspt[0].atts=3D      chrptr->atts;
	   arnspt[0].attdly=3D    chrptr->attdly;
	   arnspt[0].spldly=3D    chrptr->spldly;
	   arnspt[0].poison=3D    chrptr->poison;
     arnspt[0].dun=3D       chrptr->dun;
	   arnspt[0].loc=3D       chrptr->loc;
     arnspt[0].light=3D     chrptr->light;
     arnspt[0].food=3D      chrptr->food;
     arnspt[0].water=3D     chrptr->water;
	   arnspt[0].attcnt=3D    chrptr->attcnt;
	   arnspt[0].invcnt=3D    chrptr->invcnt;
     arnspt[0].procnt=3D    chrptr->procnt;
     i=3D-1;
	   while (++i<8) arnspt[0].stacnt[i]=3Dchrptr->stacnt[i];
     i=3D-1;
	   while (++i<NUMHLD) arnspt[0].invent[i]=3Dchrptr->invent[i];
     i=3D-1;
	   while (++i<NUMHLD) arnspt[0].charge[i]=3Dchrptr->charge[i];
     i=3D-1;
     while (++i<SPLBOK) arnspt[0].splbook[i]=3Dchrptr->splbook[i];
	   arnspt[0].newchar=3D   chrptr->newchar;
	   arnspt[0].sound=3D     chrptr->sound;
	   arnspt[0].pulls=3D     chrptr->pulls;
	   arnspt[0].title=3D     chrptr->title;
     arnspt[0].complexion=3Dchrptr->complexion;
     arnspt[0].eyecolor=3D  chrptr->eyecolor;
     arnspt[0].haircolor=3D chrptr->haircolor;
     arnspt[0].hairstyle=3D chrptr->hairstyle;
     arnspt[0].hairlength=3Dchrptr->hairlength;
     arnspt[0].accbal=3D    chrptr->accbal;
	   arnspt[0].parcnt=3D    chrptr->parcnt;
	   arnspt[0].promot=3D    chrptr->promot;
	   arnspt[0].wepdmg=3D    chrptr->wepdmg;
	   arnspt[0].armdmg=3D    chrptr->armdmg;
	   if (!qeqbtv(uacoff(who)->userid,0)) {
		   insbtv(&arnspt[0]);
	   } else {
		   gcrbtv(NULL,0);
		   updbtv(&arnspt[0]);
	   }
     return(0);
}

int EXPORT
setarn(void)
{
	   setmbk(arnmb);
	   setbtv(arnbb);
	   chrptr=3D&arnarr[usrnum];
     return(0);
}

void EXPORT
clsarn(void)
{
	   clsmsg(cfgmb);
	   clsmsg(arnmb);
	   clsmsg(datmb);
     clsmsg(dunmb);
     clsmsg(dunmb2);
	   clsbtv(arnbb);
     /***COORD MOD***
     clsmsg(coordmb);
     if (updcrd) wrtcrd();
     ***COORD MOD***/
}

void EXPORT
delarn(char *userid)
{
     setbtv(arnbb);
     if (acqbtv(NULL,userid,0)) delbtv();
}



------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-3.C"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-3.c (C File)
Content-Disposition: attachment; filename="TSGARN-3.C"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***              Part 3                                                 =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

#include "tsgarn-0.h"

/************************************************************************=
***/
/***                  Tele-Arena global definitions                      =
***/
/************************************************************************=
***/

/***COORD MOD***
int coordx[MAXRMS];
int coordy[MAXRMS];
int coordz[MAXRMS];
***COORD MOD***/

/************************************************************************=
***/
/***                   Tele-Arena Statistical Commands                   =
***/
/************************************************************************=
***/

int EXPORT
look(void)
{
     int l,msn;

     setarn();
     l=3Dgetchn(usrnum);
		 l-=3DARNSUB;
     prfmlt(LOKOTH,usaptr->userid);
     outchn(getchn(usrnum),usrnum,-1);
		 if (l <=3D DUNOFF) {
       prfmlt(ASTARS);
       setmbk(twnmb);
			 prfmlt(twnptr[1]+(l<<1));
       rstmbk();
			 outmlt(usrnum);
		 } else {
			 if (islit(l-DUNOFF)) {
         msn=3Drmdesc[(getchn(usrnum)-ARNSUB-DUNOFF)];
         prfmlt(ASTARS);
         setmbk(dunmb2);
	       prfmlt(dunptr[10]+msn+1);
         setmbk(arnmb);
			 } else {
				 prfmlt(TOODRK);
			 }
			 outmlt(usrnum);
		 }
     return(0);
}

int EXPORT
stat(void)
{
     char arm[30],wep[30];

     setarn();
     strcpy(arm,tonm[chrptr->armor]);
     strcpy(wep,tonm[chrptr->weapon]);
     arm[0]=3Dtoupper(arm[0]);
     wep[0]=3Dtoupper(wep[0]);
     if (chrptr->promot)
       prfmlt(STATS,
       trac[chrptr->race].race,
       tcla[chrptr->clas+MAXCLASS].clas,
       (chrptr->level-25),
       ltoa(chrptr->exp),
       tbag[chrptr->badge].ucolor,
       chrptr->intl,
       chrptr->know,
       chrptr->phys,
       chrptr->stam,
       chrptr->agil,
       chrptr->chrs,
       chrptr->splpts,
       chrptr->mspts,
       chrptr->hits,
       chrptr->mhits,
       tsta[chrptr->status].status,
       chrptr->ac,
       wep,
       arm,
       chrptr->wt,
       chrptr->phys2*50);
     else
       prfmlt(STATS,
       trac[chrptr->race].race,
       tcla[chrptr->clas].clas,
       chrptr->level,
       ltoa(chrptr->exp),
       tbag[chrptr->badge].ucolor,
       chrptr->intl,
       chrptr->know,
       chrptr->phys,
       chrptr->stam,
       chrptr->agil,
       chrptr->chrs,
       chrptr->splpts,
       chrptr->mspts,
       chrptr->hits,
       chrptr->mhits,
       tsta[chrptr->status].status,
       chrptr->ac,
       wep,
       arm,
       chrptr->wt,
       chrptr->phys2*50);
     outmlt(usrnum);
     return(0);
}

int EXPORT
stat2(void)
{
     setarn();
     prfmlt(STATS2,
     chrptr->splpts,
     chrptr->mspts,
     chrptr->hits,
     chrptr->mhits,
     tsta[chrptr->status].status);
     outmlt(usrnum);
     return(0);
}

int EXPORT
stat3(void)
{
     setarn();
     if (chrptr->promot) {
       prfmlt(STATS3,
       chrptr->level-25,
       ltoa(chrptr->exp),
       tbag[chrptr->badge].ucolor);
     } else {
       prfmlt(STATS3,
       chrptr->level,
       ltoa(chrptr->exp),
       tbag[chrptr->badge].ucolor);
     }
     outmlt(usrnum);
     return(0);
}

void EXPORT
exits(void)
{
     int c=3D0,x,uloc;

     tlchan=3Dgetchn(usrnum);
		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       uloc=3Darnarr[usrnum].loc;
       pmlt("Exits: ");
       if (uloc <=3D DUNOFF) {
         x=3D-1;
         while (++x<10) {
           if (achn[uloc][x]) {
             if (!c) pmlt("%s",sdir[x]);
             else    pmlt(",%s",sdir[x]);
             c++;
           }
         }
       } else {
         getroom(uloc-DUNOFF,0);
         x=3D-1;
         while (++x<10) {
           if (dunroom[x]) {
             if (!c) pmlt("%s",sdir[x]);
             else    pmlt(",%s",sdir[x]);
             c++;
           }
         }
       }
       if (c) pmlt(".\r");
       else pmlt("none.\r");
       outmlt(usrnum);
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
}

int EXPORT
inv(void)
{
     register int i;
     int it,chg,inv2;
     char s[4];

     setarn();
     tlchan=3Dgetchn(usrnum);
     strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
     prfmlt(TAKINV,usaptr->userid,s,s);
     outchn(tlchan,usrnum,-1);
     prfmlt(INVDSP,arnarr[usrnum].gold);
     pckinv(usrnum);
     i=3D-1;
     setmbk(datmb);
     while (++i<NUMHLD) {
       it=3Darnarr[usrnum].invent[i];
       if (it !=3D -1) {
         chg=3Darnarr[usrnum].charge[i];
	       if ((i<(NUMHLD-1)) &&
             (it > -1) && (it < numitm) &&
	           ((inv2=3Darnarr[usrnum].invent[i+1]) > -1) && (inv2 < =
numitm)) {
           if ((toef[it]=3D=3D2) || (toef[it]=3D=3D19))
             pmlt(", %s(%d)",getmsg(tods[it]),chg);
           else pmlt(", %s",getmsg(tods[it]));
	       } else {
           if ((toef[it]=3D=3D2) || (toef[it]=3D=3D19))
             pmlt(", and %s(%d)",getmsg(tods[it]),chg);
           else pmlt(", and %s",getmsg(tods[it]));
         }
       }
     }
     setmbk(arnmb);
     prfmlt(INV31);
     outmlt(usrnum);
     return(0);
}

int EXPORT
pckinv(int u)
{
     register int i,c,uinv;

     i=3D-1;
     while (++i < NUMHLD) {
       if (((uinv=3Darnarr[u].invent[i]) < 0) || (uinv >=3D numitm)) {
	       arnarr[u].invent[i] =3D -1;
         arnarr[u].charge[i] =3D 0;
       }
     }
     c=3D0;
     if ((c=3Di=3Dchkblk(u))!=3D-1) {
	     while ((arnarr[u].invent[c] =3D=3D -1) && (c < (NUMHLD-1))) c++;
	     arnarr[u].invent[i]=3Darnarr[u].invent[c];
	     arnarr[u].charge[i]=3Darnarr[u].charge[c];
	     arnarr[u].invent[c]=3D-1;
	     arnarr[u].charge[c]=3D0;
     }
     return(0);
}

int EXPORT
spell(void)
{
     register int i,c;
     int spl,tmpc;
     char s[4];

     setarn();
     if ((arnarr[usrnum].clas !=3D 0) && (arnarr[usrnum].clas !=3D 3) &&
         (arnarr[usrnum].clas !=3D 4) && (arnarr[usrnum].clas !=3D 6)) {
       strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
       prfmlt(LOOKSP,usaptr->userid,s);
       outchn(getchn(usrnum),usrnum,-1);
       prfmlt(SPELLS);
       c=3D0;
       i=3DSPLBOK;
       while (--i>-1) {
	       spl=3Darnarr[usrnum].splbook[i];
	       if (spl !=3D 255) {
	         pmlt("%s\r",tsnm[spl]);
	         c++;
	       }
       }
       if (!c) {
	       prfmlt(ANONE);
       }
       pmlt("\r");
       outmlt(usrnum);
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
       prfmlt(WARNBK,tcla[tmpc].pl);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
purge(char *spell)
{
     register int i;
     int n,nm,tmpc,uspl;
     char s[4];

     setarn();
     if ((arnarr[usrnum].clas !=3D 0) && (arnarr[usrnum].clas !=3D 3) &&
         (arnarr[usrnum].clas !=3D 4) && (arnarr[usrnum].clas !=3D 6)) {
       tlchan=3Dgetchn(usrnum);
       strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
       if (chkspl(spell)) {
				 n=3D(asplnm(spell));
				 nm=3Darnarr[usrnum].splbook[n];
				 arnarr[usrnum].splbook[n]=3D255;
				 prfmlt(PRGOTH,usaptr->userid,s);
				 outchn(tlchan,usrnum,-1);
				 prfmlt(PRGSPL,tsnm[nm]);
				 outmlt(usrnum);
         i=3Dn-1;
				 while (++i<SPLBOK) {
					 if ((i+1 < SPLBOK) && ((uspl=3Darnarr[usrnum].splbook[i+1]) !=3D =
255)) {
						 arnarr[usrnum].splbook[i]=3Duspl;
						 arnarr[usrnum].splbook[i+1]=3D255;
					 }
				 }
			 } else {
				 prfmlt(NOSPEL);
				 outmlt(usrnum);
			 }
		 } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
       prfmlt(WARNBK,tcla[tmpc].pl);
			 outmlt(usrnum);
		 }
     return(0);
}

int EXPORT
inspect(char *who,int mirror)
{
      register int i;
      int count=3D0,k,m,n,p,a,c,dirroom,dr,ds,tmsg,rm,mid,mrndw;
     char wd[25],ad[25],*nm,*sex,dsex[4],d2sex[4],d3sex[4],psex[4];
     long h;

     setarn();
     tlchan=3Dgetchn(usrnum);
     rm=3D(tlchan-ARNSUB-DUNOFF);
     dr=3D-1;
     ds=3D0;
     if (farlook(usrnum,who,1)) return(1);
     count=3Dlocchr(who,2);
     if (!count) {
       if (locchr(who,1)=3D=3D1) {
         if ((arnarr[usrnum].loc+ARNSUB<=3DARNHCH) ||
             (arnarr[othusn].loc+ARNSUB<=3DARNHCH)) dr=3D-1;
         else {
           if ((dirroom=3Dchkpth(usrnum,othusn,5))!=3D-1) {
		         if ((!islit(rm)) && (!islit(arnarr[othusn].loc-DUNOFF))) {
               prfmlt(TOODRK);
               outmlt(usrnum);
             } else {
               dr=3Dchkdir((arnarr[usrnum].loc-DUNOFF),dirroom);
               if (chkbar(arnarr[usrnum].loc-DUNOFF,
                         arnarr[othusn].loc-DUNOFF,dr)) dr=3D-1;
               if ((dr=3D=3D-1) || (arnarr[othusn].invcnt))
                 dr=3D-1;
               else ds=3Dcount=3D1;
             }
           }
         }
         if (dr=3D=3D-1) count=3D0;
       }
     }
     if (!count) {
       tmpmon=3D-1;
       if ((dirroom=3Dchkpthm(usrnum,who,5))!=3D-1) {
		     if ((!islit(rm)) && (!islit(arnmar2[tmpmon].dloc-DUNOFF))) {
           prfmlt(TOODRK);
           outmlt(usrnum);
         } else {
           dr=3Dchkdir((arnarr[usrnum].loc-DUNOFF),dirroom);
           if (chkbar(arnarr[usrnum].loc-DUNOFF,
                     arnmar2[tmpmon].dloc-DUNOFF,dr)) dr=3D-1;
           if (dr>-1) ds=3D1;
           else tmpmon=3Dds=3Ddr=3D-1;
         }
       } else {
         dr=3D-1;
       }
     }
		 if (islit(rm)) {
       if (!count) {
         i=3D-1;
			   while (++i<NMRMMN) {
				   if (((m=3Dgetmon(arnarr[usrnum].loc,i))!=3D-1) &&
              (arnmar[m].active =3D=3D 1) &&
              (tokuid(who,tmnm[(mid=3Darnmar[m].id)]))) {
             setmbk(datmb);
             if ((mrndw=3Darnmar[m].rndwep)=3D=3D63)
               prfmlt(tmds[mid]);
             else {
               getdat('w',mrndw);
               prfmlt(tmds[mid],pre[tmwp[0].prefix],tmwp[0].name);
             }
             setmbk(arnmb);
             h=3Dpercnt(arnmar2[m].hits,arnmar2[m].mhits);
             tmsg=3D0;
             if (h>=3D90) tmsg=3DMMSG5;
	           else if (h<25) tmsg=3DMMSG1;
	           else if (h<50) tmsg=3DMMSG2;
	           else if (h<70) tmsg=3DMMSG3;
	           else if (h<90) tmsg=3DMMSG4;
             if (tmsg) prfmlt(tmsg,tmnm[mid]);
             prfmlt(INSP4);
             outmlt(usrnum);
             prfmlt(INMOTH,usaptr->userid,tmnm[mid]);
             outchn(getchn(usrnum),usrnum,-1);
					   return(1);
				   }
			   }
         if (tmpmon !=3D -1) {
           prfmlt(THRITIS,tmnm[arnmar[tmpmon].id],adir[dr]);
           outmlt(usrnum);
           prfmlt(INSOTH2,usaptr->userid,adir[dr]);
	         outchn(getchn(usrnum),usrnum,-1);
           return(1);
         }
			   if ((tmpmon=3D=3D-1) && (dr=3D=3D-1)) {
           i=3D-1;
           while (++i<NFLK) {
            if ((tokuid(who,arnfar[i].type)) &&
                 (arnfar[i].active =3D=3D 1) && (arnfar[i].loc =3D=3D =
tlchan-ARNSUB)) {
               setmbk(twnmb);
               prfmlt(fdes+(arnfar[i].id<<2));
               rstmbk();
               outmlt(usrnum);
               prfmlt(INMOTH,usaptr->userid,arnfar[i].type);
               outchn(getchn(usrnum),usrnum,-1);
			         return(1);
             }
           }
         }
	       prfmlt(ARNNHR,who);
	       outmlt(usrnum);
       } else if (count !=3D 1) {
	       prfmlt(ARNAMB,"look");
	       outmlt(usrnum);
       } else if ((usrnum !=3D othusn) || (mirror)) {
	       if (arnarr[othusn].invcnt) {
  	       prfmlt(ARNNHR,who);
	         outmlt(usrnum);
         } else {
	         othuap=3Duacoff(othusn);
	         ochptr=3D&arnarr[othusn];
           if (!ds) {
	           n=3Dochptr->intl;
	           k=3Dochptr->know;
	           p=3Dochptr->phys;
	           a=3Dochptr->agil;
	           c=3Dochptr->chrs;
             h=3Dpercnt(arnarr[othusn].hits,arnarr[othusn].mhits);
	           if (othuap->sex =3D=3D 'F') sex=3D"female";
	           else sex=3D"male";
	           strcpy(dsex,(othuap->sex =3D=3D 'F' ? "She" : "He"));
	           strcpy(d2sex,(othuap->sex =3D=3D 'F' ? "her" : "him"));
	           strcpy(d3sex,(othuap->sex =3D=3D 'F' ? "she" : "he"));
             strcpy(psex,(othuap->sex =3D=3D 'F' ? "her" : "his"));
	           nm=3Dothuap->userid;
             if (ochptr->title) pmlt("%s ",atit[ochptr->title].name);
	           prfmlt(INSP1,nm);
             tmsg=3D0;
             if (c>22)                  tmsg=3DCMSG1;
	           else if ((c>15) && (c<23)) tmsg=3DCMSG2;
	           else if ((c>5) && (c<16))  tmsg=3DCMSG3;
	           else if (c<6)              tmsg=3DCMSG4;
             if (tmsg) prfmlt(tmsg);
             tmsg=3D0;
	           if (p>19)                 tmsg=3DPMSG1;
	           else if ((p>9) && (p<20)) tmsg=3DPMSG2;
	           else if (p<10)            tmsg=3DPMSG3;
             if (tmsg) {
               if (ochptr->promot)
                 prfmlt(tmsg,sex,trac[ochptr->race].rc,
                                 tcla[ochptr->clas+MAXCLASS].cl);
               else
                 =
prfmlt(tmsg,sex,trac[ochptr->race].rc,tcla[ochptr->clas].cl);
             }
	           if (k>19)     prfmlt(KMSG1,d2sex);
	           else if (k<9) prfmlt(KMSG2,d2sex);
	           else          prfmlt(INSP2);
             if ((arnarr[othusn].complexion) &&
                 (arnarr[othusn].eyecolor)   &&
                 (arnarr[othusn].haircolor)  &&
                 (arnarr[othusn].hairstyle)  &&
                 (arnarr[othusn].hairlength))
               prfmlt(DESC1,dsex,
                            acmp[arnarr[othusn].complexion].color,
                            aeco[arnarr[othusn].eyecolor].color,
                            ahco[arnarr[othusn].haircolor].color,
                            ahst[arnarr[othusn].hairstyle].style,
                            ahle[arnarr[othusn].hairlength].length);
	           if (a>19)     prfmlt(AMSG1,psex);
	           else if (a<9) prfmlt(AMSG2,psex);
	           if (n>19)     prfmlt(IMSG1,dsex,psex);
	           else if (n<9) prfmlt(IMSG2,dsex,psex);
             setmbk(datmb);
	           strcpy(ad,getmsg(tods[ochptr->armor]));
	           strcpy(wd,getmsg(tods[ochptr->weapon]));
             setmbk(arnmb);
	           prfmlt(INSP3,dsex,ad,wd);
             tmsg=3D0;
	           if (h>=3D90)     tmsg=3DHMSG5;
	           else if (h<25) tmsg=3DHMSG1;
	           else if (h<50) tmsg=3DHMSG2;
	           else if (h<70) tmsg=3DHMSG3;
	           else if (h<90) tmsg=3DHMSG4;
             if (tmsg) prfmlt(tmsg,d3sex);
             if (ochptr->badge) =
prfmlt(BMSG1,tbag[ochptr->badge].lcolor,psex);
	           prfmlt(INSP4);
	           outmlt(usrnum);
             if ((!arnarr[usrnum].invcnt) && (!mirror)) {
  	           prfmlt(INSPCT,usaptr->userid);
	             outmlt(othusn);
             }
	           prfmlt(INSOTH1,usaptr->userid,othuap->userid);
	           outchn(getchn(usrnum),usrnum,othusn);
           } else {
             prfmlt(THRHEIS,othuap->userid,adir[dr]);
             outmlt(usrnum);
             prfmlt(INSOTH2,usaptr->userid,adir[dr]);
	           outchn(getchn(usrnum),usrnum,othusn);
           }
         }
       } else {
	       prfmlt(NOLSLF);
	       outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
farlook(int unum,char *who,int range)
{
     register int i,d;
     int ex,rm,rm2,ret=3D0;

     tlchan=3Dgetchn(unum);
     rm=3Drm2=3D(tlchan-ARNSUB-DUNOFF);
     if (tlchan > (ARNSUB+DUNOFF)) {
       d=3D-1;
	     while (++d<10) {
	       if (sameas(who,sdir[d]) || sameas(who,adir[d])) {
           prfmlt(INSOTH2,usaptr->userid,adir[d]);


           outchn(tlchan,unum,-1);
           i=3D-1;
           while (++i<range) {
             if ((rm2<1) || (rm2>nmdnrm)) break;
             getroom(rm2,0);
             if ((ex=3Ddunroom[d])>0) {
               if (!chkbar(rm2,ex,d)) {
                 if ((!islit(rm)) && (!islit(ex))) {
                   prfmlt(TOODRK);
                   outmlt(unum);
                 } else {
                   shwchr(unum,ex+DUNOFF,0);
                   outmlt(unum);
                 }
               } else {
                 if (rm =3D=3D rm2) {
                   prfmlt(CNTSEE,adir[d]);
                   outmlt(unum);
                   break;
                 }
               }
             } else {
               if (rm =3D=3D rm2) {
                 prfmlt(NOEXIT);
                 outmlt(unum);
                 break;
               }
             }
             rm2=3Dex;
           }
           ret=3D1;
         }
       }
     }
     return(ret);
}

int EXPORT
lstgrp(void)
{
     register int i,m,rn;
     long h;

     setarn();
     if (arnarr[usrnum].grpact) {
       prfmlt(GRPHDR);
       rn=3Dgetchn(usrnum)-ARNSUB-DUNOFF;
       i=3D-1;
       while (++i<nterms) {
         if (chkgrm(i,arnarr[usrnum].grpnum,rn) =3D=3D 1) {
	         othuap=3Duacoff(i);
           pmlt("  %-30s",othuap->userid);
           if (arnarr[i].grpnum=3D=3Di) pmlt(" (L)");
           else if (arnarr[i].grpfol) pmlt(" (F)");
           else pmlt("    ");
           h=3Dpercnt(arnarr[i].hits,arnarr[i].mhits);
           pmlt(" [HE:%3s%",ltoa(h));
           if (arnarr[i].parcnt)
             pmlt(" ST:Paralyzed");
           else if ((arnarr[i].attdly) || (arnarr[i].spldly) ||
                    (arnarr[i].cbtcnt))
             pmlt(" ST:Resting");
           else
             pmlt(" ST:Ready");
           pmlt("]\r");
         }
       }
       i=3D-1;
       while (++i<NMRMMN) {
         if (((m=3Dgetmon((getchn(usrnum)-ARNSUB),i))!=3D-1) &&
             (arnmar[m].active =3D=3D 1)) {
           if (arnarr[usrnum].grpnum=3D=3Darnmar[m].protect) {
             pmlt("  %-30s",tmnm[arnmar[m].id]);
             h=3Dpercnt(arnmar2[m].hits,arnmar2[m].mhits);
             pmlt("    ");
             pmlt(" [HE:%3s%",ltoa(h));
             pmlt("]\r");
           }
         }
       }
       pmlt("\r");
       outmlt(usrnum);
     } else {
       prfmlt(NOTGRP);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
joigrp(char *who)
{
     register int i;
     int count,gl;
     char s[4];

     setarn();
     tlchan=3Dgetchn(usrnum);
		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       count=3Dlocchr(who,2);
       if (!count) {
	       prfmlt(ARNNHR,who);
	       outmlt(usrnum);
       } else if (count !=3D 1) {
	       prfmlt(ARNAMB,"join");
	       outmlt(usrnum);
       } else if (usrnum !=3D othusn) {
	       if (arnarr[othusn].invcnt) {
  	       prfmlt(ARNNHR,who);
	         outmlt(usrnum);
         } else if (arnarr[othusn].grpnum =3D=3D othusn) {
           gl=3D0;
           i=3D-1;
           while (++i<nterms) {
             if ((i!=3Dusrnum) && (chkgrm(i,usrnum,-1) =3D=3D 1)) {
               arnarr[i].grpnum=3Di;
               arnarr[i].grpact=3D1;
               othusp=3D&user[i];
               if ((othusp->state=3D=3Dtastt) && =
(othusp->substt=3D=3DPLYING)) {
                 prfmlt(GRPDIS,usaptr->userid);
                 outmlt(i);
                 gl=3D1;
               }
             }
           }
           if (gl) {
             prfmlt(DISGRP);
             outmlt(usrnum);
           }
           arnarr[usrnum].grpnum=3Dothusn;
           arnarr[usrnum].grpact=3D0;
	         othuap=3Duacoff(othusn);
           prfmlt(ASKGRP,othuap->userid);
           outmlt(usrnum);
           prfmlt(ASKGRP2,usaptr->userid);
           outgrp(getchn(usrnum),usrnum,-1,arnarr[othusn].grpnum,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
           strcpy(s,(othuap->sex =3D=3D 'F' ? "her" : "his"));
           prfmlt(OTHAGR1,usaptr->userid,othuap->userid);
           outngr(getchn(usrnum),usrnum,othusn,othusn,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
         } else {
	         othuap=3Duacoff(othusn);
           prfmlt(NOGRLD2,othuap->userid);
           outmlt(usrnum);
         }
       } else {
	       prfmlt(NOJSLF);
	       outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
levgrp(void)
{
     setarn();
     if (arnarr[usrnum].grpnum !=3D usrnum) {
       if (arnarr[usrnum].grpact) {
         othuap=3Duacoff(arnarr[usrnum].grpnum);
         prfmlt(LEVGRP,othuap->userid);
         outmlt(usrnum);
         prfmlt(LEVGRP2,usaptr->userid);
         outgrp(getchn(usrnum),usrnum,-1,arnarr[othusn].grpnum,
                (getchn(usrnum)-ARNSUB-DUNOFF));
         prfmlt(OTHLVG,usaptr->userid,othuap->userid);
         outngr(getchn(usrnum),usrnum,othusn,othusn,
                (getchn(usrnum)-ARNSUB-DUNOFF));
         arnarr[usrnum].grpnum=3Dusrnum;
         arnarr[usrnum].grpact=3D1;
       } else {
         othuap=3Duacoff(arnarr[usrnum].grpnum);
         prfmlt(LEVGRP3,othuap->userid);
         outmlt(usrnum);
         prfmlt(OTHSWG,usaptr->userid,othuap->userid);
         outngr(getchn(usrnum),usrnum,othusn,othusn,
                (getchn(usrnum)-ARNSUB-DUNOFF));
         arnarr[usrnum].grpnum=3Dusrnum;
         arnarr[usrnum].grpact=3D1;
       }
     } else {
       prfmlt(NOTGRP);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
addmbr(char *who)
{
     int count;
     char s[4];

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].grpnum!=3Dusrnum) {
       prfmlt(NOGRLD);
       outmlt(usrnum);
       return(0);
     }
		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       count=3Dlocchr(who,2);
       if (!count) {
	       prfmlt(ARNNHR,who);
	       outmlt(usrnum);
       } else if (count !=3D 1) {
	       prfmlt(ARNAMB,"add");
	       outmlt(usrnum);
       } else if (usrnum !=3D othusn) {
	       if (arnarr[othusn].invcnt) {
  	       prfmlt(ARNNHR,who);
	         outmlt(usrnum);
         } else if (arnarr[othusn].grpnum !=3D usrnum) {
	         othuap=3Duacoff(othusn);
           strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
           prfmlt(NASGRP,othuap->userid);
           outmlt(usrnum);
           prfmlt(NASGRP2,usaptr->userid,s);
           outmlt(othusn);
           prfmlt(OTHAGR2,usaptr->userid,othuap->userid,s);
           outchn(getchn(usrnum),usrnum,othusn);
         } else {
           if ((chkgrm(othusn,arnarr[usrnum].grpnum,-1)) =3D=3D 1) {
             prfmlt(ALRGRP,othuap->userid);
             outmlt(usrnum);
           } else {
             arnarr[othusn].grpact=3D1;
	           othuap=3Duacoff(othusn);
             prfmlt(ACCGRP,usaptr->userid);
             outmlt(othusn);
             prfmlt(JOIGRP,othuap->userid);
             outgrp(getchn(usrnum),othusn,-1,arnarr[usrnum].grpnum,
                    (getchn(usrnum)-ARNSUB-DUNOFF));
             prfmlt(OTHACG,othuap->userid,usaptr->userid);
             outngr(getchn(usrnum),othusn,usrnum,usrnum,
                    (getchn(usrnum)-ARNSUB-DUNOFF));
           }
         }
       } else {
	       prfmlt(NAGSLF);
	       outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
remmbr(char *who)
{
     int count;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].grpnum !=3D usrnum) {
       prfmlt(NOGRLD);
       outmlt(usrnum);
       return(0);
     }
		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       count=3Dlocchr(who,2);
       if (!count) {
	       prfmlt(ARNNHR,who);
	       outmlt(usrnum);
       } else if (count !=3D 1) {
	       prfmlt(ARNAMB,"remove");
	       outmlt(usrnum);
       } else if (usrnum !=3D othusn) {
	       if (arnarr[othusn].invcnt) {
  	       prfmlt(ARNNHR,who);
	         outmlt(usrnum);


         } else if (chkgrm(othusn,arnarr[usrnum].grpnum,-1) !=3D 1) {
	         othuap=3Duacoff(othusn);
           prfmlt(WRNGRP,othuap->userid);
           outmlt(usrnum);
         } else {
           arnarr[othusn].grpnum=3Dothusn;
           arnarr[othusn].grpact=3D1;
	         othuap=3Duacoff(othusn);
           prfmlt(REJGRP,usaptr->userid);
           outmlt(othusn);
           prfmlt(REMGRP,othuap->userid);
           outgrp(getchn(usrnum),othusn,-1,arnarr[usrnum].grpnum,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
           prfmlt(OTHRMG,othuap->userid,usaptr->userid);
           outngr(getchn(usrnum),othusn,usrnum,usrnum,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
         }
       } else {
	       prfmlt(NRGSLF);
	       outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
aptldr(char *who)
{
     int x,m,tmp,count;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].grpnum !=3D usrnum) {
       prfmlt(NOGRLD);
       outmlt(usrnum);
       return(0);
     }
		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       count=3Dlocchr(who,2);
       if (!count) {
	       prfmlt(ARNNHR,who);
	       outmlt(usrnum);
       } else if (count !=3D 1) {
	       prfmlt(ARNAMB,"appoint");
	       outmlt(usrnum);
       } else if (usrnum !=3D othusn) {
         othuap=3Duacoff(othusn);
	       if (arnarr[othusn].invcnt) {
  	       prfmlt(ARNNHR,who);
	         outmlt(usrnum);
         } else if (chkgrm(othusn,arnarr[usrnum].grpnum,-1) !=3D 1) {
           prfmlt(WRNGRP,othuap->userid);
           outmlt(usrnum);
         } else {
           prfmlt(APTLDR,othuap->userid);
           outmlt(usrnum);
           prfmlt(APTYOU,usaptr->userid);
           outmlt(othusn);
           prfmlt(APTGRP,usaptr->userid,othuap->userid);
           outgrp(getchn(usrnum),othusn,usrnum,arnarr[usrnum].grpnum,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
           prfmlt(OTHAPT,usaptr->userid,othuap->userid);
           outngr(getchn(usrnum),othusn,usrnum,usrnum,
                  (getchn(usrnum)-ARNSUB-DUNOFF));
           tmp=3Darnarr[usrnum].grpnum;
           x=3D-1;
           while (++x<NMRMMN) {
             if (((m=3Dgetmon(arnarr[usrnum].loc,x))!=3D-1) &&
                 (arnmar[m].protect=3D=3Darnarr[usrnum].grpnum) &&
                 (arnmar[m].active =3D=3D 1))
               if (arnarr[othusn].folcnt<5) {
                 arnarr[othusn].folcnt++;
                 arnmar[m].protect=3Dothusn;
               }
           }
           x=3D-1;
           while (++x<nterms) {
             if (chkgrm(x,tmp,-1) =3D=3D 1) {
               arnarr[x].grpnum=3Dothusn;
               arnarr[x].grpact=3D1;
             }
           }
         }
       } else {
	       prfmlt(NOAPSL);
	       outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
folgrp(void)
{
     setarn();
     if ((arnarr[usrnum].grpnum !=3D usrnum) || (arnarr[usrnum].grpact =
!=3D 1)) {
       prfmlt(GRPFOL);
       outmlt(usrnum);
       arnarr[usrnum].grpfol=3D1;
     } else {
       if (arnarr[usrnum].grpnum =3D=3D usrnum) prfmlt(YOULDR);
       else prfmlt(NOTGRP);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
hltgrp(void)
{
     setarn();
     if ((arnarr[usrnum].grpnum !=3D usrnum) || (arnarr[usrnum].grpact =
!=3D 1)) {
       prfmlt(GRPHLT);
       outmlt(usrnum);
       arnarr[usrnum].grpfol=3D0;
     } else {
       if (arnarr[usrnum].grpnum =3D=3D usrnum) prfmlt(YOULDR);
       else prfmlt(NOTGRP);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
shrgrp(long amt)
{
     register int i,cnt;
     unsigned shr;
     char s[4];
     long tmp;

     setarn();
     cnt=3D0;
     shr=3D0;
     if (arnarr[usrnum].grpact) {
       i=3D-1;
       while (++i<nterms) {
         othusp=3D&user[i];
         if =
((chkgrm(i,arnarr[usrnum].grpnum,(getchn(usrnum)-ARNSUB-DUNOFF)) =3D=3D =
1) &&
             (othusp->state=3D=3Dtastt) && (othusp->substt=3D=3DPLYING)) =
cnt++;
       }
       if (cnt<2) {
         prfmlt(NOTGRP);
         outmlt(usrnum);
         return(0);
       }
       if (arnarr[usrnum].level < 2) {
         prfmlt(CNTGVG);
         outmlt(usrnum);
         return(0);
       }
			 if ((amt>0) && (amt<30001L) && (chrptr->gold >=3D (unsigned)amt)) {
				 chrptr->gold-=3D(unsigned)amt;
         if (cnt)
           shr=3D(unsigned)(amt/cnt);
         else
           shr=3D0;
         chrptr->gold+=3D(unsigned)(amt-(shr*cnt));
         i=3D-1;
         while (++i<nterms) {
           othusp=3D&user[i];
	         ochptr=3D&arnarr[i];
           if =
((chkgrm(i,arnarr[usrnum].grpnum,(getchn(usrnum)-ARNSUB-DUNOFF)) =3D=3D =
1) &&
               (othusp->state=3D=3Dtastt) && =
(othusp->substt=3D=3DPLYING)) {
             tmp=3Dochptr->gold+shr;
             if ((tmp < 60001L) && (chkwal(i,(shr/5)))) {
               ochptr->gold+=3Dshr;
               setenc(i);
				       if (i!=3D usrnum) {
                 prfmlt(JSTSHG,usaptr->userid,ltoa(amt),shr);
                 outmlt(i);
               }
             } else {
               chrptr->gold+=3Dshr;
				       if (i!=3D usrnum) {
				         prfmlt(JSTSHN,usaptr->userid);
                 outmlt(i);
               }
             }
           }
         }
				 prfmlt(YOUSHG,ltoa(amt),shr);
				 outmlt(usrnum);
         strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
         prfmlt(OTHSHR,usaptr->userid,s);
         outngr(getchn(usrnum),i,usrnum,arnarr[usrnum].grpnum,
                (getchn(usrnum)-ARNSUB-DUNOFF));
			 } else {
				 prfmlt(TMCHGP);
				 outmlt(usrnum);
			 }
     } else {
       prfmlt(NOTGRP);
       outmlt(usrnum);
     }
     setenc(usrnum);
     return(0);
}

int EXPORT
disgrp(void)
{
     register int i;

     setarn();
     if (arnarr[usrnum].grpnum !=3D usrnum) {
       prfmlt(NOGRLD);
       outmlt(usrnum);
       return(0);
     }
     i=3D-1;
     while (++i<nterms) {
       if ((i!=3Dusrnum) && (chkgrm(i,usrnum,-1) =3D=3D 1)) {
         arnarr[i].grpnum=3Di;
         arnarr[i].grpact=3D1;
         othusp=3D&user[i];
         if ((othusp->state=3D=3Dtastt) && (othusp->substt=3D=3DPLYING)) =
{
           prfmlt(GRPDIS,usaptr->userid);
           outmlt(i);
         }
       }
     }
     prfmlt(DISGRP);
     outmlt(usrnum);
     return(0);
}

int EXPORT
track(char *who)
{
     int d,count,tmpc,trkch;

     setarn();
     if (arnarr[usrnum].clas =3D=3D 4) {
       tlchan=3Dgetchn(usrnum);
       if (tlchan > ARNHCH) {
         if (islit(tlchan-ARNSUB-DUNOFF)) {
           if (arnarr[usrnum].attdly<5) {
             count=3Dlocchr(who,1);
             if (!count) {
               attdly(10,usrnum);
               prfmlt(NOTRAL,who);
               outmlt(usrnum);
               prfmlt(TRKING,usaptr->userid);
               outchn(tlchan,usrnum,-1);
             } else if (count !=3D 1) {
               prfmlt(ARNAMB,"track");
               outmlt(usrnum);
             } else {
               if (usrnum !=3D othusn) {
                 if ((getchn(usrnum)!=3Dgetchn(othusn)) ||
                     (arnarr[othusn].invcnt)) {
	                 othuap=3Duacoff(othusn);
                   trkch=3D((arnarr[usrnum].level*5)+15);
                   if (trkch>99) trkch=3D99;
                   d=3Dtrldir(othusn,getchn(usrnum)-ARNSUB-DUNOFF,10);
                   if ((d !=3D -1) && ((arnrnd(1,100)) <=3D trkch)) {
                     arnarr[usrnum].attdly+=3D1;
                     awdexp(usrnum,1);
                     prfmlt(HEWENT,othuap->userid,adir[d]);
                     outmlt(usrnum);
                     prfmlt(TRKING,usaptr->userid);
                     outchn(tlchan,usrnum,-1);
                   } else {
                     attdly(10,usrnum);
  	                 prfmlt(NOTRAL,othuap->userid);
	                   outmlt(usrnum);
                     prfmlt(TRKING,usaptr->userid);
                     outchn(tlchan,usrnum,-1);
                   }
                 } else {
                   prfmlt(FOLISH);
                   outmlt(usrnum);
                 }
               } else {
                 prfmlt(NTRSLF);
                 outmlt(usrnum);
               }
             }
           } else {
			  	   prfmlt(ATTEXH);
  		   	   outmlt(usrnum);
           }
         } else {
           prfmlt(TOODRK);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NOTRKH);
         outmlt(usrnum);
       }
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
		   prfmlt(CNTTRK,tcla[tmpc].pl);
		   outmlt(usrnum);
     }
     return(0);
}

int EXPORT
hunt(void)
{
     int i,n,in,gi,tmpc;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].clas =3D=3D 4) {
       if (tlchan > ARNHCH) {
     		 if (islit(tlchan-ARNSUB-DUNOFF)) {
           if (!arnarr[usrnum].attdly) {
             attdly(30,usrnum);
             prfmlt(HNTING,usaptr->userid);
             outchn(tlchan,usrnum,-1);
             if ((arnrnd(1,100)) < ((arnarr[usrnum].level*5)+25)) {
               gi=3D0;
               if ((n=3Dchkblk(usrnum))!=3D-1) gi=3D1;
					     if (!gi) {
						     prfmlt(INVFUL);
						     outmlt(usrnum);
					     } else {
                 awdexp(usrnum,10);
                 i=3D-1;
		             while (++i < numitm) {
                   if (toef[i] =3D=3D 1) {
                     getdat('o',i);
                     break;
                   }
		             }
						     if (chkwal(usrnum,tobj[0].wt)) {
                   prfmlt(FNDRAT);
                   outmlt(usrnum);
						       arnarr[usrnum].invent[n]=3Di;
                   arnarr[usrnum].charge[n]=3Dtobj[0].charges;
                   if ((in=3Dchkinv2(2,usrnum))!=3D-1) {
                     getdat('o',arnarr[usrnum].invent[in]);
                     if (arnarr[usrnum].charge[in]<tobj[0].charges)
                       arnarr[usrnum].charge[in]++;
                   }
                   setenc(usrnum);
						     } else {
							     prfmlt(TOOHVY);
							     outmlt(usrnum);
						     }
					     }
             } else {
               prfmlt(DNTFND);
               outmlt(usrnum);
             }
           } else {
			  	   prfmlt(ATTEXH);
  		   	   outmlt(usrnum);
           }
         } else {
           prfmlt(TOODRK);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NOHNTH);
         outmlt(usrnum);
       }
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
		   prfmlt(CNTHNT,tcla[tmpc].pl);
		   outmlt(usrnum);
     }
     return(0);
}

int EXPORT
tame(char *who)
{
     register int x;
     int m,mn,mnum,tmpc;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].clas =3D=3D 4) {
       if (tlchan > ARNHCH) {
     		 if (islit(tlchan-ARNSUB-DUNOFF)) {
           if (!arnarr[usrnum].attdly) {
             attdly(10,usrnum);
             m=3D0;
             x=3D-1;
             while (++x<NMRMMN) {
				       if (((mn=3Dgetmon(arnarr[usrnum].loc,x))!=3D-1) &&
                   (arnmar[mn].active =3D=3D 1) &&
                   (tokuid(who,tmnm[arnmar[mn].id]))) {
                 mnum=3Dmn;
                 m=3D1;
                 break;
               }
				     }
             if (m =3D=3D 1) {
               if ((arnrnd(1,100)) < ((arnarr[usrnum].level*5)+15)) {
					       if ((arnarr[usrnum].level > (arnmar[mnum].level<<1)) &&
                     (arnmar[mnum].level < 6)) {
                   awdexp(usrnum,10);
                   if (arnarr[arnarr[usrnum].grpnum].folcnt<5) {
                     arnarr[arnarr[usrnum].grpnum].folcnt++;
     					       arnmar[mnum].protect=3Darnarr[usrnum].grpnum;
                   }
   					       arnmar2[mnum].prey=3Darnarr[usrnum].grpnum;
                   prfmlt(TAMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                   outchn(tlchan,usrnum,-1);
                   prfmlt(TAMMON,tmnm[arnmar[mnum].id]);
                   outmlt(usrnum);
					       } else {
                   prfmlt(TAMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                   outchn(tlchan,usrnum,-1);
                   prfmlt(DNTTAM,tmnm[arnmar[mnum].id]);
                   outmlt(usrnum);
					       }
               } else {
                 prfmlt(TAMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                 outchn(tlchan,usrnum,-1);
                 prfmlt(DNTTAM,tmnm[arnmar[mnum].id]);
                 outmlt(usrnum);
               }
             } else {
               prfmlt(NOTAMH);
               outmlt(usrnum);
             }
           } else {
			  	   prfmlt(ATTEXH);
  		   	   outmlt(usrnum);
           }
         } else {
           prfmlt(TOODRK);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NOTAMH);
         outmlt(usrnum);
       }
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
		   prfmlt(CNTTAM,tcla[tmpc].pl);
		   outmlt(usrnum);
     }
     return(0);
}

int EXPORT
mesmer(char *who)
{
     register int x;
     int m,mn,mnum,tmpc;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].clas =3D=3D 4) {
       if (tlchan > ARNHCH) {
     		 if (islit(tlchan-ARNSUB-DUNOFF)) {
           if (!arnarr[usrnum].attdly) {
             attdly(10,usrnum);
             m=3D0;
             x=3D-1;
             while (++x<NMRMMN) {
				       if (((mn=3Dgetmon(arnarr[usrnum].loc,x))!=3D-1) &&
				           (arnmar[mn].active =3D=3D 1) &&
                   (tokuid(who,tmnm[arnmar[mn].id]))) {
                 mnum=3Dmn;
                 m=3D1;
                 break;
               }
				     }
             if (m =3D=3D 1) {
               if ((arnrnd(1,100)) < ((arnarr[usrnum].level*5)-5)) {
					       if ((arnarr[usrnum].level > (arnmar[mnum].level<<1)) &&
                     (arnmar[mnum].level < 6)) {
                   awdexp(usrnum,10);
   					       arnmar[mnum].attack=3D6;
                   prfmlt(MSMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                   outchn(tlchan,usrnum,-1);
                   prfmlt(MSMMON,tmnm[arnmar[mnum].id]);
                   outmlt(usrnum);
					       } else {
                   prfmlt(MSMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                   outchn(tlchan,usrnum,-1);
                   prfmlt(DNTMSM,tmnm[arnmar[mnum].id]);
                   outmlt(usrnum);
					       }
               } else {
                 prfmlt(MSMING,usaptr->userid,tmnm[arnmar[mnum].id]);
                 outchn(tlchan,usrnum,-1);
                 prfmlt(DNTMSM,tmnm[arnmar[mnum].id]);
                 outmlt(usrnum);
               }
             } else {
               prfmlt(NOMSMH);
               outmlt(usrnum);
             }
           } else {
			  	   prfmlt(ATTEXH);
  		   	   outmlt(usrnum);
           }
         } else {
           prfmlt(TOODRK);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NOMSMH);
         outmlt(usrnum);
       }
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
		   prfmlt(CNTMSM,tcla[tmpc].pl);
		   outmlt(usrnum);
     }
     return(0);
}

int EXPORT
sight(char *dir)
{
     int tmpc;

     setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].clas =3D=3D 6) {
       if (tlchan > ARNHCH) farlook(usrnum,dir,5);
       else {
         prfmlt(NOSITH);
         outmlt(usrnum);
       }
     } else {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
		   prfmlt(CNTSIT,tcla[tmpc].pl);
		   outmlt(usrnum);
     }
     return(0);
}



/************************************************************************=
***/
/***                   Tele-Arena Sub-Functions                          =
***/
/************************************************************************=
***/

int EXPORT
light(char *item)
{
     int in;

		 setarn();
     tlchan=3Dgetchn(usrnum);
     if (arnarr[usrnum].light) {
       prfmlt(ALRLIT);
       outmlt(usrnum);
     } else {
       if ((in=3Dchkinv(item,usrnum))!=3D-1) {
         getdat('o',arnarr[usrnum].invent[in]);
         if (tobj[0].effect =3D=3D 16) {
	         prfmlt(YOULIT,tonm[arnarr[usrnum].invent[in]]);
	         outmlt(usrnum);
	         prfmlt(OTHLIT,usaptr->userid,tonm[arnarr[usrnum].invent[in]]);
	         outchn(tlchan,usrnum,-1);
	         =
arnarr[usrnum].light=3Dtobj[0].maxdam+arnrnd(0,tobj[0].maxdam);
         } else {
	         prfmlt(NOTLIT);
	         outmlt(usrnum);
         }
	     } else {
	       prfmlt(DNTHAV);
	       outmlt(usrnum);
	     }
     }
     return(0);
}

int EXPORT
litout(int who,int in)
{
		 setarn();
		 prfmlt(BRNOUT,tonm[arnarr[who].invent[in]]);
     outmlt(who);
     prfmlt(OTHOUT,uacoff(who)->userid,tonm[arnarr[who].invent[in]]);
     outchn(getchn(who),who,-1);
		 arnarr[who].light=3Darnarr[who].charge[in]=3D0;
     arnarr[who].invent[in]=3D-1;
     setenc(who);
     return(0);
}

int EXPORT
ring(int sub,int ter)
{
     int tter;

		 setarn();
  	 if (!arnarr[usrnum].attdly) {
       attdly(5,usrnum);
       arnarr[usrnum].cbtcnt+=3D3;
       if (!arnarr[usrnum].invcnt) {
  	     prfmlt(RNGGNG,"You");
	       outmlt(usrnum);
	       prfmlt(RNGGNG,usaptr->userid);
	       outchn(ARNSUB+sub,usrnum,-1);
       } else {
	       prfmlt(GNGRNG);
	       outchn(ARNSUB+sub,-1,-1);
       }
       tter=3Dchkter(ter);
	     if (tter!=3D-1) genmon(sub,tter,256,256,0,-1);
     } else {
       prfmlt(ATTEXH);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
itmlst(void)
{
     register int i;
     int inum,shplev=3D0,shptyp=3D-1;

     tlchan=3D(getchn(usrnum)-ARNSUB);
     if ((shplev=3Dwepshp(tlchan))!=3D0) shptyp=3D1;
     else if ((shplev=3Darmshp(tlchan))!=3D0) shptyp=3D2;
     else if ((shplev=3Dequshp(tlchan))!=3D0) shptyp=3D0;
     else if ((shplev=3Dmagshp(tlchan))!=3D0) shptyp=3D3;
     if ((shplev) && (shptyp!=3D-1)) {
       setmbk(cfgmb);
			 prfmlt(OBJHDR);
			 outmlt(usrnum);
       i=3D-1;
       while (++i<itm[shptyp][0]) {
         inum=3Ditm[shptyp][i+1];
         getdat('o',inum);
         if (tobj[0].shop<=3Dshplev) {
           prfmlt(ITEMS,tonm[inum],tobj[0].price);
           outmlt(usrnum);
         }
       }
       prfmlt(OBJEND);
			 outmlt(usrnum);
       setmbk(arnmb);
		   prfmlt(SGNOTH,usaptr->userid);
		   outchn(tlchan,usrnum,-1);
     }
     return(0);
}

int EXPORT
spllst(void)
{
     register int i;
     int snum,spltyp=3D-1,div=3D0,limit;

     setmbk(arnmb);
		 if ((sameas(margv[1],"sorceror1")) || (sameas(margv[1],"s1"))) {
       spltyp=3D0;
       div=3D1;
     } else if ((sameas(margv[1],"acolyte1")) || =
(sameas(margv[1],"a1"))) {
       spltyp=3D1;
       div=3D1;
     } else if ((sameas(margv[1],"druid1")) || (sameas(margv[1],"d1"))) =
{
       spltyp=3D2;
       div=3D1;
     } else if ((sameas(margv[1],"necrolyte1")) || =
(sameas(margv[1],"n1"))) {
       spltyp=3D3;
       div=3D1;
     } else if ((sameas(margv[1],"sorceror2")) || =
(sameas(margv[1],"s2"))) {
       spltyp=3D0;
       div=3D2;
     } else if ((sameas(margv[1],"acolyte2")) || =
(sameas(margv[1],"a2"))) {
       spltyp=3D1;
       div=3D2;
     } else if ((sameas(margv[1],"druid2")) || (sameas(margv[1],"d2"))) =
{
       spltyp=3D2;
       div=3D2;
     } else if ((sameas(margv[1],"necrolyte2")) || =
(sameas(margv[1],"n2"))) {
       spltyp=3D3;
       div=3D2;
     }
     if (spltyp!=3D-1) {
       setmbk(cfgmb);
			 prfmlt(SPLHDR1+spltyp);
			 outmlt(usrnum);
       if (div=3D=3D1) {
         limit=3D(spl[spltyp][0]>>1);
         i=3D-1;
       } else {
         limit=3Dspl[spltyp][0];
         i=3D(spl[spltyp][0]>>1)-1;
       }
       while (++i<limit) {
         snum=3Dspl[spltyp][i+1];
         getdat('s',snum);
         prfmlt(SPELLS1+spltyp,tsnm[snum],tspl[0].level,tspl[0].price);
         outmlt(usrnum);
       }
       prfmlt(SPLEND);
			 outmlt(usrnum);
       setmbk(arnmb);
			 prfmlt(SSNOTH+spltyp,usaptr->userid);
			 outchn(tlchan,usrnum,-1);
			 return(0);
		 }
     prfmlt(BYSELF2);
		 outmlt(usrnum);
     return(0);
}

int EXPORT
help(void)
{
     setmbk(cfgmb);
     if (sameas(margv[1],"actions"))          actlst();
     else if (sameas(margv[1],"arena"))       prfmlt(ARNHLP);
     else if (sameas(margv[1],"docks"))       prfmlt(DOCHLP);
     else if (sameas(margv[1],"exp1"))        prfmlt(EXPHLP1);
     else if (sameas(margv[1],"exp2"))        prfmlt(EXPHLP2);
     else if (sameas(margv[1],"guild"))       prfmlt(GLDHLP);
     else if (sameas(margv[1],"shops"))       prfmlt(SHPHLP);
     else if (sameas(margv[1],"tavern"))      prfmlt(TAVHLP);
     else if (sameas(margv[1],"temple"))      prfmlt(TMPHLP);
     else if (sameas(margv[1],"vaults"))      prfmlt(BNKHLP);
     else if (sameas(margv[1],"archers"))     prfmlt(ARCHLP);
     else if (sameas(margv[1],"hunters"))     prfmlt(HUNHLP);
     else if (sameas(margv[1],"rogues"))      prfmlt(ROGHLP);
     else if (sameas(margv[1],"combat"))      prfmlt(COMHLP);
     else if (sameas(margv[1],"general1"))    prfmlt(ARNINT1);
     else if (sameas(margv[1],"general2"))    prfmlt(ARNINT2);
     else if (sameas(margv[1],"general3"))    prfmlt(ARNINT3);
     else if (sameas(margv[1],"general4")) {
             setmbk(arnmb);
             prfmlt(ARNINT4);
     } else if (sameas(margv[1],"groups"))    prfmlt(GRPHLP);
     else if (sameas(margv[1],"info"))        prfmlt(INFHLP);
     else if (sameas(margv[1],"items"))       prfmlt(ITMHLP);
     else if (sameas(margv[1],"misc"))        prfmlt(MSCHLP);
     else if (sameas(margv[1],"movement"))    prfmlt(MOVHLP);
     else if (sameas(margv[1],"orders"))      prfmlt(ORDHLP);
     else if (sameas(margv[1],"spells"))      prfmlt(SPLHLP);
     else                                     prfmlt(INVTOP);
     outmlt(usrnum);
     setmbk(arnmb);
     return(0);
}

int EXPORT
balance(void)
{
     prfmlt(BNKBAL,ltoa(arnarr[usrnum].accbal));
     outmlt(usrnum);
     return(0);
}

int EXPORT
deposit(long amt)
{
     long tmp=3D0;

     if ((amt>0) && (amt<30001)) {
       if (arnarr[usrnum].gold>=3Damt) {
         tmp+=3Damt;
         tmp+=3Darnarr[usrnum].gold;
         if (tmp<=3D2000000000L) {
           arnarr[usrnum].gold-=3D(int)amt;
           arnarr[usrnum].accbal+=3Damt;
           prfmlt(BNKDEP,ltoa(amt));
         } else prfmlt(BNKANH);
       } else prfmlt(BNKNHA);
     } else prfmlt(BNKTMC);
     outmlt(usrnum);
     setenc(usrnum);
     return(0);
}

int EXPORT
withdraw(long amt)
{
     long tmp=3D0;

     if ((amt<30001) && (amt>0)) {
       tmp=3Damt;
       tmp+=3Darnarr[usrnum].gold;
       if ((tmp<60001L) && (chkwal(usrnum,(int)(amt/5)))) {
         if (arnarr[usrnum].accbal>=3Damt) {
           arnarr[usrnum].gold+=3D(int)amt;
           arnarr[usrnum].accbal-=3Damt;
           prfmlt(BNKWIT,ltoa(amt));
         } else prfmlt(BNKNAC);
       } else prfmlt(BNKNCA);
     } else prfmlt(BNKTMC);
     outmlt(usrnum);
     setenc(usrnum);
     return(0);
}

int EXPORT
getchn(int usr)
{
     if ((user[usr].state!=3Dtastt) || (user[usr].substt!=3DPLYING)) =
return(0);
	   return(arnarr[usr].loc+ARNSUB);
}

int EXPORT
getmch(int mon)
{
	   return(arnmar2[mon].dloc+ARNSUB);
}

int EXPORT
chkadv(void)
{
		 int ep,lv,h,m,tmpc,tmps;
     unsigned long axp;

     #ifdef DEMO
       if (arnarr[usrnum].level>6) {
         pmlt("***\r");
         pmlt("Sorry, higher levels are unavailable in this DEMO. If you =
would like to see\r");
         pmlt("more of this game, please encourage your sysop to =
purchase the full COMMERCIAL version.\r");
         return(1);
       }
     #endif
     if (!haskey(fulkey)) {
       if (arnarr[usrnum].level>dmolev) {
         setmbk(cfgmb);
         prfmlt(DMOLVL,dmolev);
         setmbk(arnmb);
         outmlt(usrnum);
         return(1);
       }
     }
     if ((chrptr->intl!=3Dchrptr->intl2) ||
         (chrptr->know!=3Dchrptr->know2) ||
         (chrptr->phys!=3Dchrptr->phys2) ||
         (chrptr->stam!=3Dchrptr->stam2) ||
         (chrptr->agil!=3Dchrptr->agil2) ||
         (chrptr->chrs!=3Dchrptr->chrs2) ||
         (chrptr->mspts!=3Dchrptr->mspts2) ||
         (chrptr->mhits!=3Dchrptr->mhits2)) {
       prfmlt(NEDRST);
       outmlt(usrnum);
       return(1);
     }
     axp=3Dcalcxp(usrnum);
     if (arnarr[usrnum].promot)
       m=3D(arnarr[usrnum].level-24);
     else
       m=3D(arnarr[usrnum].level);
		 axp=3D(axp*(m*m));
     ep=3Datoi(ltoa(((arnarr[usrnum].exp/(DEFEPL+axp))+1)));
     lv=3D(arnarr[usrnum].level);
		 if (ep > lv) {
				prfmlt(GNDLEV);
				outmlt(usrnum);
				arnarr[usrnum].level+=3D1;
        tmps=3D0;
        switch (arnarr[usrnum].clas) {
          case 1:
          case 7:
            tmps=3D2;
            break;
          case 2:
          case 5:
            tmps=3D1;
            break;
        }
        if (tmps) {
          if (arnarr[usrnum].promot) tmps++;
				  arnarr[usrnum].splpts+=3Dtmps;
				  arnarr[usrnum].mspts+=3Dtmps;
          arnarr[usrnum].mspts2+=3Dtmps;
				}
        tmpc=3Darnarr[usrnum].clas;
        if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
 				=
h=3D(arnrnd(DEFHPL,DEFHPH)+(arnarr[usrnum].stam2>>2)+(tcla[tmpc].hits));
				arnarr[usrnum].mhits=3D(arnarr[usrnum].mhits2+h);
				arnarr[usrnum].hits+=3Dh;
        arnarr[usrnum].atts=3Dcalcat(usrnum,1);
				arnarr[usrnum].mspts2=3Darnarr[usrnum].mspts;
				arnarr[usrnum].mhits2=3Darnarr[usrnum].mhits;
        arnarr[usrnum].pulls=3D0;
        if (arnrnd(1,100)<34) rasstt(usrnum,25);
	      return(2);
		 }
     return(0);
}

unsigned long EXPORT
calcxp(int un)
{
     int tmpx,prm;

     tmpx=3D-1;
     prm=3Darnarr[un].promot;
     switch (arnarr[un].clas) {
       case 0:
       case 4:
       case 6:
         tmpx=3D62;
         break;
       case 1:
       case 5:
         tmpx=3D90;
         break;
       case 2:
       case 7:
         tmpx=3D75;
         break;
       case 3:
         tmpx=3D60;
         break;
     }
     if (tmpx!=3D-1) {
       if (prm)
         return(tmpx+(((arnarr[un].level-15)+1)*(tmpx>>1)));
       return(tmpx+((arnarr[un].level+1)*(tmpx>>1)));
     }
     return(0);
}


int EXPORT
calcat(int un,int trn)
{
     int tmpx,nat;

     tmpx=3D-1;
     switch (arnarr[un].clas) {
       case 0:
       case 4:
       case 6:
         tmpx=3D0;
         break;
       case 2:
       case 3:
         tmpx=3D1;
         break;
       case 5:
       case 7:
         tmpx=3D2;
         break;
       case 1:
         tmpx=3D3;
         break;
     }
     if (tmpx!=3D-1) {
       nat=3D(arnarr[un].level/(DEFATA+tmpx))+((arnarr[un].agil2/15)+1);
       if ((trn) && (nat>4)) {
         if (arnarr[un].agil2>29) nat=3D6;
         else nat=3D5;
       }
    	 return(nat);
     }
     return(0);
}

int EXPORT
rasstt(int un,int lmt)
{
     int tmpx;

     tmpx=3D0;
     switch (arnrnd(1,6)) {
       case 1:
         if (arnarr[un].intl2<lmt) {
           arnarr[un].intl2+=3D1;
           arnarr[un].intl+=3D1;
           tmpx=3D1;
         }
         break;
       case 2:
         if (arnarr[un].know2<lmt) {
           arnarr[un].know2+=3D1;
           arnarr[un].know+=3D1;
           tmpx=3D1;
         }
         break;
       case 3:
         if (arnarr[un].phys2<lmt) {
           arnarr[un].phys2+=3D1;
           arnarr[un].phys+=3D1;
           tmpx=3D1;
         }
         break;
       case 4:
         if (arnarr[un].stam2<lmt) {
           arnarr[un].stam2+=3D1;
           arnarr[un].stam+=3D1;
           tmpx=3D1;
         }
         break;
       case 5:
         if (arnarr[un].agil2<lmt) {
           arnarr[un].agil2+=3D1;
           arnarr[un].agil+=3D1;
           tmpx=3D1;
         }
         break;
       case 6:
         if (arnarr[un].chrs2<lmt) {
           arnarr[un].chrs2+=3D1;
           arnarr[un].chrs+=3D1;
           tmpx=3D1;
         }
         break;
     }
     return(tmpx);
}

int EXPORT
chkinv(char *item,int who)
{
		 register int x;
     int uinv;

     x=3D-1;
		 while (++x<NUMHLD)
       if ((uinv=3Darnarr[who].invent[x]) !=3D -1)
			   if (tokuid(item,tonm[uinv])) return(x);
		 return(-1);
}

int EXPORT
chkinv2(int type,int who)
{
		 register int x;
     int uinv;

     x=3D-1;
		 while (++x<NUMHLD)
       if ((uinv=3Darnarr[who].invent[x]) !=3D -1)
			   if (toef[uinv] =3D=3D type) return(x);
		 return(-1);
}

int EXPORT
chkinv3(int type,int what,int who,int fill)
{
		 register int x;
     int uinv;

     x=3D-1;
		 while (++x<NUMHLD) {
       if ((uinv=3Darnarr[who].invent[x]) !=3D -1) {
         if ((arnarr[who].charge[x]>0) || (fill)) {
           getdat('o',uinv);
			     if ((tobj[0].effect =3D=3D type) && (tobj[0].mindam =3D=3D =
what)) return(x);
         }
       }
     }
		 return(-1);
}

int EXPORT
chkblk(int who)
{
		 register int x;

     x=3D-1;
		 while (++x<NUMHLD) if (arnarr[who].invent[x]=3D=3D-1) return(x);
     return(-1);
}

int EXPORT
chkspl(char *spell)
{
		 register int i,h;
     int uspl;

		 h=3D0;
     i=3D-1;
		 while (++i<SPLBOK) {
       if ((uspl=3Darnarr[usrnum].splbook[i]) !=3D 255) {
			   if (sameas(tsnm[uspl],spell)) {
				   h=3D1;
           break;
			   }
       }
		 }
		 return(h);
}

int EXPORT
asplnm(char *spell)
{
		 register int i,n;
     int uspl;

		 n=3Di=3D-1;
		 while (++i<SPLBOK) {
       if ((uspl=3Darnarr[usrnum].splbook[i]) !=3D 255) {
			   if (sameas(spell,tsnm[uspl])) {
				   n=3Di;
           break;
			   }
       }
		 }
		 return(n);
}

int EXPORT
chkchr(int l)
{
     register int i;

     i=3D-1;
     while (++i<nterms)
       if ((getchn(i)>ARNSUB) && (arnarr[i].loc=3D=3Dl) &&
           (user[i].state =3D=3D tastt)) return(1);
     return(0);
}

int EXPORT
chkgrm(int u,int grp,int rm)
{
     if ((arnarr[u].grpnum=3D=3Dgrp) && (arnarr[u].grpact=3D=3D1) &&
         (user[u].state=3D=3Dtastt) && (user[u].substt=3D=3DPLYING) &&
         (((getchn(u)-ARNSUB-DUNOFF)=3D=3Drm) || (rm=3D=3D-1))) =
return(1);
     return(0);
}

int EXPORT
chkpar(int u)
{
     if (arnarr[u].parcnt) {
       prfmlt(PARLYZ);
       outmlt(u);
       return(1);
     }
     return(0);
}

int EXPORT
death(int u,int ou,int msg)
{
     register int x;
     int it,chg,uinv;
     unsigned gp;
     long tmp;
     char weapon[30],armor[30];
     FILE *temp;

     if (tadlog) {
       if((temp=3Dfopen("TADEATH.LOG",FOPAA)) !=3D NULL) {
         =
fprintf(temp,"=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D\n" );
         fprintf(temp,"User %s, Date=3D%s =
Time=3D%s\n",uacoff(u)->userid,
                 ncdate(today()),nctime(now()));
         fprintf(temp,"Race:         %s\n",trac[arnarr[u].race].race);
         if (!arnarr[u].promot) {
           fprintf(temp,"Class:        %s\n",tcla[arnarr[u].clas].clas);
           fprintf(temp,"Level:        %d\n",arnarr[u].level);
         } else {
           fprintf(temp,"Class:        =
%s\n",tcla[arnarr[u].clas+MAXCLASS].clas);
           fprintf(temp,"Level:        %d\n",(arnarr[u].level-25));
         }
         fprintf(temp,"Experience:   %s\n",ltoa(arnarr[u].exp));
         fprintf(temp,"Rune:         =
%s\n\n",tbag[arnarr[u].badge].ucolor);
         fprintf(temp,"Intellect:    =
%d/%d\n",arnarr[u].intl2,arnarr[u].intl);
         fprintf(temp,"Knowledge:    =
%d/%d\n",arnarr[u].know2,arnarr[u].know);
         fprintf(temp,"Physique:     =
%d/%d\n",arnarr[u].phys2,arnarr[u].phys);
         fprintf(temp,"Stamina:      =
%d/%d\n",arnarr[u].stam2,arnarr[u].stam);
         fprintf(temp,"Agility:      =
%d/%d\n",arnarr[u].agil2,arnarr[u].agil);


         fprintf(temp,"Charisma:     =
%d/%d\n\n",arnarr[u].chrs2,arnarr[u].chrs);
         fprintf(temp,"Mana:         =
%d/%d\n",arnarr[u].mspts2,arnarr[u].mspts);
         fprintf(temp,"Vitality:     =
%d/%d\n",arnarr[u].mhits2,arnarr[u].mhits);
         fprintf(temp,"Armor Rating: %d\n\n",arnarr[u].ac);
         strcpy(weapon,tonm[arnarr[u].weapon]);
         weapon[0]=3Dtoupper(weapon[0]);
         fprintf(temp,"Weapon:       %s\n",weapon);
         strcpy(armor,tonm[arnarr[u].armor]);
         armor[0]=3Dtoupper(armor[0]);
         fprintf(temp,"Armor:        %s\n",armor);
         fprintf(temp,"Location:     %d\n",arnarr[u].loc-DUNOFF);
         fprintf(temp,"Inventory:    %d gold crowns",arnarr[u].gold);
         pckinv(u);
         x=3D-1;
         while (++x<NUMHLD) {
           it=3Darnarr[u].invent[x];
           if (it !=3D -1) {
             chg=3Darnarr[u].charge[x];
             setmbk(datmb);
	           if ((x<(NUMHLD-1)) &&
                 (it > -1) && (it < numitm) &&
	               ((uinv=3Darnarr[u].invent[x+1]) > -1) &&
	               (uinv < numitm)) {
               if ((toef[it]=3D=3D2) || (toef[it]=3D=3D19))
                 fprintf(temp,", %s(%d)",getmsg(tods[it]),chg);
               else fprintf(temp,", %s",getmsg(tods[it]));
	           } else {
               if ((toef[it]=3D=3D2) || (toef[it]=3D=3D19))
                 fprintf(temp,", and %s(%d)",getmsg(tods[it]),chg);
               else fprintf(temp,", and %s",getmsg(tods[it]));
             }
             setmbk(arnmb);
           }
         }
         fprintf(temp,".\n");
         fprintf(temp,"Killed by:    ");
         if (ou > -1) {
           fprintf(temp,"%s (user)",uacoff(ou)->userid);
           if (msg =3D=3D 1) fprintf(temp," <Area effect>\n");
           else fprintf(temp,"\n");
         } else if (ou =3D=3D -2) {
           fprintf(temp,"Monster");
           if (msg =3D=3D 1) fprintf(temp," <Area effect>\n");
           else fprintf(temp,"\n");
         } else if (msg =3D=3D 0)
           fprintf(temp,"Poison\n");
         else if (msg =3D=3D 1)
           fprintf(temp,"Trap\n");
         else if (msg =3D=3D 2)
           fprintf(temp,"Starvation\n");
         else if (msg =3D=3D 3)
           fprintf(temp,"Dehydration\n");
         else if (msg =3D=3D 5)
           fprintf(temp,"Heat Stroke\n");
         else if (msg =3D=3D 6)
           fprintf(temp,"Suicide\n");
         fclose(temp);
       }
     }
		 arnarr[u].hits=3D0;
		 prfmlt(YOUDED+msg);
		 outmlt(u);
     if ((ou=3D=3D-1) || (msg =3D=3D 1)) {
			 prfmlt(OTHDED,uacoff(u)->userid);
			 outchn(getchn(u),u,-1);
     } else if (ou !=3D -2) {
			 if (arnarr[ou].hits>0) {
         othuap=3Duacoff(u);
         prfmlt(YOUWON,othuap->userid);
				 outmlt(ou);
				 if (arnarr[u].level > 1) {
					 gp=3Darnrnd(1*arnarr[u].level,5*arnarr[u].level);
           tmp=3Darnarr[ou].gold+gp;
           if ((tmp < 60001L) && (chkwal(ou,(gp/5)))) {
             arnarr[ou].gold+=3Dgp;
					   prfmlt(GTCGLD,gp,othuap->userid);
					   outmlt(ou);
           }
				 }
			 }
     }
     if ((ou !=3D -1) && (msg !=3D 1)) {
       if (ou =3D=3D -2) ou=3D-1;
       othuap=3Duacoff(u);
			 prfmlt(LEFTDF,othuap->userid);
			 outchn(getchn(u),u,ou);
     }
     arnarr[u].gold=3D0;
     arnarr[u].splpts=3D0;
		 arnarr[u].status=3D0;
		 arnarr[u].attdly=3D60;
		 arnarr[u].spldly=3D60;
		 arnarr[u].poison=3D0;
		 arnarr[u].loc=3D4;
		 setchn(u,ARNSUB+4,1);
     arnarr[u].light=3D0;
     arnarr[u].food=3D7200;
		 arnarr[u].water=3D3600;
		 arnarr[u].attcnt=3D0;
		 arnarr[u].invcnt=3D0;
     arnarr[u].procnt=3D0;
		 arnarr[u].parcnt=3D0;
     arnarr[u].grpnum=3Du;
     arnarr[u].grpact=3D1;
		 setchn(u,0,1);
     x=3D-1;
     while (++x<nterms) {
       if ((x!=3Du) && (chkgrm(x,u,-1) =3D=3D 1)) {
         arnarr[x].grpnum=3Dx;
         arnarr[x].grpact=3D1;
         othusp=3D&user[x];
         if ((othusp->state=3D=3Dtastt) && (othusp->substt=3D=3DPLYING)) =
{
           prfmlt(REJGRP,uacoff(u)->userid);
           outmlt(x);
         }
       }
     }
     x=3D-1;
     while (++x<NMON) {
       if (arnmar[x].protect=3D=3Darnarr[u].grpnum) =
arnmar[x].protect=3D256;
       if (arnmar2[x].prey=3D=3Du) arnmar2[x].prey=3D256;
     }
     if (chkinv2(18,u) !=3D -1) {
       if (arnarr[u].exp) arnarr[u].exp-=3D(arnarr[u].exp/10);
		   arnarr[u].hits=3D  1;
		   arnarr[u].ac=3D    DEFARC;
		   arnarr[u].weapon=3DDEFWEP;
		   arnarr[u].armor=3D DEFARM;
       x=3D-1;
       while (++x<SPLBOK) arnarr[u].splbook[x]=3D255;
       x=3D-1;
  	   while (++x<NUMHLD) {
         arnarr[u].invent[x]=3D-1;
         arnarr[u].charge[x]=3D0;
       }
       setenc(u);
       prfmlt(ENT12,uacoff(u)->userid);
       outchn(arnarr[u].loc+ARNSUB,u,-1);
       shwchr(u,getchn(u)-ARNSUB,1);
       outmlt(u);
     } else exitta(u);
     return(1);
}

/************************************************************************=
***/
/***                  Tele-Arena Game of Chance Routines                 =
***/
/************************************************************************=
***/

int EXPORT
taslot(void)
{
     long scost=3D1L;
     int  first,second,third;
     char *snam[5]=3D{"Lemon   ","Apple   ","Orange  ","Cherry  ","Crown =
  "};

     if (arnarr[usrnum].level > 1) {
       if (arnarr[usrnum].gold < scost) {
         prfmlt(SLTLOW,ltoa(scost));
       } else if (arnarr[usrnum].pulls > 24) {
         prfmlt(SLTOUT);
       } else {
         prfmlt(OTHSLT,usaptr->userid);
         outchn(getchn(usrnum),usrnum,-1);
         arnarr[usrnum].gold-=3Datoi(ltoa(scost));
         first=3Darnrnd(0,4);
         second=3Darnrnd(0,4);
         third=3Darnrnd(0,4);
         =
prfmlt(SLTPUL,ltoa(scost),snam[first],snam[second],snam[third]);
         switch (first) {
           case 0:
             prfmlt(GAMLOS);
             break;
           case 1:
             if ((!second) || (!third)) prfmlt(GAMLOS);
             else if (second =3D=3D 1)
               if (third =3D=3D 1) gamwin(scost);
               else gamwin(scost>>1);
             else prfmlt(GAMLOS);
             break;
           case 2:
             if ((!second) || (!third)) prfmlt(GAMLOS);
             else if (second =3D=3D 2)
               if (third =3D=3D 2) gamwin((scost*3L)>>1);
               else gamwin(scost);
             else prfmlt(GAMLOS);
             break;
           case 3:
             if ((!second) || (!third)) prfmlt(GAMLOS);
             else if (second =3D=3D 3)
               if (third =3D=3D 3) gamwin(scost*7L/3L);
               else gamwin(scost*5L/3L);
             else gamwin(scost);
             break;
           case 4:
             if ((!second) || (!third)) prfmlt(GAMLOS);
             else if (second =3D=3D 4)
               if (third =3D=3D 4) {
                 prfmlt(JACKPOT);
                 gamwin(scost*25L);
               } else gamwin(scost*10L);
             else gamwin(scost*5L);
             break;
         }
         arnarr[usrnum].pulls++;
       }
     } else prfmlt(CNTGVG);
     outmlt(usrnum);
     return(0);
}

int EXPORT
tadice(void)
{
     long scost=3D10L;
     int  roll;

     if (arnarr[usrnum].level > 1) {
       if (arnarr[usrnum].gold < scost) {
         prfmlt(DICLOW,ltoa(scost));
       } else if (arnarr[usrnum].pulls > 24) {
         prfmlt(DICOUT);
       } else {
         prfmlt(OTHDIC,usaptr->userid);
         outchn(getchn(usrnum),usrnum,-1);
         arnarr[usrnum].gold-=3Datoi(ltoa(scost));
         roll=3Darnrnd(0,10);
         prfmlt(ROLDIC,ltoa(scost));
         prfmlt(DICE00+roll);
         switch (roll) {
           case 4:
             gamwin(scost<<2);
             break;
           case 7:
             gamwin(scost*5L);
             break;
           default:
             prfmlt(GAMLOS);
             break;
         }
         arnarr[usrnum].pulls++;
       }
     } else prfmlt(CNTGVG);
     outmlt(usrnum);
     return(0);
}

int EXPORT
gamwin(long amnt)
{
     long tmp;

     tmp=3Darnarr[usrnum].gold+amnt;
     if ((tmp < 60001L) && (chkwal(usrnum,(int)(amnt/5)))) {
       arnarr[usrnum].gold+=3Datoi(ltoa(amnt));
       prfmlt(GAMWIN,ltoa(amnt));
     } else prfmlt(BNKNCA);
     return(0);
}

int EXPORT
cmdstp(char *what)
{
     int i,m=3D-1,mp=3D0,uloc,ugrp;

     setarn();
     tlchan=3Dgetchn(usrnum);
 		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       uloc=3Darnarr[usrnum].loc;
       ugrp=3Darnarr[usrnum].grpnum;
       i=3D-1;
			 while (++i<NMRMMN) {
				 if (((m=3Dgetmon(uloc,i))!=3D-1) &&
            (arnmar[m].active =3D=3D 1) &&
            (tokuid(what,tmnm[arnmar[m].id]))) {
           if (ugrp=3D=3Darnmar[m].protect) mp=3D1;
           break;
         }
       }
       if (mp) {
         prfmlt(OTHCMD,usaptr->userid,tmnm[arnmar[m].id]);
         outchn(tlchan,usrnum,-1);
         if (arnmar2[m].prey!=3D256) {
           =
prfmlt(CMDSTP,tmnm[arnmar[m].id],uacoff(arnmar2[m].prey)->userid);
	         outmlt(usrnum);
           arnmar2[m].prey=3D256;
         }
       }
       else {
         prfmlt(NOMCMD);
         outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
cmdtrk(char *what,char *who)
{
     int count,i,m=3D-1,mp=3D0,uloc,ugrp;

     setarn();
     tlchan=3Dgetchn(usrnum);
 		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       uloc=3Darnarr[usrnum].loc;
       ugrp=3Darnarr[usrnum].grpnum;
       i=3D-1;
			 while (++i<NMRMMN) {
				 if (((m=3Dgetmon(uloc,i))!=3D-1) &&
            (arnmar[m].active =3D=3D 1) &&
            (tokuid(what,tmnm[arnmar[m].id]))) {
           if (ugrp=3D=3Darnmar[m].protect) mp=3D1;
           break;
         }
       }
       if (mp) {
         prfmlt(OTHCMD,usaptr->userid,tmnm[arnmar[m].id]);
         outchn(tlchan,usrnum,-1);
         count=3Dlocchr(who,1);
         prfmlt(CTRING,tmnm[arnmar[m].id]);
         outchn(tlchan,usrnum,-1);
         if (!count) {
	         prfmlt(NCTRAL,tmnm[arnmar[m].id],who);
	         outmlt(usrnum);
         } else if (count !=3D 1) {
	         prfmlt(ARNAMB,"order to track");
	         outmlt(usrnum);
         } else {
           getdat('m',arnmar[m].id);
           if (tmon[0].gp =3D=3D 0) {
             if (usrnum !=3D othusn) {
               if (trldir(othusn,getchn(usrnum)-ARNSUB-DUNOFF,10)!=3D-1) =
{
	               =
prfmlt(CMDTRK,tmnm[arnmar[m].id],uacoff(othusn)->userid);
	               outmlt(usrnum);
                 arnmar2[m].prey=3Dothusn;
               } else {
	               prfmlt(NCTRAL,tmnm[arnmar[m].id],who);
	               outmlt(usrnum);
               }
             } else {
               prfmlt(NCTSLF);
               outmlt(usrnum);
             }
           } else {
		         prfmlt(CNTTRK,tmon[0].plural);
		         outmlt(usrnum);
           }
         }
       } else {
         prfmlt(NOMCMD);
         outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
cmdfol(char *what,char *who)
{
     int count,i,m=3D-1,mp=3D0,uloc,ugrp;

     setarn();
     tlchan=3Dgetchn(usrnum);
 		 if (islit(tlchan-ARNSUB-DUNOFF)) {
       uloc=3Darnarr[usrnum].loc;
       ugrp=3Darnarr[usrnum].grpnum;
       i=3D-1;
			 while (++i<NMRMMN) {
				 if (((m=3Dgetmon(uloc,i))!=3D-1) &&
            (arnmar[m].active =3D=3D 1) &&
            (tokuid(what,tmnm[arnmar[m].id]))) {
           if (ugrp=3D=3Darnmar[m].protect) mp=3D1;
           break;
         }
       }
       if (mp) {
         prfmlt(OTHCMD,usaptr->userid,tmnm[arnmar[m].id]);
         outchn(tlchan,usrnum,-1);
         count=3Dlocchr(who,2);
         if (!count) {
	         prfmlt(NCFOLL,tmnm[arnmar[m].id],who);
	         outmlt(usrnum);
         } else if (count !=3D 1) {
	         prfmlt(ARNAMB,"order to follow");
	         outmlt(usrnum);
         } else {
           prfmlt(CMDFOL,tmnm[arnmar[m].id],uacoff(othusn)->userid);
	         outmlt(usrnum);
	         prfmlt(CMFYOU,tmnm[arnmar[m].id],usaptr->userid);
           outmlt(othusn);
           if (usrnum !=3D othusn) {
             if (arnarr[othusn].folcnt<5) {
               arnarr[othusn].folcnt++;
	             =
prfmlt(CMFOLL,tmnm[arnmar[m].id],usaptr->userid,uacoff(othusn)->userid);
               outchn(getchn(usrnum),usrnum,othusn);
               arnmar[m].protect=3Dothusn;
             } else {
	             prfmlt(NCFOLL,tmnm[arnmar[m].id],who);
	             outmlt(usrnum);
             }
           } else {
             prfmlt(NCFSLF);
             outmlt(usrnum);
           }
         }
       } else {
         prfmlt(NOMCMD);
         outmlt(usrnum);
       }
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
chkwal(int un, int wt)
{
		 int awt;

     awt=3D(arnarr[un].phys2*50);
		 if ((arnarr[un].wt+wt) <=3D awt) return(1);
     return(0);
}


------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-4.C"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-4.c (C File)
Content-Disposition: attachment; filename="TSGARN-4.C"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***              Part 4                                                 =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

#include "tsgarn-0.h"

/************************************************************************=
***/
/***                  Tele-Arena global definitions                      =
***/
/************************************************************************=
***/

char dunitm0[MAXRMS],
     dunitm1[MAXRMS],
     dunitm2[MAXRMS],
     dunitm3[MAXRMS],
     dunitm4[MAXRMS],
     dunitm5[MAXRMS];

/************************************************************************=
***/
/***                Tele-Arena Item Manipulation Commands                =
***/
/************************************************************************=
***/

int EXPORT
get(char *item)
{

     register int i,c=3D0;
     int a=3D0,f=3D0,n,w,gi,in,rm,chg[NUMHLD],itm[NUMHLD];
     char objdes[25];

     setarn();
     tlchan=3Dgetchn(usrnum);
     rm=3Dtlchan-ARNSUB-DUNOFF;
     w=3D-1;
     if (tlchan>ARNSUB+DUNOFF) {
       if (sameas(item,"all")) a=3D1;
       i=3D-1;
       while (++i<NUMHLD) itm[i]=3D-1;
       i=3D-1;
       while (++i < NMRMIT) {
         if ((w=3Ddunitm(rm,i)) !=3D 255) {
           if ((a) || (tokuid(item,tonm[w]))) {
             getdat('o',w);
             if (chkwal(usrnum,tobj[0].wt)) {
               if ((n=3Dchkblk(usrnum))!=3D-1) gi=3D1;
               else gi=3D0;
               if (!gi) {
                 prfmlt(INVFUL);
                 outmlt(usrnum);
                 f=3D1;
                 break;
               } else {
                 if (tobj[0].effect =3D=3D 17) =
arnarr[usrnum].light=3D10;
                 if ((in=3Dchkinv3(19,w,usrnum,1)) !=3D -1)
                   getdat('o',arnarr[usrnum].invent[in]);
                 if ((in !=3D -1) && =
(chrptr->charge[in]<tobj[0].charges)) {
                   chrptr->charge[in]++;
                 } else {
                   chrptr->invent[n]=3Dw;
                   chrptr->charge[n]=3Ddunitm(rm,i+NMRMIT);
                 }
                 itm[c]=3Dw;
                 chg[c++]=3Ddunitm(rm,i+NMRMIT);
                 sdunitm(rm,i,255);
                 sdunitm(rm,i+NMRMIT,255);
                 if (!a) break;
               }
             } else {
               prfmlt(TOOHVY);
               outmlt(usrnum);
               f=3D1;
               break;
             }
           }
         }
       }
       shfobj(rm);
     }
     if ((!f) && (!c)) {
       prfmlt(NSIHER);
       outmlt(usrnum);
     }
     if (c>1) {
       prfmlt(GETOTH2,usaptr->userid);
       outchn(tlchan,usrnum,-1);
       prfmlt(YOUTAK2);
       setmbk(datmb);
       i=3D-1;
       while (++i<NUMHLD) {
         in=3Ditm[i];
         if (in !=3D -1) {
           if ((i<(NUMHLD-1)) &&
               (in > -1) && (in < numitm) &&
               (itm[i+1] > -1) && (itm[i+1] < numitm)) {
             if (i =3D=3D 0) {
               if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
                 pmlt(" %s(%d)",getmsg(tods[in]),chg[i]);
               else pmlt(" %s",getmsg(tods[in]));
             } else {
               if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
                 pmlt(", %s(%d)",getmsg(tods[in]),chg[i]);
               else pmlt(", %s",getmsg(tods[in]));
             }
           } else {
             if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
               pmlt(", and %s(%d)",getmsg(tods[in]),chg[i]);
             else pmlt(", and %s",getmsg(tods[in]));
           }
         }
       }
       setmbk(arnmb);
       prfmlt(INV31);
       outmlt(usrnum);
     } else if (c) {
       setmbk(datmb);
       strcpy(objdes,getmsg(tods[itm[0]]));
       setmbk(arnmb);
       prfmlt(YOUTAK,objdes);
       outmlt(usrnum);
       prfmlt(GETOTH,usaptr->userid,objdes);


       outchn(tlchan,usrnum,-1);
     }
     setenc(usrnum);
     return(0);
}

int EXPORT
drop(char *item)
{
     register int i,j,a=3D0,c=3D0;
     int d,nd=3D0,it,in,nm,rm,ulit,chg[NUMHLD],itm[NUMHLD];
     char objdes[25];

     setmbk(arnmb);
     if (arnarr[usrnum].level < 2) {
       prfmlt(CNTGVI);
       outmlt(usrnum);
       return(0);
     }
     tlchan=3Dgetchn(usrnum);
     rm=3D(tlchan-ARNSUB-DUNOFF);
     if (sameas(item,"all")) a=3D1;
     if (tlchan>ARNSUB+DUNOFF) {
       i=3D-1;
       while (++i<NUMHLD) itm[i]=3D-1;
       it=3Dchkinv(item,usrnum);
       ulit=3Darnarr[usrnum].light;
       j=3D-1;
       while (++j<NUMHLD) {
         if ((a) && (arnarr[usrnum].invent[j]!=3D-1)) it=3Dj;
         else if (a) it=3D-1;
         if (it!=3D-1) {
           nm=3Darnarr[usrnum].invent[it];
           if ((toef[nm] =3D=3D 17) && (ulit>0)) ulit=3D0;
           if ((toef[nm] =3D=3D 16) && (ulit>0)) {
             litout(usrnum,it);
             ulit=3D0;
           }
           else {
             d=3D0;
             i=3D-1;
             while (++i<NMRMIT) {
               if (dunitm(rm,i)=3D=3D255) {
                 itm[c]=3Dnm;
                 chg[c++]=3Darnarr[usrnum].charge[j];
                 drpitm(usrnum,rm,i,it,nm);
                 d=3D1;
                 break;
               }
             }
             if (!d) {
               nd=3D1;
               break;
             }
           }
         } else {
           if ((!a) || ((j=3D=3DNUMHLD-1) && (!c))) {
             prfmlt(DNTHAV);
             outmlt(usrnum);
           }
         }
         if (!a) break;
       }
       arnarr[usrnum].light=3Dulit;
       shfobj(rm);
     } else {
       prfmlt(NODHER);
       outmlt(usrnum);
     }
     if (c>1) {
       prfmlt(DRPOTH2,usaptr->userid);
       outchn(tlchan,usrnum,-1);
       prfmlt(DRPITM2);
       i=3D-1;
       setmbk(datmb);
       while (++i<NUMHLD) {
         in=3Ditm[i];
         if (in !=3D -1) {
           if ((i<(NUMHLD-1)) &&
               (in > -1) && (in < numitm) &&
               (itm[i+1] > -1) && (itm[i+1] < numitm)) {
             if (i =3D=3D 0) {
               if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
                 pmlt(" %s(%d)",getmsg(tods[in]),chg[i]);
               else pmlt(" %s",getmsg(tods[in]));
             } else {
               if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
                 pmlt(", %s(%d)",getmsg(tods[in]),chg[i]);
               else pmlt(", %s",getmsg(tods[in]));
             }
           } else {
             if ((toef[in]=3D=3D2) || (toef[in]=3D=3D19))
               pmlt(", and %s(%d)",getmsg(tods[in]),chg[i]);
             else pmlt(", and %s",getmsg(tods[in]));
           }
         }
       }
       setmbk(arnmb);
       prfmlt(INV31);
       outmlt(usrnum);
     } else if (c) {
       setmbk(datmb);
       strcpy(objdes,getmsg(tods[itm[0]]));
       setmbk(arnmb);
       prfmlt(DRPOTH,usaptr->userid,objdes);
       outchn(tlchan,usrnum,-1);
       prfmlt(DRPITM,tonm[itm[0]]);
       outmlt(usrnum);
     }
     if (nd) {
       prfmlt(NDPITM);
       outmlt(usrnum);
     }
     setenc(usrnum);
     return(0);
}

int EXPORT
eat(char *item)
{
     int in,a;

     setarn();
     in=3Dchkinv(margv[1],usrnum);
     if (in!=3D-1) {
       strcpy(item,tonm[arnarr[usrnum].invent[in]]);
       getdat('o',arnarr[usrnum].invent[in]);
       if (tobj[0].effect=3D=3D1) {
         prfmlt(YOUATE);
         outmlt(usrnum);
         arnarr[usrnum].food=3Dtobj[0].maxdam+
           ((arnrnd(0,tobj[0].maxdam/5)*5))+(arnarr[usrnum].stam*30);
         a=3D1;
       } else {
         prfmlt(NOTEAT);
         outmlt(usrnum);
         a=3D0;
       }
       if (a =3D=3D 1) {
         prfmlt(OTHATE,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         arnarr[usrnum].charge[in]=3D0;
         arnarr[usrnum].invent[in]=3D-1;
       }
     } else {
       prfmlt(DNTHAV);
       outmlt(usrnum);
     }
     setenc(usrnum);
     return(0);
}

int EXPORT
drink(char *item)
{
     int it,in,d;

     setarn();
     d=3D1;
     in=3Dchkinv(margv[1],usrnum);
     if (in!=3D-1) {
       strcpy(item,tonm[arnarr[usrnum].invent[in]]);
       getdat('o',arnarr[usrnum].invent[in]);
       if (tobj[0].effect=3D=3D2) {
         if (arnarr[usrnum].charge[in] > 0) {
           prfmlt(YOUDRK);
           outmlt(usrnum);
           prfmlt(OTHDRK,usaptr->userid);
           outchn(tlchan,usrnum,-1);
           arnarr[usrnum].water=3Dtobj[0].maxdam+
             ((arnrnd(0,tobj[0].maxdam/5)*5))+(arnarr[usrnum].stam*20);
           it=3Darnarr[usrnum].invent[in];
           arnarr[usrnum].charge[in]-=3D1;
           it=3D-1;
         } else {
           prfmlt(EMPTYC,item);
           outmlt(usrnum);
           it=3D-1;
         }
       } else if (tobj[0].effect=3D=3D3) {
         prfmlt(YOUDPT);
         outmlt(usrnum);
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         arnarr[usrnum].hits+=3Darnrnd(tobj[0].mindam,tobj[0].maxdam);
         it=3Darnarr[usrnum].invent[in];
       } else if (tobj[0].effect=3D=3D4) {
         prfmlt(YOUDPT);
         outmlt(usrnum);
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         arnarr[usrnum].poison=3D0;
         arnarr[usrnum].status=3D0;
         it=3Darnarr[usrnum].invent[in];
       } else if (tobj[0].effect=3D=3D5) {
         prfmlt(YOUDPT);
         outmlt(usrnum);
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         arnarr[usrnum].splpts=3Darnarr[usrnum].mspts;
         it=3Darnarr[usrnum].invent[in];
       } else if (tobj[0].effect=3D=3D6) {
         prfmlt(YOUDPT);
         outmlt(usrnum);
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         if (arnarr[usrnum].phys =3D=3D arnarr[usrnum].phys2)
           =
arnarr[usrnum].phys+=3Darnrnd(tobj[0].mindam>>2,tobj[0].mindam);
         arnarr[usrnum].stacnt[2]=3Dtobj[0].maxdam;
         it=3Darnarr[usrnum].invent[in];
       } else if (tobj[0].effect=3D=3D7) {
         prfmlt(YOUDPT);
         outmlt(usrnum);
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         if (arnarr[usrnum].agil =3D=3D arnarr[usrnum].agil2)
           =
arnarr[usrnum].agil+=3Darnrnd(tobj[0].mindam>>2,tobj[0].mindam);
         arnarr[usrnum].stacnt[4]=3Dtobj[0].maxdam;
         it=3Darnarr[usrnum].invent[in];
       } else if (tobj[0].effect=3D=3D8) {
         prfmlt(OTHDRK,usaptr->userid);
         outchn(tlchan,usrnum,-1);
         prfmlt(OOP1);
         outmlt(usrnum);
         prfmlt(EXT11,usaptr->userid);
         outchn(getchn(usrnum),usrnum,-1);
         arnarr[usrnum].invcnt=3Dtobj[0].maxdam;
         it=3Darnarr[usrnum].invent[in];
       } else {
         prfmlt(NODRNK);
         outmlt(usrnum);
         d=3D0;
       }
       if (arnarr[usrnum].hits > arnarr[usrnum].mhits)
         arnarr[usrnum].hits=3Darnarr[usrnum].mhits;
       if (d) {
         if (it > -1) {
           arnarr[usrnum].charge[in]=3D0;
           arnarr[usrnum].invent[in]=3D-1;
         }
       }
     } else {
       prfmlt(DNTHAV);
       outmlt(usrnum);
     }
     setenc(usrnum);
     return(0);
}

void EXPORT
equip(char *item)
{
     int cl,eq,in,it,tmpc;
     char objdes[25];

     in=3Dchkinv(item,usrnum);
     if (in>-1) {
       getdat('o',arnarr[usrnum].invent[in]);
       it=3Dtobj[0].type;
       cl=3Dtmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
       eq=3D0;
       if (it<11) {
         if (((cl=3D=3D0) && (it!=3D8) && (it!=3D9) && (it!=3D10)) ||
             ((cl=3D=3D4) && (it!=3D7) && (it!=3D8) && (it!=3D9) && =
(it!=3D10)) ||
             (((cl=3D=3D1) || (cl=3D=3D7)) && (it=3D=3D1)) ||
             (((cl=3D=3D2) || (cl=3D=3D5)) && ((it=3D=3D1) || =
(it=3D=3D2) || (it=3D=3D5))) ||
             ((cl=3D=3D3) && ((it=3D=3D1) || (it=3D=3D3))) ||
             ((cl=3D=3D6) && (it=3D=3D3)) ||
             ((cl=3D=3D6) && ((it=3D=3D8) || (it=3D=3D9) || =
(it=3D=3D10)))) {
           if (arnarr[usrnum].weapon=3D=3DDEFWEP) eq=3D1;
           else {
             prfmlt(ALRHWP);
             outmlt(usrnum);
           }
         } else {
           prfmlt(NTTWEP,tcla[tmpc].pl);
           outmlt(usrnum);
         }
       } else if (it<20) {
         if ((cl=3D=3D0) ||
             ((cl=3D=3D2) && (it!=3D15) && (it!=3D16)) ||
             ((cl=3D=3D4) && (it!=3D14) && (it!=3D16)) ||
             (((cl=3D=3D1) || (cl=3D=3D7)) && (it=3D=3D11)) ||
             ((cl=3D=3D5) && ((it=3D=3D11) || (it=3D=3D12))) ||
             (((cl=3D=3D3) || (cl=3D=3D6)) && ((it=3D=3D11) || =
(it=3D=3D12) || (it=3D=3D13)))) {
           if (arnarr[usrnum].armor=3D=3DDEFARM) eq=3D2;
           else {
             prfmlt(ALRHAR);
             outmlt(usrnum);
           }
         } else {
           prfmlt(NTTARM,tcla[tmpc].pl);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NOEQTH);
         outmlt(usrnum);
       }
       if (eq) {
         if (arnarr[usrnum].level<tobj[0].level) {
           prfmlt(TOOINX);
           outmlt(usrnum);
           return;
         }
         prfmlt(YOUEQU,tonm[arnarr[usrnum].invent[in]]);
         outmlt(usrnum);
         setmbk(datmb);
         strcpy(objdes,getmsg(tods[arnarr[usrnum].invent[in]]));
         setmbk(arnmb);
         prfmlt(OTHEQU,usaptr->userid,objdes);
         outchn(getchn(usrnum),usrnum,-1);
         if (eq=3D=3D1) =
arnarr[usrnum].weapon=3Darnarr[usrnum].invent[in];
         else if (eq=3D=3D2) {
           arnarr[usrnum].armor=3Darnarr[usrnum].invent[in];
           arnarr[usrnum].ac=3Dtobj[0].armor;
         }
         arnarr[usrnum].charge[in]=3D0;
         arnarr[usrnum].invent[in]=3D-1;
       }
     } else {
			 prfmlt(DNTHAV);
			 outmlt(usrnum);
     }
}

void EXPORT
unequip(char *item)
{
     int a,in,n,gi,u=3D0;
     char objdes[25];

     if (tokuid(item,tonm[chrptr->armor])) {
       in=3Dchrptr->armor;
       a=3D1;
     } else if (tokuid(item,tonm[chrptr->weapon])) {
       in=3Dchrptr->weapon;
       a=3D0;
     } else in=3D-1;
     if ((n=3Dchkblk(usrnum))!=3D-1) gi=3D1;
     else gi=3D0;
     if (in=3D=3D-1) {
       prfmlt(NOTEQU);
       outmlt(usrnum);
     } else if (gi) {
       if (a) {
         if (arnarr[usrnum].armor=3D=3DDEFARM) {
           prfmlt(NOTARM,tonm[in]);
           outmlt(usrnum);
         } else {
           arnarr[usrnum].armor=3DDEFARM;
           getdat('o',DEFARM);
           arnarr[usrnum].ac=3Dtobj[0].armor;
           u=3D1;
         }
       } else {
         if (arnarr[usrnum].weapon=3D=3DDEFWEP) {
           prfmlt(NOTWEP,tonm[in]);
           outmlt(usrnum);
         } else {
           arnarr[usrnum].weapon=3DDEFWEP;
           u=3D1;
         }
       }
       if (u) {
         prfmlt(YOUUEQ,tonm[in]);
         outmlt(usrnum);
         setmbk(datmb);
         strcpy(objdes,getmsg(tods[in]));
         setmbk(arnmb);
         prfmlt(OTHUEQ,usaptr->userid,objdes);
         outchn(getchn(usrnum),usrnum,-1);
         arnarr[usrnum].invent[n]=3Din;
       }
     } else {
       prfmlt(INVFUL);
       outmlt(usrnum);
     }
}

int EXPORT
use(char *item,char *who)
{
     register int i;
     int =
uloc,ugrp,count,mnum,dmg,dmg2,tdmg,it,in,u,m,mn,w,f,tmpc,rn,usechn;
     char itm[25],
          eff[45];

     setarn();
     usechn=3Dgetchn(usrnum);
     in=3Dchkinv(margv[1],usrnum);
     ugrp=3Darnarr[usrnum].grpnum;
     if ((tokuid(item,tonm[arnarr[usrnum].weapon])) || (in!=3D-1)) {
       if (in =3D=3D -1) {
         strcpy(item,tonm[arnarr[usrnum].weapon]);
         setmbk(datmb);
         strcpy(itm,getmsg(tods[arnarr[usrnum].weapon]));
         strcpy(eff,getmsg(oeff+(arnarr[usrnum].weapon<<2)));
         setmbk(arnmb);
         getdat('o',arnarr[usrnum].weapon);
       } else {
         strcpy(item,tonm[arnarr[usrnum].invent[in]]);
         setmbk(datmb);
         strcpy(itm,getmsg(tods[arnarr[usrnum].invent[in]]));
         strcpy(eff,getmsg(oeff+(arnarr[usrnum].invent[in]<<2)));
         setmbk(arnmb);
         getdat('o',arnarr[usrnum].invent[in]);
         if (tobj[0].type<11) {
           prfmlt(NOTUSE);
           outmlt(usrnum);
           return(0);
         }
       }
       if (arnarr[usrnum].level<tobj[0].level) {
         prfmlt(TOOINX);
         outmlt(usrnum);
         return(0);
       }
       f=3Du=3D0;
       it=3D-1;
       if (tobj[0].effect=3D=3D9) {
         if (arnarr[usrnum].exp)
           arnarr[usrnum].exp-=3D(arnarr[usrnum].exp/100);
         prfmlt(YOURUB,item);
         outmlt(usrnum);
         prfmlt(OTHRUB,usaptr->userid,item);
         outchn(usechn,usrnum,-1);
         prfmlt(EXT11,usaptr->userid);
         outchn(usechn,usrnum,-1);
         setchn(usrnum,ARNSUB+DUNOFF+tobj[0].room,1);
         prfmlt(ENT11,usaptr->userid);
         outchn(ARNSUB+DUNOFF+tobj[0].room,usrnum,-1);
         arnarr[usrnum].loc=3D(DUNOFF+tobj[0].room);
         it=3Darnarr[usrnum].invent[in];
         shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
         outmlt(usrnum);
         u=3D1;
       } else if (tobj[0].effect=3D=3D10) {
         prfmlt(YOURUB2,item,item,item);
         outmlt(usrnum);
         prfmlt(OTHRUB2,usaptr->userid,item,usaptr->userid);
         outchn(usechn,usrnum,-1);
         if ((arnarr[usrnum].clas =3D=3D 1)  || =
(arnarr[usrnum].clas=3D=3D2) ||
            (arnarr[usrnum].clas=3D=3D5) || =
(arnarr[usrnum].clas=3D=3D7))
           if (arnarr[usrnum].splpts<=3Darnarr[usrnum].mspts)
             arnarr[usrnum].splpts+=3Darnarr[usrnum].level;
         it=3Darnarr[usrnum].invent[in];
         u=3D1;
       } else if (tobj[0].effect=3D=3D11) {
         prfmlt(YOUHEL,item);
         outmlt(usrnum);
         prfmlt(OTHHEL,usaptr->userid);
         outchn(usechn,usrnum,-1);
         arnarr[usrnum].hits+=3Darnrnd(tobj[0].mindam,tobj[0].maxdam);
         if (arnarr[usrnum].hits > arnarr[usrnum].mhits)
           arnarr[usrnum].hits=3Darnarr[usrnum].mhits;
         it=3Darnarr[usrnum].invent[in];
         u=3D1;
       } else if (tobj[0].effect=3D=3D12) {
         if ((arena(usechn-ARNSUB)) || (usechn > ARNSUB+DUNOFF)) {
           if (!arnarr[usrnum].attdly) {
             w=3Din;
             if (w !=3D -1) {
               it=3Darnarr[usrnum].invent[w];
               if (arnarr[usrnum].attcnt) f=3D1;
               else arnarr[usrnum].charge[w]-=3D1;
             } else {
               if (arnarr[usrnum].attcnt) f=3D1;
               it=3Darnarr[usrnum].weapon;
             }
             if ((w =3D=3D -1) || (tobj[0].clas=3D=3D0) ||
                 (arnarr[usrnum].clas =3D=3D tobj[0].clas)) {
               if (!sameas(who,"ALL!")) {
                 count=3Dlocchr(who,2);
                 m=3D0;
                 if (!count) {
                   uloc=3Darnarr[usrnum].loc;
                   i=3D-1;
                   while (++i<NMRMMN) {
                     if (((mn=3Dgetmon(uloc,i))!=3D-1) &&
                         (arnmar[mn].active =3D=3D 1) &&
                         (tokuid(who,tmnm[arnmar[mn].id]))) {
                       mnum=3Dmn;
                       count=3Dm=3D1;
                       break;
                     }
                   }
                 }
                 if (count =3D=3D 1) {
                   if ((m) || (usrnum !=3D othusn)) {
                     dmg=3Darnrnd(tobj[0].mindam,tobj[0].maxdam);
                     if (w =3D=3D -1) {
                       dmg2=3D(arnrnd(dmg,(dmg*3)));
                       dmg=3Ddmg2;
                     }
                     if (!m) {
                        ochptr=3D&arnarr[othusn];
                        othuap=3Duacoff(othusn);
                       if (chkcbt(usrnum,othusn,1,1)) return(0);
                       if ((!f) && (w !=3D -1)) {
                          prfmlt(USEDM1,item,othuap->userid,dmg);
                          outmlt(usrnum);
                          =
prfmlt(USEOT1,usaptr->userid,itm,othuap->userid);
                          outchn(usechn,usrnum,othusn);
                          prfmlt(USEYU1,usaptr->userid,itm,dmg);
                          outmlt(othusn);
                       } else if (!f) {
                          prfmlt(USEDM2,eff,item,othuap->userid,dmg);
                          outmlt(usrnum);
                          =
prfmlt(USEOT2,usaptr->userid,eff,itm,othuap->userid);
                          outchn(usechn,usrnum,othusn);
                          prfmlt(USEYU2,usaptr->userid,eff,itm,dmg);
                          outmlt(othusn);
                       } else {
                         prfmlt(USEFAL,item);
                         outmlt(usrnum);
                         return(0);
                       }
                       if (!f) {
                         tdmg=3Ddmg;
                         if (tdmg>ochptr->hits) tdmg=3Dochptr->hits;
                         ochptr->hits-=3Ddmg;
                         chrexp(usrnum,othusn,tdmg);
                         if (tobj[0].poison) =
ochptr->poison+=3Dtobj[0].poison;
                         if (ochptr->hits < 1) death(othusn,usrnum,4);
                       }
                     } else {
                       if (arnmar4[mnum].subtyp=3D=3D1) {
                         setmbk(cfgmb);
                         prfmlt(UTOOLO);
                         setmbk(arnmb);
                         outmlt(usrnum);
                         return(0);
                       }
                       if (w !=3D -1) {
                         prfmlt(USMDM1,item,tmnm[arnmar[mnum].id],dmg);
                         outmlt(usrnum);
                         =
prfmlt(USMOT1,usaptr->userid,itm,tmnm[arnmar[mnum].id]);
                         outchn(usechn,usrnum,-1);
                       } else if (!f) {
                         =
prfmlt(USMDM2,eff,item,tmnm[arnmar[mnum].id],dmg);
                         outmlt(usrnum);
                         =
prfmlt(USMOT2,usaptr->userid,eff,itm,tmnm[arnmar[mnum].id]);
                         outchn(usechn,usrnum,-1);
                       } else {
                         prfmlt(USEFAL,item);
                         outmlt(usrnum);
                         return(0);
                       }
                       if (ugrp=3D=3Darnmar[mnum].protect) =
arnmar[mnum].protect=3D256;
                       tdmg=3Ddmg;
                       if (tdmg>arnmar2[mnum].hits) =
tdmg=3Darnmar2[mnum].hits;
                       arnmar2[mnum].hits-=3Ddmg;
                       if ((tobj[0].poison) &&
                           ((arnmar[mnum].psn+tobj[0].poison)<=3D100))
                         arnmar[mnum].psn+=3Dtobj[0].poison;
                       monexp(usrnum,mnum,tdmg,0);
                       if (arnmar2[mnum].hits<1)
                         desmon(mnum,usrnum,0,-20,4,-1,-1,13);
                     }
                     if (w =3D=3D -1) it=3D-1;
                     else {
                       if (arnarr[usrnum].charge[w]<1) {
                         arnarr[usrnum].charge[w]=3D0;
                         prfmlt(BRNOUT,tonm[it]);
                         outmlt(usrnum);
                       } else it=3D-1;
                     }
                     arnarr[usrnum].attcnt=3D0;
                     attdly(15,usrnum);
                     u=3D1;
                   } else {
                     prfmlt(NOUSLF);
                     outmlt(usrnum);
                   }
                 } else {
                   prfmlt(ARNNHR,who);
                   outmlt(usrnum);
                 }
               } else {
                 prfmlt(INDTRG);
                 outmlt(usrnum);
               }
             } else {
               tmpc=3Darnarr[usrnum].clas;
               if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
               prfmlt(NTTITM,tcla[tmpc].pl);
               outmlt(usrnum);
             }
           } else {
             prfmlt(ATTEXH);
             outmlt(usrnum);
           }
         } else {
           prfmlt(NOFTHR);
           outmlt(usrnum);
         }
       } else if (tobj[0].effect=3D=3D13) {
         if (arnarr[usrnum].charge[in] > 0) {
           prfmlt(YOURN1,item,arnarr[usrnum].charge[in]);
           outmlt(usrnum);
           prfmlt(OTHRN1,usaptr->userid,itm);
           outchn(usechn,usrnum,-1);
         } else {
           if (arnarr[usrnum].loc =3D=3D DUNOFF+tobj[0].room) {
             prfmlt(YOURN2,item);
             outmlt(usrnum);
             prfmlt(OTHRN2,usaptr->userid,itm);
             outchn(usechn,usrnum,-1);
             if (arnarr[usrnum].badge =3D=3D tobj[0].rune-1) {
               arnarr[usrnum].badge =3D tobj[0].rune;
               prfmlt(TRS011);
               outmlt(usrnum);
             }
             it=3Darnarr[usrnum].invent[in];
           } else {
             prfmlt(NRNHER,item);
             outmlt(usrnum);
           }
         }
         u=3D1;
       } else if (tobj[0].effect=3D=3D14) {
         if (arnarr[usrnum].loc =3D=3D DUNOFF+tobj[0].room) {
           count=3D0;
           i=3D-1;
           rn=3Dusechn-ARNSUB-DUNOFF;
           while (++i<nterms)
             if (chkgrm(i,ugrp,rn) =3D=3D 1) count++;
           if ((count>tobj[0].grpsiz) && (ugrp=3D=3Dusrnum)) {
             if (!moncnt(usechn-ARNSUB)) {
               prfmlt(YOURN2,item);
               outmlt(usrnum);
               prfmlt(OTHRN2,usaptr->userid,itm);
               outchn(usechn,usrnum,-1);
               if (arnarr[usrnum].badge =3D=3D tobj[0].rune-1) {
                 arnarr[usrnum].badge =3D tobj[0].rune;
                 prfmlt(TRS011);
                 outmlt(usrnum);
               }
               it=3Darnarr[usrnum].invent[in];
             } else {
               prfmlt(CDTNOW);
               outmlt(usrnum);
             }
           } else {
             prfmlt(NOSUPP);
             outmlt(usrnum);
           }
         } else {
           prfmlt(NRNHER,item);
           outmlt(usrnum);
         }
         u=3D1;
       } else if (tobj[0].effect=3D=3D15) {
         count=3Dm=3D0;
         i=3D-1;
         rn=3Dusechn-ARNSUB-DUNOFF;
         while (++i<nterms)
           if (((tobj[0].clas=3D=3D0) || (arnarr[i].clas =3D=3D =
tobj[0].clas)) &&
               (chkgrm(i,ugrp,rn) =3D=3D 1)) count++;
         if ((count>tobj[0].grpsiz) && (ugrp=3D=3Dusrnum)) {
           i=3D-1;
           while (++i<nterms) {
             if (chkgrm(i,ugrp,rn) =3D=3D 1) {
               m+=3Darnarr[i].splpts;
               arnarr[i].splpts=3D0;
               spldly(45,i);
             }
           }
           dmg=3Darnrnd((m>>1)*tobj[0].mindam,(m>>1)*tobj[0].maxdam);
            prfmlt(USEDM2,eff,item,"at all hostiles in the area",dmg);
           outmlt(usrnum);
           prfmlt(USEOT2,usaptr->userid,eff,itm,"at all hostiles in the =
area");
           if (!arnarr[usrnum].invcnt)
             outchn(usechn,usrnum,-1);
           else
             outinv(usechn,usrnum,-1);
           if (trucnt(usechn))
             dmgchr(usrnum,usechn,dmg,-2,-1);
           if (moncnt(usechn-ARNSUB))
             dmgmon(usechn,dmg,-1,-1,0);
           if ((dmg>0) && (arnrnd(1,100) <=3D ((dmg/100)+1)))
               genmon(usechn-ARNSUB,tobj[0].armor,256,256,0,-1);
         } else {
           prfmlt(NOSUPP);
           outmlt(usrnum);
         }
         u=3D1;
       } else {
         prfmlt(NOTUSE);
         outmlt(usrnum);
       }
       if ((u =3D=3D 1) && (it > -1)) {
         arnarr[usrnum].charge[in]=3D0;
         arnarr[usrnum].invent[in]=3D-1;
         setenc(usrnum);
       }
     } else {
       prfmlt(DNTHAV);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
chkcbt(int u1,int u2,int att,int msg)
{
     if ((att) && (!usratt)) {
       if (msg) {
         setmbk(cfgmb);
         prfmlt(NOAUSR);
         setmbk(arnmb);
         outmlt(usrnum);
       }
       return(1);
     }
     if ((noncbt) && (arnarr[u2].level<=3Dnoncbt)) {
       if (msg) {
         setmbk(cfgmb);
         prfmlt(NOATME);
         setmbk(arnmb);
         outmlt(usrnum);
       }
       return(1);
     }
     if ((!frecbt) || (arnarr[u2].level<frecbt)) {
       if (usrdif) {
         if (arnarr[u1].level-arnarr[u2].level>usrdif) {
           if (msg) {
             setmbk(cfgmb);
             prfmlt(UTOOHI);
             setmbk(arnmb);
             outmlt(usrnum);
           }
           return(1);
         }
         if (arnarr[u2].level-arnarr[u1].level>usrdif) {
           if (msg) {
             setmbk(cfgmb);
             prfmlt(UTOOLO);
             setmbk(arnmb);
             outmlt(usrnum);
           }
           return(1);
         }
       }
       if (!procbt) {
         if (arnarr[u1].promot && !arnarr[u2].promot) {
            if (msg) {
             setmbk(cfgmb);
             prfmlt(UTOOHI);
             setmbk(arnmb);
             outmlt(usrnum);
           }
           return(1);
         } else if (arnarr[u2].promot && !arnarr[u1].promot) {
            if (msg) {
              setmbk(cfgmb);
             prfmlt(UTOOLO);
             setmbk(arnmb);
             outmlt(usrnum);
           }
           return(1);
         }
       }
     }
     return(0);
}

int EXPORT
buyitm(char *item)
{

     register int i,it,cl;
     int c,w,gi,n,rn,tmpc,tmph,tmps;
     unsigned p2;
     long s,v,tmp;
     char objdes[25];

     setarn();
     tlchan=3Dgetchn(usrnum);
     i=3Dw=3D-1;
     c=3Dgi=3Dn=3D0;
     while (++i < numitm) {
       if ((i !=3D DEFWEP) && (i !=3D DEFARM) && (tokuid(item,tonm[i]))) =
{
         getdat('o',i);
         if (tobj[0].price) {
           c++;
           n=3Di;
           if ((!resitm) && (tobj[0].effect =3D=3D 18)) c=3Dn=3D0;
         }
       }
     }
     if (c>1) {
       prfmlt(BMRSPC);
       outmlt(usrnum);
       return(0);
     }
     if (c) {
       i=3Dn;
       getdat('o',i);
       it=3Dtobj[0].type;
       w=3Di;
       s=3D175-(((chrptr->chrs*200000L)+(chrptr->intl*100000L)+
               (chrptr->know*100000L))/100000L);
       s+=3Darnrnd(0,15);
       p2=3Dtobj[0].price;
       v=3D((p2 * s)/100L);
       if (v<(p2>>1)) v=3D(p2>>1);
       if (v<0) v=3D1;
       #ifdef DEMO
         if (p2>2000) {
           pmlt("***\r");
           pmlt("Sorry, some items are unavailable in this DEMO. If you =
would like to see more\r");
           pmlt("of this game, please encourage your sysop to purchase =
the full COMMERCIAL version.\r");
           v=3D100000L;
         }
       #endif
       if (!haskey(fulkey)) {
         if (p2>dmogpl) {
           setmbk(cfgmb);
           prfmlt(DMOBUY);
           setmbk(arnmb);
           outmlt(usrnum);
           v=3D100000L;
         }
       }
       cl=3Dtmpc=3Darnarr[usrnum].clas;
       if (chrptr->promot) tmpc+=3DMAXCLASS;
       if (chkwal(usrnum,(tobj[0].wt-((int)(v/5))))) {
         if ((n=3Dchkblk(usrnum))=3D=3D-1) {
           prfmlt(INVFUL);
           outmlt(usrnum);
           return(0);
         }
         if ((it<11) && (wepshp(tlchan-ARNSUB))) {
           if ((tobj[0].shop>0) &&
               (wepshp(tlchan-ARNSUB)>=3Dtobj[0].shop) &&
               (((cl=3D=3D0) && (it!=3D8) && (it!=3D9) && (it!=3D10)) ||
               ((cl=3D=3D4) && (it!=3D7) && (it!=3D8) && (it!=3D9) && =
(it!=3D10)) ||
               (((cl=3D=3D1) || (cl=3D=3D7)) && (it=3D=3D1)) ||
               (((cl=3D=3D2) || (cl=3D=3D5)) && ((it=3D=3D1) || =
(it=3D=3D2) || (it=3D=3D5))) ||
               ((cl=3D=3D3) && ((it=3D=3D1) || (it=3D=3D3))) ||
               ((cl=3D=3D6) && (it=3D=3D3)) ||
               ((cl=3D=3D6) && ((it=3D=3D8) || (it=3D=3D9) || =
(it=3D=3D10))))) gi=3D1;
           else {
             if ((tobj[0].shop!=3D0) && =
(wepshp(tlchan-ARNSUB)>=3Dtobj[0].shop)) {
               prfmlt(NTTWEP,tcla[tmpc].pl);
               outmlt(usrnum);
               return(0);
             }
           }
         } else if (((it>=3D11) && (it<20)) && (armshp(tlchan-ARNSUB))) =
{
           if ((tobj[0].shop>0) &&
               (armshp(tlchan-ARNSUB)>=3Dtobj[0].shop) &&
               ((cl=3D=3D0) ||
               ((cl=3D=3D2) && (it!=3D15) && (it!=3D16)) ||
               ((cl=3D=3D4) && (it!=3D14) && (it!=3D16)) ||
               (((cl=3D=3D1) || (cl=3D=3D7)) && (it=3D=3D11)) ||
               ((cl=3D=3D5) && ((it=3D=3D11) || (it=3D=3D12))) ||
               (((cl=3D=3D3) || (cl=3D=3D6)) && ((it=3D=3D11) || =
(it=3D=3D12) || (it=3D=3D13)))))
             gi=3D1;
           else {
             if ((tobj[0].shop!=3D0) && =
(armshp(tlchan-ARNSUB)>=3Dtobj[0].shop)) {
               prfmlt(NTTARM,tcla[tmpc].pl);
               outmlt(usrnum);
               return(0);
             }
           }
         } else if ((tobj[0].shop>0) &&
                    (((it>=3D20) && (it<30) &&
                     (equshp(tlchan-ARNSUB)>=3Dtobj[0].shop)) ||
                    ((it>=3D30) && (it<40) &&
                     (magshp(tlchan-ARNSUB)>=3Dtobj[0].shop)))) gi=3D1;
         if (!gi) {
           prfmlt(NSOHER);
           outmlt(usrnum);
           return(0);
         } else {
           if (chrptr->gold >=3D v) {
             if (arnarr[usrnum].level<tobj[0].level) {
               prfmlt(TOOINX);
               outmlt(usrnum);
               return(0);
             }
             chrptr->gold-=3Datoi(ltoa(v));
             chrptr->invent[n]=3Di;
             chrptr->charge[n]=3Dtobj[0].charges;
             setenc(usrnum);
             setmbk(datmb);
             strcpy(objdes,getmsg(tods[i]));
             setmbk(arnmb);
             prfmlt(YOUGOT,objdes,v);
             outmlt(usrnum);
             prfmlt(BUYOTH,usaptr->userid,objdes);
             outchn(tlchan,usrnum,-1);
           } else {
             setmbk(datmb);
             strcpy(objdes,getmsg(tods[i]));
             setmbk(arnmb);
             prfmlt(CNTAFD,objdes);
             outmlt(usrnum);
           }
           return(0);
         }
       } else {
         prfmlt(TOOHVY);
         outmlt(usrnum);
         return(0);
       }
     }
     if (w=3D=3D-1) {
       if ((!sameas(item,"curing")) && (!sameas(item,"healing")) &&
           (!sameas(item,"removal")) && (!sameas(item,"restoring")) &&
           (temple(tlchan-ARNSUB))) {
         prfmlt(NOSSRV);
         outmlt(usrnum);
         return(0);
       } else if (temple(tlchan-ARNSUB)) {
         if (sameas(item,"curing")) {
           v=3D3;
           n=3D1;
           w=3D1;
         } else if (sameas(item,"healing")) {
           v=3D(((chrptr->mhits-chrptr->hits)/10)+1);
           n=3D2;
           w=3D1;
         } else if (sameas(item,"removal")) {
           v=3D10;
           n=3D3;
           w=3D1;
         } else if (sameas(item,"restoring")) {
           v=3D25;
           n=3D4;
           w=3D1;
         }
         if (chrptr->gold >=3D v) {
           chrptr->gold-=3Datoi(ltoa(v));
           if (n =3D=3D 1) {
             if (chrptr->poison > 0) {
               chrptr->poison=3D0;
               chrptr->status=3D0;
               prfmlt(YOUGTC,v);
               outmlt(usrnum);
               prfmlt(OTHGTC,usaptr->userid,usaptr->userid);
               outchn(tlchan,usrnum,-1);
               return(0);
             } else {
               prfmlt(NOCURE);
               outmlt(usrnum);
               tmp=3Dchrptr->gold+v;
               if ((tmp < 60001L) && (chkwal(usrnum,(int)(v/5))))
                 chrptr->gold+=3Datoi(ltoa(v));
               return(0);
             }
           } else if (n =3D=3D 2) {
             if (v>0) {
               chrptr->hits=3Dchrptr->mhits;
               prfmlt(YOUGTH,v);
               outmlt(usrnum);
               prfmlt(OTHGTH,usaptr->userid,usaptr->userid);
               outchn(tlchan,usrnum,-1);
               return(0);
             } else {
               prfmlt(NOHEAL);
               outmlt(usrnum);
               return(0);
             }
           } else if (n =3D=3D 3) {
             if (chrptr->parcnt > 0) {
               chrptr->parcnt=3D0;
               chrptr->status=3D0;
               prfmlt(YOUGTP,v);
               outmlt(usrnum);
               prfmlt(OTHGTP,usaptr->userid,usaptr->userid);
               outchn(tlchan,usrnum,-1);
               return(0);
             } else {
               prfmlt(NOREMO);
               outmlt(usrnum);
               tmp=3Dchrptr->gold+v;
               if ((tmp < 60001L) && (chkwal(usrnum,(int)(v/5))))
                 chrptr->gold+=3Datoi(ltoa(v));
               return(0);
             }
           } else if (n =3D=3D 4) {
             if ((chrptr->intl!=3Dchrptr->intl2) ||
                 (chrptr->know!=3Dchrptr->know2) ||
                 (chrptr->phys!=3Dchrptr->phys2) ||
                 (chrptr->stam!=3Dchrptr->stam2) ||
                 (chrptr->agil!=3Dchrptr->agil2) ||
                 (chrptr->chrs!=3Dchrptr->chrs2) ||
                 (chrptr->mspts!=3Dchrptr->mspts2) ||
                 (chrptr->mhits!=3Dchrptr->mhits2)) {
               chrptr->intl=3Dchrptr->intl2;
               chrptr->know=3Dchrptr->know2;
               chrptr->phys=3Dchrptr->phys2;
               chrptr->stam=3Dchrptr->stam2;
               chrptr->agil=3Dchrptr->agil2;
               chrptr->chrs=3Dchrptr->chrs2;
               chrptr->mspts=3Dchrptr->mspts2;
               chrptr->mhits=3Dchrptr->mhits2;
               prfmlt(YOUGTR,v);
               outmlt(usrnum);
               prfmlt(OTHGTR,usaptr->userid,usaptr->userid);
               outchn(tlchan,usrnum,-1);
               return(0);
             } else {
               prfmlt(NOREST);
               outmlt(usrnum);
               if ((chrptr->gold+atoi(ltoa(v)) < 60001L) &&
                   (chkwal(usrnum,(int)(v/5))))
                 chrptr->gold+=3Datoi(ltoa(v));
               return(0);
             }
           }
         } else {
           if (n=3D=3D1) {
             prfmlt(CNTAFD,"curing");
             outmlt(usrnum);
             return(0);
           } else if (n =3D=3D 2) {
             prfmlt(CNTAFD,"healing");
             outmlt(usrnum);
             return(0);
           } else if (n =3D=3D 3) {
             prfmlt(CNTAFD,"removal");
             outmlt(usrnum);
             return(0);
           } else if (n =3D=3D 4) {
             prfmlt(CNTAFD,"restoring");
             outmlt(usrnum);
             return(0);
           }
         }
       }
       if ((!sameas(item,"drink")) && (!sameas(item,"meal")) &&
           (tavern(tlchan-ARNSUB))) {
         prfmlt(NOSITM);
         outmlt(usrnum);
         return(0);
       } else if (tavern(tlchan-ARNSUB)) {
         if (sameas(item,"drink")) {
           w=3D1;
           v=3D1;
           n=3D1;
         } else if (sameas(item,"meal")) {
           w=3D1;
           v=3D2;
           n=3D2;
         }
         if ((chrptr->gold >=3D v) && (w =3D=3D 1)) {
           chrptr->gold-=3Datoi(ltoa(v));
           if (n=3D=3D1) {
             chrptr->water=3D600;
             prfmlt(YOUGTD,v);
             outmlt(usrnum);
             prfmlt(OTHGTD,usaptr->userid);
             outchn(tlchan,usrnum,-1);
             return(0);
           } else if (n=3D=3D2) {
             chrptr->food=3D7200;
             prfmlt(YOUGTM,v);
             outmlt(usrnum);
             prfmlt(OTHGTM,usaptr->userid);
             outchn(tlchan,usrnum,-1);
             return(0);
           }
         } else {
           if (n=3D=3D1) {
             prfmlt(CNTAFD,"drink");
             outmlt(usrnum);
             return(0);
           } else if (n=3D=3D2) {
             prfmlt(CNTAFD,"meal");
             outmlt(usrnum);
             return(0);
           }
         }
       }
       if ((!sameas(item,"passage")) &&
           ((tlchan =3D=3D ARNSUB+11) || (tlchan =3D=3D ARNSUB+12))) {
         prfmlt(NOSITM);
         outmlt(usrnum);
         return(0);
       } else if ((tlchan =3D=3D ARNSUB+11) || (tlchan =3D=3D =
ARNSUB+12)) {
         if (chrptr->badge>0) {
           if (chrptr->gold>=3D100) {
             chrptr->gold-=3D100;
             prfmlt(YOUVOY);
  			     outmlt(usrnum);
				     prfmlt(OTHVOY,usaptr->userid);
				     outchn(tlchan,usrnum,-1);
             rn=3Darnrnd(0,2);
             switch (rn) {
               case 1:
                 if (chkinv2(1,usrnum)) {
                   prfmlt(RATRAT);
                   outmlt(usrnum);
                   prginv(usrnum,1);
                 }
                 break;
               case 2:
                 prfmlt(SHPSTL);
                 outmlt(usrnum);
							   rn=3Darnrnd(5,20);
                 if (arnarr[usrnum].gold>=3Drn) =
arnarr[usrnum].gold-=3Drn;
                 break;
             }
	           if (getchn(usrnum) =3D=3D ARNSUB+11) {
				       setchn(usrnum,ARNSUB+12,1);
				       prfmlt(OTHARR,usaptr->userid);
				       outchn(ARNSUB+12,usrnum,-1);
				       arnarr[usrnum].loc=3D12;
             } else if (getchn(usrnum) =3D=3D ARNSUB+12) {
               setchn(usrnum,ARNSUB+11,1);
				       prfmlt(OTHARR,usaptr->userid);
				       outchn(ARNSUB+11,usrnum,-1);
				       arnarr[usrnum].loc=3D11;
             }
             shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
			       outmlt(usrnum);
		         return(0);
           } else {
             prfmlt(CNTVOY);
             outmlt(usrnum);
             return(0);
           }
         } else {
           prfmlt(NORUNE);
           outmlt(usrnum);
           return(0);
         }
			 }
			 if ((!sameas(item,"training")) && (!sameas(item,"promotion")) &&
					 (guild(tlchan-ARNSUB))) {
         buyspl(item);
         w=3D1;
			 } else if (guild(tlchan-ARNSUB)) {
				 if (sameas(item,"training")) {
           v=3D((arnarr[usrnum].level+1)*5);
           w=3D1;
					 n=3D1;
				 }
				 if (sameas(item,"promotion")) {
           v=3D1000;
           w=3D1;
					 n=3D2;
				 }
				 if ((chrptr->gold >=3D v) && (w =3D=3D 1)) {
           if (n=3D=3D1) {
             n=3Dchkadv();
             if (n =3D=3D 2) {
	  				   chrptr->gold-=3Datoi(ltoa(v));
               prfmlt(GOTTRN,usaptr->userid);
               outchn(tlchan,usrnum,-1);
             } else if (n =3D=3D 0) {
               prfmlt(NOTRDY);
               outmlt(usrnum);
             }
             return(0);
           } else {
             if (arnarr[usrnum].level>24) {
               if (!arnarr[usrnum].promot) {
	  				     chrptr->gold-=3Datoi(ltoa(v));
                 arnarr[usrnum].promot++;
                 arnarr[usrnum].level=3D26;
                 arnarr[usrnum].exp=3D0;
                 tmpc=3Darnarr[usrnum].clas+MAXCLASS;
		             =
arnarr[usrnum].intl=3Darnarr[usrnum].intl2+=3Dtcla[tmpc].intl;
		             =
arnarr[usrnum].know=3Darnarr[usrnum].know2+=3Dtcla[tmpc].know;
		             =
arnarr[usrnum].phys=3Darnarr[usrnum].phys2+=3Dtcla[tmpc].phys;
		             =
arnarr[usrnum].stam=3Darnarr[usrnum].stam2+=3Dtcla[tmpc].stam;
		             =
arnarr[usrnum].agil=3Darnarr[usrnum].agil2+=3Dtcla[tmpc].agil;
		             =
arnarr[usrnum].chrs=3Darnarr[usrnum].chrs2+=3Dtcla[tmpc].chrs;
                 tmps=3Dtmph=3D0;
                 switch (tmpc-MAXCLASS) {
                   case 0:
                     tmph=3D950;
                     break;
                   case 1:
                     tmph=3D450;
                     tmps=3D78;
                     break;
                   case 2:
                     tmph=3D750;
                     tmps=3D52;
                     break;
                   case 3:
                     tmph=3D650;
                     break;
                   case 4:
                     tmph=3D900;
                     break;
                   case 5:
                     tmph=3D550;
                     tmps=3D52;
                     break;
                   case 6:
                     tmph=3D850;
                     break;
                   case 7:
                     tmph=3D450;
                     tmps=3D78;
                     break;
                 }
                 tmph+=3D(arnrnd(10,30)+(arnarr[usrnum].stam2>>2)+
                        (tcla[tmpc].hits));
                 arnarr[usrnum].mhits=3Darnarr[usrnum].hits=3D
                   arnarr[usrnum].mhits2=3Dtmph;
                 arnarr[usrnum].mspts=3Darnarr[usrnum].splpts=3D
                   arnarr[usrnum].mspts2=3Dtmps;
                 arnarr[usrnum].atts=3Dcalcat(usrnum,1);
                 prfmlt(GNDPRM,tcla[chrptr->clas+MAXCLASS].cl);
                 outmlt(usrnum);
                 prfmlt(GOTPRM,usaptr->userid);
                 outchn(tlchan,usrnum,-1);
		             return(0);
               } else {
                 prfmlt(NOTRPR);
                 outmlt(usrnum);
		             return(0);
               }
             } else {
               prfmlt(NOTRPR);
               outmlt(usrnum);
		           return(0);
             }
           }
				 } else {
					 if (n=3D=3D1) {
						 prfmlt(CNTAFD,"training session");
						 outmlt(usrnum);
		         return(0);
					 } else {
						 prfmlt(CNTAFD,"promotion");
						 outmlt(usrnum);
		         return(0);
           }
				 }
			 }
			 if (w =3D=3D -1) {
         prfmlt(NSOHER);
         outmlt(usrnum);
         return(0);
       }
		 }
     return(0);
}

int EXPORT
buyspl(char *item)
{
     register int i,j;
		 int h,gi,n,b,tmpc,uclas,styp;
     unsigned p2;
		 long s,v;

		 tlchan=3Dgetchn(usrnum);
     gi=3D0;
     b=3D2;
     h=3D0;
     i=3D-1;
     uclas=3Darnarr[usrnum].clas;
     while (++i < numspl) {
			 if (sameas(item,tsnm[i])) {
				 getdat('s',i);
         if (tspl[0].price) {
           styp=3Dtspl[0].type;
				   if ((uclas !=3D 0) &&
               (uclas !=3D 3) &&
               (uclas !=3D 4) &&
               (uclas !=3D 6) &&
					   (((uclas =3D=3D 1) && (styp=3D=3D1)) ||
		  		   ((uclas =3D=3D 1) && (styp=3D=3D31)) ||
		  		   ((uclas =3D=3D 1) && (styp=3D=3D32)) ||
		  		   ((uclas =3D=3D 1) && (styp=3D=3D33)) ||
					   ((uclas =3D=3D 2) && (styp=3D=3D11)) ||
					   ((uclas =3D=3D 2) && (styp=3D=3D21)) ||
					   ((uclas =3D=3D 2) && (styp=3D=3D2))  ||
					   ((uclas =3D=3D 5) && (styp=3D=3D3))) ||
					   ((uclas =3D=3D 5) && (styp=3D=3D12)) ||
					   ((uclas =3D=3D 5) && (styp=3D=3D22)) ||
					   ((uclas =3D=3D 5) && (styp=3D=3D41)) ||
					   ((uclas =3D=3D 7) && (styp=3D=3D4))) {
             if (!chkspl(item)) {
						   if (((arnarr[usrnum].level>>1)>=3Dtspl[0].level) ||
									  (tspl[0].level =3D=3D 1) ||
									  ((tspl[0].level < 4) &&
									  (((arnarr[usrnum].level+1)>>1) >=3D tspl[0].level))) {
          		   s=3D175-(((chrptr->chrs*200000L)+(chrptr->intl*100000L)+
                         (chrptr->know*100000L))/100000L);
		             s+=3Darnrnd(0,15);
                 p2=3Dtspl[0].price;
                 v=3D((p2 * s)/100L);
                 if (v<(p2>>1)) v=3D(p2>>1);
                 if (v<0) v=3D1;
							   if (arnarr[usrnum].gold >=3D v) {
								   b=3D1;
                   j=3DSPLBOK+1;
								   while (--j>-1) {
									   if (arnarr[usrnum].splbook[j]=3D=3D255) {
		  	  					   gi=3D1;
                       b=3D0;
		  		  				   n=3Dj;
                       break;
		  		  			   }
		  		  		   }
		  			  	   if (b =3D=3D 1) {
		  			  		   prfmlt(BOKFUL);
		  			  		   outmlt(usrnum);
                   } else {
    				  	     if (gi =3D=3D 1) {
  	  			  		     arnarr[usrnum].splbook[n]=3Di;
										   getdat('s',i);
  	  				  	 	   arnarr[usrnum].gold-=3Datoi(ltoa(v));
										   item=3Dtsnm[i];
										   prfmlt(BYSOTH,usaptr->userid);
 				    	  		   outchn(tlchan,usrnum,-1);
 					      		   prfmlt(YOUGOT,item,v);
 						      	   outmlt(usrnum);
                       setenc(usrnum);
       		    	     } else {
                       prfmlt(NOSSPL);
                       outmlt(usrnum);
                     }
                   }
		  			     } else {
		  	  		     prfmlt(CNTAFS);
		  		  	     outmlt(usrnum);
                   h=3D1;
		  			     }
               } else {
                 prfmlt(TOOBIG);
                 outmlt(usrnum);
                 h=3D1;
               }
             } else {
               prfmlt(ALRHVS);
               outmlt(usrnum);
               h=3D1;
             }
           } else {
             tmpc=3Duclas;
             if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
             if ((uclas=3D=3D0) || (uclas=3D=3D3) || (uclas=3D=3D4) || =
(uclas=3D=3D6)) {
               prfmlt(WARNSP,tcla[tmpc].pl);
               outmlt(usrnum);
               gi=3D1;
             } else {
               prfmlt(OUTRLM,tcla[tmpc].pl);
               outmlt(usrnum);
               gi=3D1;
             }
           }
         }
       }
		 }
     if ((!gi) && (b =3D=3D 2) && (!h)) {
       prfmlt(NOSSPL);
       outmlt(usrnum);
     }
     return(0);
}

int EXPORT
sellit(char *item)
{
     register int i;
		 int n,im,in;
     unsigned v,p2;
		 char objdes[25];
     long tmp;

     setarn();
     tlchan=3Dgetchn(usrnum);
     in=3Dchkinv(item,usrnum);
		 n=3D-1;
     i=3D-1;
		 while (++i < numitm) {
       im=3Dtokuid(item,tonm[i]);
			 if ((i !=3D DEFWEP) && (i !=3D DEFARM)) {
			   if ((in!=3D-1) && (im) && (chrptr->invent[in]=3D=3Di)) {
				   n=3Di;
           break;
			   }
			 }
		 }
		 if ((n > -1) && (n<numitm)) {
			 getdat('o',n);
			 if ((tobj[0].effect!=3D1) && (tobj[0].shop>0) &&
           (((tobj[0].type>=3D30) && (tobj[0].type<40) &&
             (magshp(tlchan-ARNSUB))>=3Dtobj[0].shop) ||
            ((tobj[0].type>=3D20) && (tobj[0].type<30) &&
             (equshp(tlchan-ARNSUB))>=3Dtobj[0].shop) ||
            ((tobj[0].type>=3D11) && (tobj[0].type<20) &&
             (armshp(tlchan-ARNSUB))>=3Dtobj[0].shop) ||
			      ((tobj[0].type<11) &&
             (wepshp(tlchan-ARNSUB))>=3Dtobj[0].shop))) {
         setmbk(datmb);
 			   strcpy(objdes,getmsg(tods[n]));
         setmbk(arnmb);
         p2=3Dtobj[0].price;
			   v=3D(p2>>1);
         tmp=3D(chrptr->gold+v);
         if ((tmp < 60001L) && (chkwal(usrnum,((v/5)-tobj[0].wt)))) {
           chrptr->gold+=3Dv;
				   chrptr->invent[in]=3D-1;
           chrptr->charge[in]=3D0;
           setenc(usrnum);
				   prfmlt(SLDOTH,usaptr->userid,objdes);
				   outchn(getchn(usrnum),usrnum,-1);
				   prfmlt(SLDITM,objdes,v);
				   outmlt(usrnum);
         } else {
           prfmlt(BNKNCA);
           outmlt(usrnum);
         }
			 } else {
         prfmlt(NOSHER);
         outmlt(usrnum);
			 }
		 } else if (n =3D=3D -1) {
			 prfmlt(DNTHAV);
			 outmlt(usrnum);
		 }
     return(0);
}

int EXPORT
give(char who[UIDSIZ],long amnt,char *item)
{
     register int i;
		 int count,n1,n2,gi,in;
		 char objdes[25];
     long tmp;

		 setarn();
		 tlchan=3Dgetchn(usrnum);
     count=3Dlocchr(who,2);
		 if (!count) {
			 prfmlt(ARNNHR,who);
			 outmlt(usrnum);
		 } else if (count !=3D 1) {
			 prfmlt(ARNAMB,"give");
			 outmlt(usrnum);
		 } else {
       if (usrnum !=3D othusn) {
	       if (arnarr[usrnum].level < 2) {
           if (sameas(item,"gold")) prfmlt(CNTGVG);
           else prfmlt(CNTGVI);
           outmlt(usrnum);
           return(0);
	       }
			   othuap=3Duacoff(othusn);
			   ochptr=3D&arnarr[othusn];
			   n1=3Dn2=3D-1;
         if (!amnt) {
           i=3D-1;
			     while (++i < numitm) {
				     if (tokuid(item,tonm[i])) {
					     n1=3Di;
               break;
				     }
			     }
         }
			   if (n1 > -1) {
				   getdat('o',n1);
					 gi=3D0;
           n1=3Dchkinv(item,usrnum);
					 if (n1!=3D-1) {
             n2=3Dchrptr->invent[n1];
						 item=3Dtonm[n2];
             if ((in=3Dchkblk(othusn))!=3D-1) gi=3D1;
						 if ((ochptr->wt+tobj[0].wt)<=3D(ochptr->phys2*50)) {
							 if (gi) {
								 ochptr->invent[in]=3Dn2;
                 if (tobj[0].effect !=3D 13)
  								 ochptr->charge[in]=3Dchrptr->charge[n1];
                 else
  								 ochptr->charge[in]=3Dtobj[0].charges;
								 chrptr->charge[n1]=3D0;
								 chrptr->invent[n1]=3D-1;
                 if ((tobj[0].effect=3D=3D 16) && =
(chkinv2(17,usrnum)=3D=3D-1)) {
                   ochptr->light=3Dchrptr->light;
                   chrptr->light=3D0;
                 }
								 prfmlt(YOUGAV,tonm[n2],othuap->userid);
								 outmlt(usrnum);
                 setmbk(datmb);
								 strcpy(objdes,getmsg(tods[n2]));
                 setmbk(arnmb);
								 prfmlt(YOUGET,usaptr->userid,objdes);
								 outmlt(othusn);
								 prfmlt(JSTGAV,usaptr->userid,othuap->userid);
								 outchn(tlchan,usrnum,othusn);
                 setenc(usrnum);
                 setenc(othusn);
							 } else {
								 prfmlt(CNTGIV,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(TRDGIV,usaptr->userid,item);
								 outmlt(othusn);
								 prfmlt(DNTGIV,usaptr->userid,othuap->userid);
								 outchn(tlchan,usrnum,othusn);
							 }
						 } else {
							 prfmlt(CNTHDL,othuap->userid);
							 outmlt(usrnum);
							 prfmlt(UCNHDL,usaptr->userid,item);
							 outmlt(othusn);
							 prfmlt(DNTGIV,usaptr->userid,othuap->userid);
							 outchn(tlchan,usrnum,othusn);
						 }
					 } else {
						 prfmlt(DNTHAV);
						 outmlt(usrnum);
					 }
			   } else if (n2 =3D=3D -1) {
           if (!sameas(item,"gold")) {
             prfmlt(DNTHAV);
						 outmlt(usrnum);
           } else if ((amnt < 1) || (amnt > 30000)) {
						 prfmlt(TMCHGP);
						 outmlt(usrnum);
				   } else {
					   if (chrptr->gold >=3D amnt) {
               tmp=3Dochptr->gold+amnt;
               if ((tmp < 60001L) && (chkwal(othusn,(int)(amnt/5)))) {
						     chrptr->gold-=3Datoi(ltoa(amnt));
                 ochptr->gold+=3Datoi(ltoa(amnt));
						     prfmlt(YOUGVG,ltoa(amnt),othuap->userid);
						     outmlt(usrnum);
						     prfmlt(YOUGTG,usaptr->userid,ltoa(amnt));
						     outmlt(othusn);
						     prfmlt(JSTGVG,usaptr->userid,othuap->userid);
						     outchn(tlchan,usrnum,othusn);
                 setenc(usrnum);
                 setenc(othusn);
               } else {
						     prfmlt(CNTGGP,othuap->userid);
						     outmlt(usrnum);
               }
					   } else {
						   prfmlt(DNTHVG);
						   outmlt(usrnum);
					   }
				   }
			   }
		   } else {
			   prfmlt(NOGSLF);
			   outmlt(usrnum);
		   }
     }
     return(0);
}

int EXPORT
donate(int amnt)
{
     setarn();
		 tlchan=3Dgetchn(usrnum);
     if ((amnt > 0) && (amnt < 30001)) {
		   if (chrptr->gold >=3D amnt) {
			   chrptr->gold-=3Damnt;
			   prfmlt(YOUDON);
			   outmlt(usrnum);
			   prfmlt(JSTDON,usaptr->userid);
			   outchn(tlchan,usrnum,-1);
			   if (amnt >=3D 100) {
				   if (arnrnd(1,1000) <=3D 5) {
             if (rasstt(usrnum,20)) {
  					   prfmlt(PLSGDS);
    				   outmlt(usrnum);
             }
				   }
			   }
		   } else {
			   prfmlt(DNTHVG);
			   outmlt(usrnum);
		   }
     } else {
			 prfmlt(DPLGDS);
			 outmlt(usrnum);
     }
     return(0);
}

int EXPORT
movgrp(int grp,int oloc,int nloc,int d,int avd)
{
     register int x,y;
     int t,m,ch,chn,dest,cnt;
	   char s[4];

     ch=3Dcnt=3D0;
     x=3D-1;
     while (++x<nterms) {
       if (x=3D=3Dgrp) continue;
       if (arnarr[x].movcnt > ((arnarr[x].phys+arnarr[x].agil)/7)) =
t=3D1;
       else t=3D0;
	     if ((t!=3D1) && (!arnarr[x].attdly) && (!arnarr[x].spldly) &&
           (arnarr[x].hits>1)) {
         othusp=3D&user[x];
			   ochptr=3D&arnarr[x];
         if ((chkgrm(x,grp,(oloc-ARNSUB-DUNOFF)) =3D=3D 1) &&
             (othusp->state=3D=3Dtastt) && (othusp->substt=3D=3DPLYING) =
&&
             (arnarr[x].grpfol=3D=3D1) &&
             ((!arnarr[x].cbtcnt) || (!moncnt(oloc-ARNSUB)))) {
           strcpy(s,(uacoff(x)->sex =3D=3D 'F' ? "her" : "his"));
		       chn=3Doloc-ARNSUB;
		       if ((chn <=3D DUNOFF) && (achn[chn][d-1])) {
             ch=3D1;
             dest=3D(achn[chn][d-1]-DUNOFF);
             y=3D-1;
			       while (++y<nsitem) {
  			       if ((spitem[y][6]=3D=3D1) &&
                   ((((oloc-ARNSUB-DUNOFF)=3D=3Dspitem[y][1]) && =
(dest=3D=3Dspitem[y][2])) ||
                   (((oloc-ARNSUB-DUNOFF)=3D=3Dspitem[y][2]) && =
(dest=3D=3Dspitem[y][1]))) &&
                   (((spitem[y][0]=3D=3D-1) && =
(arnarr[x].badge>spitem[y][4])) ||
                   ((spitem[y][0]=3D=3D-2) && =
(arnarr[x].badge<spitem[y][4])) ||
                   ((spitem[y][0]=3D=3D-3) && =
(trucnt(ARNSUB+DUNOFF+spitem[y][4])>=3Dspitem[y][5])) ||
                   ((spitem[y][0]=3D=3D-4) && (!arnarr[x].promot)) ||
                   ((spitem[y][0]=3D=3D-5) && (arnarr[x].title)) ||
                   ((spitem[y][0]=3D=3D-6) && (!arnarr[x].title)) ||
                   ((spitem[y][0]=3D=3D-7) && =
(arnarr[x].title=3D=3Dspitem[y][4])) ||
                   (spitem[y][0]=3D=3D-8)) &&
                   (dest!=3Dspitem[y][1])) {
                 noextn(oloc,s,spitem[y][3],x);
                 ch=3D0;
               }
             }
		       } else if (chn > ARNHCH-ARNSUB) {
             if ((dest=3Dgetroom(getchn(x)-ARNSUB-DUNOFF,d-1))!=3D0) {
               ch=3D1;
               y=3D-1;
				       while (++y<nsitem) {
  				       if ((spitem[y][6]=3D=3D1) &&
                     (((oloc-ARNSUB-DUNOFF=3D=3Dspitem[y][1]) && =
(dest=3D=3Dspitem[y][2])) ||
                     ((oloc-ARNSUB-DUNOFF=3D=3Dspitem[y][2]) && =
(dest=3D=3Dspitem[y][1])))) {
                   if (spitem[y][0]=3D=3D-1) {
                     if ((arnarr[x].badge>spitem[y][4]) && =
(dest!=3Dspitem[y][1])) {
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-2) {
                     if ((arnarr[x].badge<spitem[y][4]) && =
(dest!=3Dspitem[y][1])) {
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-4) {
                     if ((!arnarr[x].promot) && (dest!=3Dspitem[y][1])) =
{
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-5) {
                     if (arnarr[x].title) {
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-6) {
                     if (!arnarr[x].title) {
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-7) {
                     if (arnarr[x].title=3D=3Dspitem[y][4]) {
                       noextn(oloc,s,spitem[y][3],x);
                       ch=3D0;
                     }
                   } else if (spitem[y][0]=3D=3D-8) {
                     noextn(oloc,s,spitem[y][3],x);
                     ch=3D0;
                   }
                 }
               }
             }
           }
           if ((ch) && (arnarr[x].hits>1)) {
             cnt++;
             if (!arnarr[x].parcnt) prfmlt(YOUFOL);
             else prfmlt(DRGYOU,"Your group",adir[d]);
	  	       outmlt(x);
             ochptr->cbtcnt=3Dochptr->attdly=3Dochptr->spldly=3D0;
             ochptr->movcnt+=3D1;
             pcktrl(x);
             strail(x,0,0,nloc-ARNSUB-DUNOFF);
             setroom(trail(x,0,0));
             settrl(x,0);
		         m=3Dchkfol(oloc,x);
             if (arnarr[x].hits<1) continue;
             if (arnarr[x].parcnt) prfmlt(OTHDGO,uacoff(x)->userid,s);
             else prfmlt(EXT0+(d<<1),uacoff(x)->userid);
  	         outchn(oloc,x,-1);
		         setchn(x,nloc,0);
		         ochptr->loc=3Dnloc-ARNSUB;
             /***COORD MOD***
             setcrd(x,d-1,nloc-ARNSUB);
             ***COORD MOD***/
		         shwchr(x,getchn(x)-ARNSUB,1);
		         outmlt(x);
             if (arnarr[x].parcnt) prfmlt(OTHDGI,uacoff(x)->userid,s);
             else prfmlt(ENT0+(d<<1),uacoff(x)->userid);
		         outchn(nloc,x,-1);
             if ((m) && (nloc > ARNHCH)) monmov(m,d-1,1,x,0,0);
             if (!avd) chkloc(x);
             else {
               prfmlt(GRPAVD,uacoff(arnarr[x].grpnum)->userid);
               outmlt(x);
             }
           } else if (arnarr[x].hits<2) {
  		       prfmlt(TOOSLW);
	  	       outmlt(x);
           }
         }
       } else if ((chkgrm(x,grp,(oloc-ARNSUB-DUNOFF)) =3D=3D 1) &&
                  (arnarr[x].grpfol=3D=3D1)) {
  		   prfmlt(TOOSLW);
	  	   outmlt(x);
       }
     }
     return(cnt);
}

int EXPORT
drag(char *who,int odrm,int dir)
{
     int  count,ndrm,tusn,dest,y;
	   char s[4];

     setarn();
     count=3Dlocchr(who,2);
     if (count !=3D 1) {
	     prfmlt(ARNNHR,who);
	     outmlt(usrnum);
     } else {
       if (usrnum !=3D othusn) {
         if (arnarr[othusn].parcnt) {
           if (odrm<=3DARNHCH)
             ndrm=3D(achn[odrm-ARNSUB][dir]+ARNSUB);
           else
             ndrm=3Dgetroom(odrm-ARNSUB-DUNOFF,dir)+ARNSUB+DUNOFF;
           dest=3D(ndrm-ARNSUB-DUNOFF);
           y=3D-1;
			     while (++y<nsitem) {
  			     if ((spitem[y][6]=3D=3D1) &&
                 ((((odrm-ARNSUB-DUNOFF)=3D=3Dspitem[y][1]) && =
(dest=3D=3Dspitem[y][2])) ||
                 (((odrm-ARNSUB-DUNOFF)=3D=3Dspitem[y][2]) && =
(dest=3D=3Dspitem[y][1]))) &&
                 (((spitem[y][0]=3D=3D-1) && =
(arnarr[othusn].badge>spitem[y][4])) ||
                 ((spitem[y][0]=3D=3D-2) && =
(arnarr[othusn].badge<spitem[y][4])) ||
                 ((spitem[y][0]=3D=3D-3) && =
(trucnt(ARNSUB+DUNOFF+spitem[y][4])>=3Dspitem[y][5])) ||
                 ((spitem[y][0]=3D=3D-4) && (!arnarr[othusn].promot)) ||
                 ((spitem[y][0]=3D=3D-5) && (arnarr[othusn].title)) ||
                 ((spitem[y][0]=3D=3D-6) && (!arnarr[othusn].title)) ||
                 ((spitem[y][0]=3D=3D-7) && =
(arnarr[othusn].title=3D=3Dspitem[y][4])) ||
                 (spitem[y][0]=3D=3D-8)) &&
                 (dest!=3Dspitem[y][1])) {
               strcpy(s,(uacoff(othusn)->sex =3D=3D 'F' ? "her" : =
"his"));
               noextn(odrm,s,spitem[y][3],othusn);
               ndrm=3D0;
             }
           }
           if (ndrm) {
  		       prfmlt(YOUDRG,othuap->userid,adir[dir]);
	  	       outmlt(usrnum);
 		         prfmlt(OTHDRO,usaptr->userid,othuap->userid);
  	         outchn(odrm,othusn,usrnum);
 		         prfmlt(OTHDRI,usaptr->userid,othuap->userid);
		         outchn(ndrm,othusn,usrnum);
             setchn(othusn,ndrm,0);
             =
arnarr[othusn].cbtcnt=3Darnarr[othusn].attdly=3Darnarr[othusn].spldly=3D0=
;
		         arnarr[othusn].loc=3Dndrm-ARNSUB;
             /***COORD MOD***
             setcrd(usrnum,dir,ndrm-ARNSUB);
             ***COORD MOD***/
  		       prfmlt(DRGYOU,usaptr->userid,adir[dir]);
             outmlt(othusn);
             tusn=3Dothusn;
             shwchr(othusn,getchn(othusn)-ARNSUB,1);
	  	       outmlt(othusn);
             othusn=3Dtusn;
             return(1);
           }
         } else {
           prfmlt(CNTDRG,othuap->userid);
           outmlt(usrnum);
         }
       } else {
         prfmlt(NODSLF);
         outmlt(usrnum);
       }
     }
     return(0);
}


------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-5.C"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-5.c (C File)
Content-Disposition: attachment; filename="TSGARN-5.C"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***              Part 5                                                 =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

#include "tsgarn-0.h"

/************************************************************************=
***/
/***                  Tele-Arena global definitions                      =
***/
/************************************************************************=
***/

char dunitm6[MAXRMS],
     dunitm7[MAXRMS],
     dunitm8[MAXRMS],
     dunitm9[MAXRMS],
     dunitm10[MAXRMS],
     dunitm11[MAXRMS];

/************************************************************************=
***/
/***                  Tele-Arena Interactive commands                    =
***/
/************************************************************************=
***/

int EXPORT
chkrob(void)
{
     int tmpc;

		 if ((tlchan-ARNSUB =3D=3D 1) || (tlchan-ARNSUB =3D=3D 4) ||
				 (tlchan-ARNSUB =3D=3D 8) || (tlchan-ARNSUB =3D=3D 10) ||
         (arena(tlchan-ARNSUB))) {
			 prfmlt(NOROBH);
       outmlt(usrnum);
       return(0);
		 }
     if (arnarr[usrnum].attdly) {
       prfmlt(ATTEXH);
       outmlt(usrnum);
       return(0);
     }
		 if (arnarr[usrnum].clas !=3D 3) {
       tmpc=3Darnarr[usrnum].clas;
       if (arnarr[usrnum].promot) tmpc+=3DMAXCLASS;
			 prfmlt(CNTROB,tcla[tmpc].pl);
       outmlt(usrnum);
       return(0);
		 }
  	 if (arnarr[usrnum].level < 2) {
       prfmlt(CRBYET);
       outmlt(usrnum);
       return(0);
		 }
 		 if (islit(tlchan-ARNSUB-DUNOFF)) {
     } else {
       prfmlt(TOODRK);
       outmlt(usrnum);
       return(0);
     }
     return(1);
}

int EXPORT
rob(char *who,char *item)
{
		 int   count,r,n,in,d,b;
     unsigned g;
		 char  od[25];
     long tmp;

		 setarn();
		 tlchan=3Dgetchn(usrnum);
     if (!chkrob()) return(0);
     if (!usrrob) {
       setmbk(cfgmb);
			 prfmlt(NORUSR);
       setmbk(arnmb);
			 outmlt(usrnum);
       return(0);
     }
     count=3Dlocchr(who,2);
		 if (!count) {
			 prfmlt(ARNNHR,who);
			 outmlt(usrnum);
		 } else if (count !=3D 1) {
			 prfmlt(ARNAMB,"rob");
			 outmlt(usrnum);
		 } else {
       if (usrnum !=3D othusn) {
         if (chkcbt(usrnum,othusn,0,1)) return(0);
         if (arnarr[othusn].invcnt) {
					 prfmlt(ARNNHR,who);
					 outmlt(usrnum);
         } else {
					 attdly(5,usrnum);
					 othuap=3Duacoff(othusn);
					 ochptr=3D&arnarr[othusn];
					 r=3Darnrnd(1,100);
           d=3D0;
           d+=3D((ochptr->intl)+(ochptr->level<<1));
           if (!sameas(item,"gold")) d+=3D35;
           b=3D((chrptr->agil<<1)+(chrptr->know)+(chrptr->level<<1)+10);
           b-=3Dd;
           if (b<5) b=3D5;
					 if ((b >=3D r) &&
								(ochptr->level>1)) {
             awdexp(usrnum,10);
             if (sameas(item,"gold")) {
							 if (ochptr->gold>4) {
								 g=3Darnrnd(1,(ochptr->gold/5));
                 tmp=3Dchrptr->gold+g;
                 if ((tmp < 60001L) && (chkwal(usrnum,(g/5)))) {
                   chrptr->gold+=3Dg;
 								   ochptr->gold-=3Dg;
								   prfmlt(GOTGLD,g,othuap->userid);
								   outmlt(usrnum);
								   if (r >=3D 75) {
									   prfmlt(CAUGHTS,usaptr->userid);
									   outmlt(othusn);
								   }
                 } else {
                   prfmlt(BNKNCA);
								   outmlt(usrnum);
                 }
							 } else {
								 prfmlt(NOGOLD,othuap->userid);
								 outmlt(usrnum);
							 }
             } else {
               in=3Dchkinv(item,othusn);
               if (in!=3D-1) {
                 if ((n=3Dchkblk(usrnum))!=3D-1) {
                   getdat('o',arnarr[othusn].invent[in]);
                   if (chkwal(usrnum,tobj[0].wt)) {
                     setmbk(datmb);
                     strcpy(od,getmsg(tods[arnarr[othusn].invent[in]]));
                     setmbk(arnmb);
										 prfmlt(GOTOBJ,od,othuap->userid);
										 outmlt(usrnum);
                     =
arnarr[usrnum].invent[n]=3Darnarr[othusn].invent[in];
                     =
arnarr[usrnum].charge[n]=3Darnarr[othusn].charge[in];
                     arnarr[othusn].invent[in]=3D-1;
                     arnarr[othusn].charge[in]=3D0;
                     setenc(usrnum);
                     setenc(othusn);
										 if (r >=3D 75) {
											 prfmlt(CAUGHTS,usaptr->userid);
											 outmlt(othusn);
										 }
                   } else {
										 prfmlt(TOOHVY);
										 outmlt(usrnum);
                     prfmlt(CAUGHTT,usaptr->userid);
                     outmlt(othusn);
                   }
                 } else {
									 prfmlt(INVFUL);
									 outmlt(usrnum);
                 }
               } else {
								 prfmlt(NOITEM,othuap->userid);
								 outmlt(usrnum);
               }
             }
					 } else {
						 prfmlt(GOTCOT,othuap->userid);
						 outmlt(usrnum);
						 prfmlt(CAUGHTT,usaptr->userid);
						 outmlt(othusn);
						 prfmlt(OTHCOT,usaptr->userid,othuap->userid);
						 outchn(tlchan,usrnum,othusn);
					 }
         }
			 } else {
				 prfmlt(NORSLF);
				 outmlt(usrnum);
			 }
     }
     return(0);
}

int EXPORT
attack(char *who,int wep,int range)
{
     register int i;
		 int count;
		 int m,w,a,s,as,db,sk,dch,dmg,tdmg,ousn,drploc,ds,dr,dirroom;
		 char wd[25];

		 setarn();
		 tlchan=3Dgetchn(usrnum);
		 if ((arena(tlchan-ARNSUB)) || (tlchan > ARNSUB+DUNOFF)) {
			 dmg=3D0;
       sk=3D0;
			 s=3D0;
       if (wep=3D=3D-1) w=3Dchrptr->weapon;
       else w=3Dwep;
       setmbk(datmb);
			 strcpy(wd,getmsg(tods[w]));
       setmbk(arnmb);
			 getdat('o',w);
       if ((range=3D=3D0) && (tobj[0].type>7)) {
         prfmlt(NOTMLE);
         outmlt(usrnum);
         drploc=3D-1;
         return(0);
       }
			 if (!chrptr->attdly) {
				 count=3Dlocchr(who,2);
         drploc=3Ddr=3D-1;
         ds=3D0;
         if ((count =3D=3D 1) && (wep!=3D-1))
           drploc=3D(arnarr[usrnum].loc-DUNOFF);
         if ((!count) && (wep!=3D-1)) {
           if (locchr(who,1)=3D=3D1) {
             if ((dirroom=3Dchkpth(usrnum,othusn,range))!=3D-1) {
               dr=3Dchkdir((arnarr[usrnum].loc-DUNOFF),dirroom);
               drploc=3D(arnarr[othusn].loc-DUNOFF);
               if (chkbar(arnarr[usrnum].loc-DUNOFF,
                         arnarr[othusn].loc-DUNOFF,dr)) dr=3D-1;
               if ((dr>-1) && (!arnarr[othusn].invcnt))
                 ds=3Dcount=3D1;
               else {
                 drploc=3Ddr=3D-1;
               }
             }
           }
         }
				 if (!count) {
           if (range) {
             tmpmon=3D-1;
             if ((dirroom=3Dchkpthm(usrnum,who,range))!=3D-1) {
               dr=3Dchkdir((arnarr[usrnum].loc-DUNOFF),dirroom);
               if (chkbar(arnarr[usrnum].loc-DUNOFF,
                         arnmar2[tmpmon].dloc-DUNOFF,dr)) dr=3D-1;
               if (dr>-1) {
                 ds=3Dcount=3D1;
                 drploc=3D(arnmar2[tmpmon].dloc-DUNOFF);
                 attmon(tmpmon,wep,range,ds,dr);
                 return(drploc);
               } else {
                 drploc=3Ddr=3D-1;
               }
             }
             prfmlt(ARNNCE,who);
					   outmlt(usrnum);
           } else {
             i=3D-1;
			       while (++i<NMRMMN) {
				       if (((m=3Dgetmon(arnarr[usrnum].loc,i))!=3D-1) &&
                   (tokuid(who,tmnm[arnmar[m].id])) &&
                   (arnmar[m].active =3D=3D 1)) {
						     attmon(m,wep,range,ds,0);
                 drploc=3D(arnmar2[m].dloc-DUNOFF);
                 if (wep!=3D-1) return(drploc);
						     return(1);
               }
					   }
					   if (wep=3D=3D-1) prfmlt(ARNNHR,who);
             else prfmlt(ARNNCE,who);
					   outmlt(usrnum);
           }
				 } else if (count !=3D 1) {
					 if (wep=3D=3D-1) prfmlt(ARNAMB,"attack");
           else prfmlt(ARNAMB,"throw");
					 outmlt(usrnum);
				 } else {
					 if (usrnum !=3D othusn) {
						 ousn=3Dothusn;
						 ochptr=3D&arnarr[ousn];
             if (chkcbt(usrnum,ousn,1,1)) {
               drploc=3D-1;
               return(0);
             }
						 chrptr->attcnt+=3D1;
						 if ((wep!=3D-1) || (!ds)) chrptr->cbtcnt=3D3;
						 if (chrptr->attcnt=3D=3Dchrptr->atts) {
							 attdly(15,usrnum);
							 chrptr->attcnt=3Dchrptr->cbtcnt=3D0;
						 }
             as=3D((chrptr->know)+(chrptr->agil<<1)+(chrptr->level*3));
             if (as<30) as=3D30;
             if (as>99) as=3D99;
             if ((!islit(tlchan-ARNSUB-DUNOFF)) &&
                (arnarr[usrnum].race!=3D1) && (arnarr[usrnum].race!=3D2) =
&&
                (arnarr[usrnum].race!=3D4)) as-=3D25;
             if (arnarr[ousn].invcnt) as-=3D25;
             if ((wep!=3D-1) && (arnarr[usrnum].clas!=3D6)) as-=3D20;
             else if ((wep=3D=3D-1) && (arnarr[usrnum].clas=3D=3D6)) =
as-=3D(range*5);
						 if (as > arnrnd(1,100)) {
               =
dch=3D((ochptr->know+(ochptr->agil<<1)+ochptr->level)/10);
               if (dch<1) dch=3D1;
               if (arnarr[usrnum].clas=3D=3D3) dch*=3D3;
               if (arnarr[usrnum].parcnt) dch=3D0;
							 if (dch < arnrnd(1,100)) {
								 db=3D((chrptr->phys/5)+calcat(usrnum,0));
                 dmg=3Darnrnd(tobj[0].mindam,tobj[0].maxdam)+db;
                 if ((arnarr[usrnum].clas=3D=3D3) &&
                     (arnrnd(1,100)<=3Darnarr[usrnum].level)) {
                   dmg*=3D2;
                   sk=3D1;
                 }
								 a=3Dochptr->ac;
                 if (a>0) a=3Darnrnd(ochptr->ac>>1,ochptr->ac);
                 dmg-=3Da;
							 } else s=3D1;
						 } else s=3D2;
						 if (dmg>0) {
							 if (wep=3D=3D-1) {
                 prfmlt(HITOTH,usaptr->userid,othuap->userid,wd);
  							 outchn(getchn(usrnum),usrnum,ousn);
               } else {
                 if (!ds) {
                   if (range=3D=3D2) =
prfmlt(THROTH1,usaptr->userid,wd,othuap->userid);
                   else =
prfmlt(FIROTH1,usaptr->userid,wd,othuap->userid);
  							   outchn(getchn(usrnum),usrnum,ousn);
                 } else {
                   if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
                   else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  							   outchn(getchn(usrnum),usrnum,ousn);
                   prfmlt(THROTH2,othuap->userid,wd,bdir[dr]);
  							   outchn(getchn(ousn),ousn,-1);
                 }
               }
               tdmg=3Ddmg;
               if (tdmg>ochptr->hits) tdmg=3Dochptr->hits;
							 ochptr->hits-=3Ddmg;
               chrexp(usrnum,ousn,tdmg);
               if (tobj[0].poison) ochptr->poison+=3Dtobj[0].poison;
               if (wep=3D=3D-1) prfmlt(HITYOU,usaptr->userid,wd,dmg);
               else {
                 if (!ds) {
                   if (range=3D=3D2) =
prfmlt(THRYOU1,usaptr->userid,wd,dmg);
                   else prfmlt(FIRYOU1,usaptr->userid,wd,dmg);
                 } else prfmlt(THRYOU2,wd,bdir[dr],dmg);
               }
							 outmlt(ousn);
							 if (ochptr->hits<1) {
                 death(ousn,usrnum,4);
							 } else {
								 othuap=3Duacoff(ousn);
                 if (sk)
  								 prfmlt(ATTHIT2,othuap->userid,dmg);
                 else
		  						 prfmlt(ATTHIT,othuap->userid,dmg);
								 outmlt(usrnum);
							 }
						 } else if (!s) {
							 if (wep=3D=3D-1) {
                 prfmlt(GLNOTH,usaptr->userid,tonm[w],othuap->userid);
   							 outchn(getchn(usrnum),usrnum,ousn);
               } else {
                 if (!ds) {
                   if (range=3D=3D2) =
prfmlt(TGNOTH1,othuap->userid,wd,usaptr->userid);
                   else =
prfmlt(FGNOTH1,othuap->userid,wd,usaptr->userid);
   							   outchn(getchn(usrnum),usrnum,ousn);
                 } else {
                   if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
                   else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  							   outchn(getchn(usrnum),usrnum,ousn);
                   prfmlt(TGNOTH2,othuap->userid,wd,bdir[dr]);
  							   outchn(getchn(ousn),ousn,-1);
                 }
               }
							 if (wep=3D=3D-1) prfmlt(GLNYOU,usaptr->userid,tonm[w]);
               else {
                 if (!ds) {
                   if (range=3D=3D2) prfmlt(TGNYOU1,wd,usaptr->userid);
                   else prfmlt(FGNYOU1,wd,usaptr->userid);
                 } else prfmlt(TGNYOU2,wd,bdir[dr]);
               }
							 outmlt(ousn);
							 othuap=3Duacoff(ousn);
							 prfmlt(ATTGLN,othuap->userid);
							 outmlt(usrnum);
						 } else if (s=3D=3D1) {
							 if (wep=3D=3D-1) {
                 prfmlt(DOGOTH,othuap->userid,usaptr->userid,wd);
  							 outchn(tlchan,usrnum,ousn);
               } else {
                 if (!ds) {
                   if (range=3D=3D2) =
prfmlt(TDGOTH1,othuap->userid,wd,usaptr->userid);
                   else =
prfmlt(FDGOTH1,othuap->userid,wd,usaptr->userid);
  							   outchn(tlchan,usrnum,ousn);
                 } else {
                   if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
                   else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  							   outchn(getchn(usrnum),usrnum,ousn);
                   prfmlt(TDGOTH2,othuap->userid,wd,bdir[dr]);
  							   outchn(getchn(ousn),ousn,-1);
                 }
               }
							 if (wep=3D=3D-1) prfmlt(DOGYOU,usaptr->userid);
               else {
                 if (!ds) {
                   if (range=3D=3D2) prfmlt(TDGYOU1,wd,usaptr->userid);
                   else prfmlt(FDGYOU1,wd,usaptr->userid);
                 } else prfmlt(TDGYOU2,wd,bdir[dr]);
               }
							 outmlt(ousn);
							 othuap=3Duacoff(ousn);
							 prfmlt(ATTDOG,othuap->userid);
							 outmlt(usrnum);
						 } else if (s=3D=3D2) {
							 if (wep=3D=3D-1) {
                 prfmlt(FUMOTH,usaptr->userid,othuap->userid);
							   outchn(tlchan,usrnum,ousn);
               } else {
                 if (!ds) {
                   if (range=3D=3D2) =
prfmlt(TFMOTH1,usaptr->userid,wd,othuap->userid);
                   else =
prfmlt(FFMOTH1,usaptr->userid,wd,othuap->userid);
							     outchn(tlchan,usrnum,ousn);
                 } else {
                   if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
                   else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  							   outchn(getchn(usrnum),usrnum,ousn);
                   prfmlt(TFMOTH2,othuap->userid,wd,bdir[dr]);
  							   outchn(getchn(ousn),ousn,-1);
                 }
               }
							 if (wep=3D=3D-1) prfmlt(FUMYOU,usaptr->userid);
               else {
                 if (!ds) {
                   if (range=3D=3D2) prfmlt(TFMYOU1,usaptr->userid,wd);
                   else prfmlt(FFMYOU1,usaptr->userid,wd);
                 } else prfmlt(TFMYOU2,wd,bdir[dr]);
               }
							 outmlt(ousn);
							 othuap=3Duacoff(ousn);
							 prfmlt(ATTFUM);
							 outmlt(usrnum);
						 }
					 } else {
						 prfmlt(NOASLF);
						 outmlt(usrnum);
             drploc=3D-1;
					 }
				 }
			 } else {
				 prfmlt(ATTEXH);
				 outmlt(usrnum);
			 }
		 } else {
			 prfmlt(NOFTHR);
			 outmlt(usrnum);
		 }
     if (wep!=3D-1) return(drploc);
     return(0);
}

int EXPORT
cast(char *spell,char *who)
{
     register int i,c;
		 int uspl,ulev,smindam,smaxdam,slevel,stype;
     int count,m,s,sc,osc,a,oa,dly,dmg,tdmg,ousn,mn[500];
		 char spl[80],*t;

		 setarn();
		 tlchan=3Dgetchn(usrnum);
		 if (!chrptr->spldly) {
			 s=3Di=3D-1;
			 while (++i < SPLBOK) {
				 if ((uspl=3Dchrptr->splbook[i]) !=3D 255) {
					 t=3Dtsnm[uspl];
					 if (sameas(spell,t)) {
             s=3Duspl;
             break;
           }
				 }
			 }
			 if (s =3D=3D -1) {
				 prfmlt(NOSPEL);
				 outmlt(usrnum);
				 return(1);
			 }
			 if (s !=3D -1) {
				 getdat('s',s);
         ulev=3Dchrptr->level;
         stype=3Dtspl[0].type;
         slevel=3Dtspl[0].level;
         smindam=3Dtspl[0].mindam;
         smaxdam=3Dtspl[0].maxdam;
		     sc=3D(((chrptr->intl>>1)+(chrptr->know<<1)+(ulev*3))-(slevel*3));
         if (sc<30) sc=3D30;
         if (sc>99) sc=3D99;
         if ((!islit(tlchan-ARNSUB-DUNOFF)) &&
            (arnarr[usrnum].race!=3D1) && (arnarr[usrnum].race!=3D2) &&
            (arnarr[usrnum].race!=3D4)) sc-=3D25;
		     a=3Darnrnd(1,100);
		     oa=3Darnrnd(1,100);
         setmbk(datmb);
				 strcpy(spl,getmsg(tsds[s]));
         setmbk(arnmb);
				 if (chrptr->splpts<slevel) {
					 prfmlt(LOWSPL);
					 outmlt(usrnum);
					 return(1);
				 }
				 count=3Dlocchr(who,2);
				 if (count=3D=3D1) {
					 ochptr=3D&arnarr[othusn];
					 osc=3D(((ochptr->intl<<1)+ochptr->know+ochptr->level)/10-1);
           if ((ochptr->clas=3D=3D1) || (ochptr->clas=3D=3D7)) osc*=3D2;
           if (arnarr[othusn].invcnt) sc-=3D25;
				 }
				 if ((!count) &&
             (((!tspl[0].multi) && (!sameas(who,"ALL!"))) ||
              ((tspl[0].multi =3D=3D 2) && (sameas(who,"ALL!"))))) {
					 if (!tspl[0].multi) {
             i=3D-1;
			       while (++i<NMRMMN) {
				       if (((m=3Dgetmon(arnarr[usrnum].loc,i))!=3D-1) &&
                   (arnmar[m].active =3D=3D 1) &&
                   (tokuid(who,tmnm[arnmar[m].id]))) {
                 chrptr->splpts-=3Dslevel;
								 cstmon(m,s);
								 return(1);
							 }
						 }
					 } else if (tspl[0].multi =3D=3D 2) {
              chrptr->splpts-=3Dslevel;
							cstmon(-1,s);
							return(1);
					 }
					 prfmlt(ARNNHR,who);
					 outmlt(usrnum);


				 } else if ((count !=3D 1) &&
                    (!sameas(who,"ALL!")) && (!tspl[0].multi)) {
					 prfmlt(ARNAMB,"cast");
					 outmlt(usrnum);
				 } else if ((sameas(who,"ALL!")) && (!tspl[0].multi)) {
					 prfmlt(SNDTRG);
					 outmlt(usrnum);
				 } else if ((!sameas(who,"ALL!")) && (tspl[0].multi)) {
					 prfmlt(SDNTRG);
					 outmlt(usrnum);
				 } else {
					 chrptr->splpts-=3Dslevel;
					 dly=3D((15*slevel)-((ulev/5)*15));
					 if (dly<15) dly=3D15;
					 spldly(dly,usrnum);
           if ((sameas(who,"ALL!")) &&
               ((tspl[0].multi =3D=3D 1) || (tspl[0].multi =3D=3D 3))) {
						 othusn=3D-1;
						 osc=3D0;
					 }
           ousn=3Dusrnum;
					 if ((usrnum !=3D othusn) || ((stype>10))) {
						 ousn=3Dothusn;
             othuap=3Duacoff(ousn);
						 dmg=3D0;
             i=3D-1;
						 if (tspl[0].mdice)
							 while (++i < ulev) dmg+=3Darnrnd(smindam,smaxdam);
						 else
							 dmg=3Darnrnd(smindam,smaxdam);
             if (stype=3D=3D22) dmg=3D(arnarr[ousn].level<<1);
						 if (((a>=3Dsc) && (stype>10)) || ((a<<1)>=3Dsc) || (a<sc)) {
							 if ((oa>osc) || ((stype>10))) {
								 if (stype<10) {
									 if ((arena(tlchan-ARNSUB)) || (tlchan>ARNSUB+DUNOFF)) {
										 if (!tspl[0].multi) {
											 if (usrnum !=3D ousn) {
												 ochptr=3D&arnarr[ousn];
                         if (chkcbt(usrnum,ousn,1,1)) {
                           chrptr->splpts+=3Dslevel;
                           spldly(0,usrnum);
                           return(0);
                         }
                         tdmg=3Ddmg;
                         if (tdmg>ochptr->hits) tdmg=3Dochptr->hits;
                         if (!tspl[0].sdrain) {
												   ochptr->hits-=3Ddmg;
                           chrexp(usrnum,ousn,tdmg);
												   prfmlt(SPLDAM,othuap->userid,dmg);
												   outmlt(usrnum);
												   prfmlt(SPLYOU,usaptr->userid,spl,dmg);
												   outmlt(ousn);
                         } else {
                           awdexp(usrnum,(slevel*10));
												   prfmlt(SPLDAM2,othuap->userid);
												   outmlt(usrnum);
												   prfmlt(SPLYOU2,usaptr->userid,spl);
												   outmlt(ousn);
                         }
												 prfmlt(SPLOTH,usaptr->userid,spl,othuap->userid);
												 outchn(tlchan,usrnum,ousn);
												 if (tspl[0].psn) ochptr->poison+=3Dtspl[0].psn;
												 if (tspl[0].mdrain) {
													 ochptr->splpts-=3Ddmg;
													 if (ochptr->splpts < 0) ochptr->splpts=3D0;
												 }
                         if (tspl[0].sdrain) sdrain(ousn,dmg);
                         if (ochptr->hits<1) {
                           death(ousn,usrnum,4);
                           return(1);
                         }
                         if ((tspl[0].move) && =
(arnarr[ousn].loc>DUNOFF))
												   chrmov(ousn);
												 if (tspl[0].vamp) {
													 chrptr->hits+=3Dtdmg;
													 if (chrptr->hits > chrptr->mhits)
                             chrptr->hits=3Dchrptr->mhits;
												 }
											 } else {
												 prfmlt(NOCSLF);
												 outmlt(usrnum);
											 }
										 } else {
                       if (tspl[0].multi=3D=3D1) {
											   prfmlt(SPLMDM,dmg);
											   outmlt(usrnum);
											   prfmlt(SPLMOT,usaptr->userid,spl);
                         if (!arnarr[usrnum].invcnt)
											     outchn(tlchan,usrnum,-1);
                         else
											     outinv(tlchan,usrnum,-1);
                       } else {
											   prfmlt(SPLMAD,dmg);
											   outmlt(usrnum);
											   prfmlt(SPLMAL,usaptr->userid,spl);
                         if (!arnarr[usrnum].invcnt)
											     outchn(tlchan,usrnum,-1);
                         else
											     outinv(tlchan,usrnum,-1);
                       }
											 if (trucnt(getchn(usrnum))) {
                         dmgchr(usrnum,getchn(usrnum),dmg,s,-1);
                         awdexp(usrnum,(slevel*10));
                       }
                       if (tspl[0].multi=3D=3D3)
                         if (moncnt(getchn(usrnum)-ARNSUB))
			                     dmgmon(getchn(usrnum),dmg,s,-1,0);
										 }
									 } else {
										 prfmlt(NOTHER);
										 outmlt(usrnum);
									 }
								 }
							 }
               if (stype=3D=3D11) {
								 prfmlt(SPLCUR,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(CUROTH,usaptr->userid,spl,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
								 if (usrnum !=3D ousn) {
									 prfmlt(CURYOU,usaptr->userid,spl);
									 outmlt(ousn);
								 }
                 sboost2(ousn);
                 if (tspl[0].poison)
                   arnarr[ousn].poison=3Darnarr[ousn].status=3D0;
                 awdexp(usrnum,(slevel*10));
							 }
               if ((stype=3D=3D12) && (!tspl[0].multi)) {
								 prfmlt(SPLRES,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(CUROTH,usaptr->userid,spl,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
								 if (usrnum !=3D ousn) {
									 prfmlt(CURYOU,usaptr->userid,spl);
									 outmlt(ousn);
								 }
                 arnarr[ousn].food=3D(arnrnd(smindam,smaxdam));
                 arnarr[ousn].water=3D(arnrnd(smindam>>1,smaxdam>>1));
                 awdexp(usrnum,(slevel*10));
							 }
               if ((stype=3D=3D12) && (tspl[0].multi =3D=3D 1)) {
  						   prfmlt(SPLMCR);
								 outmlt(usrnum);
								 prfmlt(SPLMHO,usaptr->userid,spl);
								 outchn(tlchan,usrnum,-1);
                 arnarr[usrnum].food=3D(arnrnd(smindam,smaxdam));
                 arnarr[usrnum].water=3D(arnrnd(smindam>>1,smaxdam>>1));
                 dmgchr(usrnum,getchn(usrnum),dmg,s,-1);
                 awdexp(usrnum,(slevel*10));
							 }
               if (((stype=3D=3D21) || (stype=3D=3D22)) &&
                    (!tspl[0].multi)) {
								 if (stype=3D=3D21) prfmlt(SPLHEL,othuap->userid,dmg);
                 else prfmlt(SPLRGN,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(HELOTH,usaptr->userid,spl,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
								 ochptr->hits+=3Ddmg;
								 if (ochptr->hits > ochptr->mhits)
                   ochptr->hits=3Dochptr->mhits;
								 if (usrnum !=3D ousn) {
									 prfmlt(HELYOU,usaptr->userid,spl,dmg);
									 outmlt(ousn);
								 }
                 awdexp(usrnum,(slevel*10));
							 }
               if (((stype=3D=3D21) || (stype=3D=3D22)) &&
                   (tspl[0].multi =3D=3D 1)) {
                 if (!tspl[0].poison)
								   prfmlt(SPLMHL,dmg);
                 else {
								   prfmlt(SPLMCR);
                   dmg=3D0;
                 }
								 outmlt(usrnum);
								 prfmlt(SPLMHO,usaptr->userid,spl);
								 outchn(tlchan,usrnum,-1);
                 dmgchr(usrnum,getchn(usrnum),dmg,s,-1);
                 if (moncnt(getchn(usrnum)-ARNSUB))
			             dmgmon(getchn(usrnum),dmg,s,-1,0);
                 awdexp(usrnum,(slevel*10));
							 }
               if (stype=3D=3D31) {
								 if (tlchan>ARNSUB+DUNOFF) {
									 prfmlt(SPLSUM);
									 outmlt(usrnum);
									 prfmlt(SUMOTH,usaptr->userid,spl);
									 outchn(tlchan,usrnum,-1);
                   setarn();
                   c=3D0;
                   i=3D-1;
                   while (++i < nummon)
                     if ((monlev[i]>=3Dsmindam) &&
                         (monlev[i]<=3Dsmindam) &&
                         (monter[i]<10)) mn[c++]=3Di;
                   dmg=3Darnrnd(0,c-1);
									 genmon(arnarr[usrnum].loc,mn[dmg],arnarr[usrnum].grpnum,
                          arnarr[usrnum].grpnum,0,-1);
                   awdexp(usrnum,(slevel*10));
								 } else {
									 prfmlt(NSSHER);
									 outmlt(usrnum);
                   chrptr->splpts+=3Dslevel;
									 spldly(0,usrnum);
								 }
							 }
               if (((stype=3D=3D32) || (stype=3D=3D33)) &&
                    (tspl[0].multi =3D=3D 1)) {
  						   prfmlt(SPLMCR);
								 outmlt(usrnum);
								 prfmlt(SPLMHO,usaptr->userid,spl);
								 outchn(tlchan,usrnum,-1);
                 if (stype=3D=3D32) {
								   prfmlt(OOP1);
								   outmlt(usrnum);
								   prfmlt(EXT11,usaptr->userid);
								   outchn(tlchan,usrnum,-1);
                   arnarr[usrnum].invcnt=3D(arnarr[usrnum].level*30);
                 }
                 dmg=3D0;
								 if (trucnt(getchn(usrnum))) {
                   dmgchr(usrnum,getchn(usrnum),dmg,s,-1);
                   awdexp(usrnum,(slevel*10));
                 }
               }
               if ((stype=3D=3D32) && (!tspl[0].multi)) {
                 if (usrnum !=3D ousn) {
                   prfmlt(SPLINV,othuap->userid);
                   outmlt(usrnum);
                 }
								 prfmlt(OOP1);
								 outmlt(ousn);
                 prfmlt(INVOTH,usaptr->userid,spl,othuap->userid);
								 prfmlt(EXT11,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
                 arnarr[ousn].invcnt=3D(arnarr[usrnum].level*30);
                 awdexp(usrnum,(slevel*10));
							 }
               if ((stype=3D=3D33) && (!tspl[0].multi))  {
								 prfmlt(SPLPRO,spl,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(PROOTH,usaptr->userid,spl,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
								 if (usrnum !=3D ousn) {
									 prfmlt(PROYOU,usaptr->userid,spl);
									 outmlt(ousn);
								 }
                 if (tspl[0].armor) {
       		  		   getdat('o',arnarr[ousn].armor);
                   if (arnarr[ousn].ac=3D=3Dtobj[0].armor) {
                     arnarr[ousn].ac+=3D
                       tspl[0].armor+(((arnarr[usrnum].level-5)+1)>>1);
                     if (arnarr[ousn].ac>25) arnarr[ousn].ac=3D25;
                     =
arnarr[ousn].procnt=3D300+((arnarr[usrnum].level-5)*30);
                     awdexp(usrnum,(slevel*10));
                   }
                 } else if (tspl[0].sboost) {
                   sboost(usrnum,ousn,dmg);
                   awdexp(usrnum,(slevel*10));
								 } else if (tspl[0].sdrain) {
                   sdrain(ousn,dmg);
                   awdexp(usrnum,(slevel*10));
								 }
							 }
               if (stype=3D=3D41) {
								 if (tlchan>ARNSUB+DUNOFF) {
									 prfmlt(NOCHCH);
									 outmlt(usrnum);
								 } else {
									 prfmlt(NCSHER);
									 outmlt(usrnum);
								 }
                 chrptr->splpts+=3Dslevel;
								 spldly(0,usrnum);
							 }
						 } else {
							 if (!tspl[0].multi) {
								 prfmlt(SPLNEF,othuap->userid);
								 outmlt(usrnum);
								 prfmlt(NEFOTH,usaptr->userid,spl,
												othuap->userid,othuap->userid);
								 outchn(tlchan,usrnum,ousn);
								 if (usrnum !=3D ousn) {
									 prfmlt(NEFYOU,usaptr->userid,spl);
									 outmlt(ousn);
								 }
							 } else {
    						 prfmlt(SPLFLD);
		    				 outmlt(usrnum);
				    		 prfmlt(SFDOTH,usaptr->userid);
						     outchn(tlchan,usrnum,-1);
               }
						 }
					 } else {
						 prfmlt(SPLFLD);
						 outmlt(usrnum);
						 prfmlt(SFDOTH,usaptr->userid);
						 outchn(tlchan,usrnum,ousn);
						 if (usrnum !=3D ousn) {
							 prfmlt(SFDYOU,usaptr->userid);
							 outmlt(ousn);
						 }
					 }
				 }
			 }
		 } else {
			 prfmlt(SPLEXH);
			 outmlt(usrnum);
		 }
     return(0);
}

int EXPORT
dmgchr(int unum,int l,int dmg,int s,int mnum)
{
     register int i;
     unsigned gp;
		 int g,tdmg;
		 int smindam,smaxdam,stype;

     if (s>-1) {
       getdat('s',s);
       stype=3Dtspl[0].type;
       smindam=3Dtspl[0].mindam;
       smaxdam=3Dtspl[0].maxdam;
     }
     i=3D-1;
     while (++i<nterms) {
       g=3D0;
       if ((unum !=3D -1) &&
           (arnarr[i].grpnum=3D=3Darnarr[unum].grpnum) && =
(arnarr[i].grpact)) g=3D1;
       else if ((mnum !=3D -1) && =
(arnarr[i].grpnum=3D=3Darnmar[mnum].protect)) g=3D1;
       if ((user[i].state =3D=3D tastt) && (user[i].substt =3D=3D =
PLYING) &&
           (arnarr[i].loc>0) && (arnarr[i].loc+ARNSUB=3D=3Dl) &&
           (arnarr[i].hits>0)) {
         if (s > -1) {
           if ((i !=3D unum) || (stype=3D=3D11) || (stype=3D=3D12) ||
                              (stype=3D=3D21) || (stype=3D=3D22) ||
                              (stype=3D=3D32) || (stype=3D=3D33)) {
             if (stype=3D=3D12) {
               arnarr[i].food=3D(arnrnd(smindam,smaxdam));
               arnarr[i].water=3D(arnrnd(smindam>>1,smaxdam>>1));
             } else if ((stype=3D=3D21) || (stype=3D=3D22)) {
               if (g) {
                 arnarr[i].hits+=3Ddmg;
                 if (arnarr[i].hits > arnarr[i].mhits)
                   arnarr[i].hits=3Darnarr[i].mhits;
                 if (tspl[0].poison) =
arnarr[i].poison=3Darnarr[i].status=3D0;
               }
             } else if ((stype=3D=3D32) || (stype=3D=3D33)) {
               if (g) {
                 if (stype=3D=3D32) {
								   prfmlt(OOP1);
								   outmlt(i);
								   prfmlt(EXT11,uacoff(i)->userid);
                   if (unum!=3D-1) {
                     outchn(getchn(unum),i,-1);
                     arnarr[i].invcnt=3D(arnarr[unum].level*30);
                   } else if (mnum!=3D-1) {
                     outchn(getmch(mnum),i,-1);
                     arnarr[i].invcnt=3D(arnmar[mnum].level*60);
                   }
                 }
                 if (tspl[0].armor) {
       		  	     getdat('o',arnarr[i].armor);
                   if (arnarr[i].ac=3D=3Dtobj[0].armor) {
                     if (unum!=3D-1) {
                       arnarr[i].ac+=3D
                         tspl[0].armor+(((arnarr[unum].level-5)+1)>>1);
                       if (arnarr[i].ac>20) arnarr[i].ac=3D20;
                       =
arnarr[i].procnt=3D300+((arnarr[unum].level-5)*30);
                     } else if (mnum!=3D-1) {
                       =
arnarr[i].ac+=3D(tspl[0].armor+arnmar[mnum].level-5);
                       if (arnarr[i].ac>20) arnarr[i].ac=3D20;
                       =
arnarr[i].procnt=3D(300+((arnmar[mnum].level-5)*60));
                     }
                   }
                 }
							   if ((tspl[0].sboost) && (unum!=3D-1)) sboost(unum,i,dmg);
               }
             } else {
               if (!g) {
                 if ((unum!=3D-1) && (chkcbt(unum,i,1,0))) continue;
                 tdmg=3Ddmg;
                 if (tdmg>arnarr[i].hits) tdmg=3Darnarr[i].hits;
                 arnarr[i].hits-=3Ddmg;
	  				     if (tspl[0].psn) arnarr[i].poison+=3Dtspl[0].psn;
								 if (tspl[0].mdrain) {
									 arnarr[i].splpts-=3Ddmg;
									 if (arnarr[i].splpts < 0) arnarr[i].splpts=3D0;
								 }
								 if (tspl[0].sdrain) sdrain(i,dmg);
                 if (unum!=3D-1) {
								   if (tspl[0].vamp) {
  								   arnarr[unum].hits+=3Dtdmg;
	  							   if (arnarr[unum].hits > arnarr[unum].mhits)
                       arnarr[unum].hits=3Darnarr[unum].mhits;
                   }
                   chrexp(unum,i,tdmg);
                   if ((arnarr[i].hits < 1) && (user[unum].class !=3D =
VACANT)) {
                     death(i,unum,1);
		   				       if (arnarr[i].level > 1) {
			 	   			       gp=3Darnrnd(10*arnarr[i].level,50*arnarr[i].level);
                       if ((arnarr[unum].gold+gp < 60001L) &&
                           (chkwal(unum,(gp/5)))) {
                         arnarr[unum].gold+=3Dgp;
						  	         prfmlt(GTCGLD,gp,uacoff(i)->userid);
						   	         outmlt(unum);
                       }
					   	       }
			   		       }
                 } else if (mnum!=3D-1) {
								   if (tspl[0].vamp) {
  								   arnmar2[mnum].hits+=3Dtdmg;
	  							   if (arnmar2[mnum].hits > arnmar2[mnum].mhits)
                       arnmar2[mnum].hits=3Darnmar2[mnum].mhits;
                   }
                   if (arnarr[i].hits < 1) {
                     death(i,-2,4);
		   				       if (arnarr[i].level > 1) {
			 	   			       gp=3Darnrnd(10*arnarr[i].level,50*arnarr[i].level);
                       if (arnmar3[mnum].gp+gp < 60001L)
                         arnmar3[mnum].gp+=3Dgp;
					   	       }
			   		       }
                 }
                 if ((tspl[0].move) && (arnarr[i].loc>DUNOFF)) =
chrmov(i);
               }
             }
           }
         } else {
           if (s =3D=3D -2) {
             if (g) continue;
             if ((unum!=3D-1) && (!chkcbt(unum,i,1,0))) {
               arnarr[i].hits-=3Ddmg;
               if (arnarr[i].hits < 1) death(i,unum,1);
             }
           } else {
             if (g) continue;
             arnarr[i].hits-=3Ddmg;
             if (arnarr[i].hits < 1) {
               if (unum =3D=3D -1) death(i,-2,1);
               else death(i,unum,1);
             }
           }
         }
       }
     }
     return(0);
}

int EXPORT
attmon(int mnum,int wep,int range,int ds,int dr)
{
	   int  dmg,tdmg,dch,db,sk,w,a,as;
     char *weapon,wd[25];
     long h;

	   setarn();
     if (arnmar4[mnum].subtyp=3D=3D1) {
       setmbk(cfgmb);
       prfmlt(UTOOLO);
       setmbk(arnmb);
       outmlt(usrnum);
       return(0);
     }
     sk=3D0;
	   tlchan=3Dgetchn(usrnum);
     if (wep=3D=3D-1) w=3Dchrptr->weapon;
     else w=3Dwep;
	   weapon=3Dtonm[w];
     setmbk(datmb);
     strcpy(wd,getmsg(tods[w]));
     setmbk(arnmb);
	   getdat('o',w);
	   chrptr->attcnt+=3D1;
     chrptr->cbtcnt=3D3;
	   if (chrptr->attcnt=3D=3Dchrptr->atts) {
		   attdly(15,usrnum);
		   chrptr->attcnt=3Dchrptr->cbtcnt=3D0;
	   }
     if (arnarr[usrnum].grpnum=3D=3Darnmar[mnum].protect)
       arnmar[mnum].protect=3D256;
     as=3D((chrptr->know)+(chrptr->agil<<1)+(chrptr->level*3));
     if (as<30) as=3D30;
     if (as>99) as=3D99;
     if ((!islit(tlchan-ARNSUB-DUNOFF)) &&
        (arnarr[usrnum].race!=3D1) && (arnarr[usrnum].race!=3D2) &&
        (arnarr[usrnum].race!=3D4)) as-=3D25;
     getdat('m',arnmar[mnum].id);
     if (as > arnrnd(1,100)) {
       dch=3D((tmon[0].cskl+(arnmar[mnum].level<<1))/10);


       if (dch<1) dch=3D1;
		   if (dch < arnrnd(1,100)) {
				 db=3D((chrptr->phys/5)+calcat(usrnum,0));
			   dmg=3Darnrnd(tobj[0].mindam,tobj[0].maxdam)+db;
         if ((chrptr->clas=3D=3D3) &&
             (arnrnd(1,100)<=3Dchrptr->level)) {
           dmg*=3D2;
           sk=3D1;
         }
			   a=3Dtmon[0].ac;
			   dmg-=3Da;
			   if (dmg>0) {
           tdmg=3Ddmg;
           if (tdmg>arnmar2[mnum].hits) tdmg=3Darnmar2[mnum].hits;
				   arnmar2[mnum].hits-=3Ddmg;
           if ((tobj[0].poison) &&
               ((arnmar[mnum].psn+tobj[0].poison)<=3D100))
             arnmar[mnum].psn+=3Dtobj[0].poison;
           monexp(usrnum,mnum,tdmg,0);
           if (sk)
				     prfmlt(ATTHTM2,tmnm[arnmar[mnum].id],dmg);
           else
				     prfmlt(ATTHTM,tmnm[arnmar[mnum].id],dmg);
				   outmlt(usrnum);
				   if (wep=3D=3D-1) {
             prfmlt(HTMOTH,usaptr->userid,tmnm[arnmar[mnum].id],wd);
             outchn(getchn(usrnum),usrnum,-1);
           } else {
             if (!ds) {
               if (range=3D=3D2) =
prfmlt(THTMOT,usaptr->userid,wd,tmnm[arnmar[mnum].id]);
               else =
prfmlt(FHTMOT,usaptr->userid,wd,tmnm[arnmar[mnum].id]);
  						 outchn(getchn(usrnum),usrnum,-1);
             } else {
               if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
               else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  						 outchn(getchn(usrnum),usrnum,-1);
               prfmlt(THRMOT2,tmnm[arnmar[mnum].id],wd,bdir[dr]);
  						 outchn((arnmar2[mnum].dloc+ARNSUB),usrnum,-1);
               h=3Dpercnt(arnmar2[mnum].hits,arnmar2[mnum].mhits);
               if (h>=3D25) if (arnrnd(1,100)<=3D60) =
arnmar2[mnum].prey=3Dusrnum;
             }
           }
				   if (arnmar2[mnum].hits<1)
             desmon(mnum,usrnum,1,-10,2,-1,-1,14);
			   } else {
				   prfmlt(ATTGNM,tmnm[arnmar[mnum].id]);
				   outmlt(usrnum);
				   if (wep=3D=3D-1) {
             prfmlt(GNMOTH,usaptr->userid,weapon,tmnm[arnmar[mnum].id]);
             outchn(getchn(usrnum),usrnum,-1);
           } else {
             if (!ds) {
               if (range=3D=3D2) =
prfmlt(TGNMOT,tmnm[arnmar[mnum].id],wd,usaptr->userid);
               else =
prfmlt(FGNMOT,tmnm[arnmar[mnum].id],wd,usaptr->userid);
   						 outchn(getchn(usrnum),usrnum,-1);
             } else {
               if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
               else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  						 outchn(getchn(usrnum),usrnum,-1);
               prfmlt(TGNMOT2,tmnm[arnmar[mnum].id],wd,bdir[dr]);
  						 outchn((arnmar2[mnum].dloc+ARNSUB),-1,-1);
             }
           }
			   }
		   } else {
			   prfmlt(MATDOG,tmnm[arnmar[mnum].id]);
			   outmlt(usrnum);
			   if (wep=3D=3D-1) {
           prfmlt(DGMOTH,tmnm[arnmar[mnum].id],usaptr->userid,weapon);
           outchn(tlchan,usrnum,-1);
         } else {
           if (!ds) {
             if (range=3D=3D2) =
prfmlt(TDGMOT,tmnm[arnmar[mnum].id],wd,usaptr->userid);
             else =
prfmlt(FDGMOT,tmnm[arnmar[mnum].id],wd,usaptr->userid);
  					 outchn(tlchan,usrnum,-1);
           } else {
             if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
             else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  					 outchn(getchn(usrnum),usrnum,-1);
             prfmlt(TDGMOT2,tmnm[arnmar[mnum].id],wd,bdir[dr]);
  					 outchn((arnmar2[mnum].dloc+ARNSUB),usrnum,-1);
           }
         }
		   }
	   } else {
		   prfmlt(ATTFUM);
		   outmlt(usrnum);
		   if (wep=3D=3D-1) {
         prfmlt(FMMOTH,usaptr->userid,tmnm[arnmar[mnum].id]);
         outchn(tlchan,usrnum,-1);
       } else {
         if (!ds) {
           if (range=3D=3D2) =
prfmlt(TFMMOT,usaptr->userid,wd,tmnm[arnmar[mnum].id]);
           else prfmlt(FFMMOT,usaptr->userid,wd,tmnm[arnmar[mnum].id]);
					 outchn(tlchan,usrnum,-1);
         } else {
           if (range=3D=3D2) =
prfmlt(THROTH12,usaptr->userid,wd,adir[dr]);
           else prfmlt(FIROTH12,usaptr->userid,wd,adir[dr]);
  				 outchn(getchn(usrnum),usrnum,-1);
           prfmlt(TFMMOT2,tmnm[arnmar[mnum].id],wd,bdir[dr]);
  				 outchn((arnmar2[mnum].dloc+ARNSUB),usrnum,-1);
         }
       }
	   }
     return(0);
}

int EXPORT
cstmon(int mnum,int spell)
{
     register int i;
	   int dmg,tdmg,dly,s,sc,osc,mch;
		 int smindam,smaxdam,slevel,stype,ulev;
	   char sd[80];

	   setarn();
     ulev=3Darnarr[usrnum].level;
     if (arnmar4[mnum].subtyp=3D=3D1) {
       setmbk(cfgmb);
       prfmlt(UTOOLO);
       outmlt(usrnum);
       setmbk(arnmb);
       return(0);
     }
	   tlchan=3Dgetchn(usrnum);
	   s=3Dspell;
	   getdat('s',s);
     stype=3Dtspl[0].type;
     slevel=3Dtspl[0].level;
     smindam=3Dtspl[0].mindam;
     smaxdam=3Dtspl[0].maxdam;
     setmbk(datmb);
	   strcpy(sd,getmsg(tsds[s]));
     setmbk(arnmb);
	   dly=3D((15*slevel)-((ulev/5)*15));
	   if (dly<15) dly=3D15;
	   if (mnum >=3D 0) {
       getdat('m',arnmar[mnum].id);
       if (arnarr[usrnum].grpnum=3D=3Darnmar[mnum].protect)
         if (stype<10) arnmar[mnum].protect=3D256;
     }
	   spldly(dly,usrnum);
     sc=3D(((chrptr->intl>>1)+(chrptr->know<<1)+(ulev*3))-(slevel*3));
     if (sc<30) sc=3D30;
     if (sc>99) sc=3D99;
     if ((!islit(tlchan-ARNSUB-DUNOFF)) &&
        (arnarr[usrnum].race!=3D1) && (arnarr[usrnum].race!=3D2) &&
        (arnarr[usrnum].race!=3D4)) sc-=3D25;
	   if (sc > arnrnd(1,100)) {
		   if (mnum >=3D 0) {
         if (tmon[0].sskl) osc=3D(tmon[0].sskl/10);
         else              osc=3D(tmon[0].cskl/10);
			   if (osc < arnrnd(1,100)) {
				   if (stype<10) {
					   dmg=3D0;
             i=3D-1;
					   if (tspl[0].mdice) {
						   while (++i < ulev) dmg+=3Darnrnd(smindam,smaxdam);
					   } else dmg=3Darnrnd(smindam,smaxdam);
             tdmg=3Ddmg;
					   if (tdmg>arnmar2[mnum].hits) tdmg=3Darnmar2[mnum].hits;
					   arnmar2[mnum].hits-=3Ddmg;
  				   if ((tspl[0].psn) &&
                 ((arnmar[mnum].psn+tspl[0].psn)<=3D100))
               arnmar[mnum].psn+=3Dtspl[0].psn;
             monexp(usrnum,mnum,tdmg,0);
					   prfmlt(SPMDAM,tmnm[arnmar[mnum].id],dmg);
					   outmlt(usrnum);
					   prfmlt(SPMOTH,usaptr->userid,sd,tmnm[arnmar[mnum].id]);
					   outchn(tlchan,usrnum,-1);
					   if (arnmar2[mnum].hits<1) desmon(mnum,usrnum,0,-20,4,-1,-1,15);
             if ((tspl[0].move) && (arnmar2[mnum].dloc>DUNOFF)) {
               mch=3D(tmon[0].hd*3);
               if (mch>99) mch=3D99;
               if (arnrnd(1,100)>mch)
                 monmov(mnum,-1,0,-1,tspl[0].move,0);
             }
						 if (tspl[0].vamp) {
  						 arnarr[usrnum].hits+=3Dtdmg;
	  					 if (arnarr[usrnum].hits > arnarr[usrnum].mhits)
                 arnarr[usrnum].hits=3Darnarr[usrnum].mhits;
             }
				   } else {
					   if (stype=3D=3D41) {
						   prfmlt(SPLCHM,tmnm[arnmar[mnum].id]);
						   outmlt(usrnum);
						   prfmlt(CHMOTH,usaptr->userid,sd,tmnm[arnmar[mnum].id]);
						   outchn(tlchan,usrnum,-1);
						   if ((arnarr[usrnum].intl > (arnmar[mnum].level<<1)) &&
                   (arnmar[mnum].level < 6) &&
                   (arnarr[arnarr[usrnum].grpnum].folcnt<5)) {
                   arnarr[arnarr[usrnum].grpnum].folcnt++;
							     arnmar[mnum].protect=3Darnarr[usrnum].grpnum;
							     prfmlt(SSUCCF);
							     outmlt(usrnum);
                   awdexp(usrnum,(slevel*10));
						   } else {
							   prfmlt(SFAILD);
							   outmlt(usrnum);
						   }
					   } else if ((stype=3D=3D21) || (stype=3D=3D22)) {
  					   dmg=3D0;
						   dmg=3Darnrnd(smindam,smaxdam);
               if (stype=3D=3D22) dmg=3D(arnmar[mnum].level<<2);
						   prfmlt(SPLHLM,tmnm[arnmar[mnum].id],dmg);
						   outmlt(usrnum);
						   prfmlt(HLMOTH,usaptr->userid,sd,tmnm[arnmar[mnum].id]);
						   outchn(tlchan,usrnum,-1);
               arnmar2[mnum].hits+=3Ddmg;
               if (arnmar2[mnum].hits > arnmar2[mnum].mhits)
                 arnmar2[mnum].hits =3D arnmar2[mnum].mhits;
               awdexp(usrnum,(slevel*10));
					   } else {
						   prfmlt(WNGSPL);
						   outmlt(usrnum);
               chrptr->splpts+=3Dslevel;
						   spldly(0,usrnum);
					   }
				   }
			   } else {
				   prfmlt(SPMNEF,tmnm[arnmar[mnum].id]);
				   outmlt(usrnum);
				   =
prfmlt(SNMOTH,usaptr->userid,sd,tmnm[arnmar[mnum].id],tmnm[arnmar[mnum].i=
d]);
				   outchn(tlchan,usrnum,-1);
			   }
		   } else {
			   dmg=3D0;
         i=3D-1;
			   if (tspl[0].mdice) {
				   while (++i < ulev) dmg+=3Darnrnd(smindam,smaxdam);
			   } else dmg=3Darnrnd(smindam,smaxdam);
			   prfmlt(SPLMMN,dmg);
			   outmlt(usrnum);
			   prfmlt(SPLMMO,usaptr->userid,sd);
			   outchn(tlchan,usrnum,-1);
         if (moncnt(getchn(usrnum)-ARNSUB))
			     dmgmon(getchn(usrnum),dmg,s,-1,0);
		   }
	   } else {
		   prfmlt(SPLFLD);
		   outmlt(usrnum);
		   prfmlt(SFDOTH,usaptr->userid);
		   outchn(tlchan,usrnum,-1);
	   }
     return(0);
}

int EXPORT
dmgmon(int l,int dmg,int s,int mn,int mv)
{
     register int i;
     int m,mch,g=3D0,tdmg=3D0;
		 int stype=3D99;

     if (s>-1) {
       getdat('s',s);
       stype=3Dtspl[0].type;
     }
     i=3DNMRMMN;
     while (--i>-1) {
       if ((m=3Dgetmon((l-ARNSUB),i))!=3D-1) {
         if (arnmar4[m].subtyp!=3D1) {
           if ((mn =3D=3D -1) && (arnarr[usrnum].grpnum =3D=3D =
arnmar[m].protect)) g=3D1;
           else if ((mn !=3D -1) && (arnmar[mn].protect =3D=3D =
arnmar[m].protect)) g=3D1;
           else g=3D0;
           tdmg=3Ddmg;
           if (tdmg>arnmar2[m].hits) tdmg=3Darnmar2[m].hits;
           if ((g) && (s>-1) && ((stype=3D=3D21) || (stype=3D=3D22))) {
             arnmar2[m].hits+=3Ddmg;
             if (arnmar2[m].hits>arnmar2[m].mhits)
               arnmar2[m].hits=3Darnmar2[m].mhits;
           } else if ((!g) && (m !=3D mn) && ((s =3D=3D -1) || =
(stype<10))) {
             arnmar2[m].hits-=3Ddmg;
             if ((arnmar2[m].dloc>DUNOFF) && (mv)) =
monmov(m,-1,0,-1,mv,0);
           }
           if ((!g) && (mn =3D=3D -1) && ((s =3D=3D -1) || (stype<10))) =
{
             monexp(usrnum,m,tdmg,0);
           }
           if (arnmar2[m].hits < 1) {
             if (mn =3D=3D -1) desmon(m,usrnum,0,-20,4,-1,mn,16);
             else          desmon(m,-1,0,-20,4,-1,mn,17);
             continue;
           }
           if ((!g) && (m !=3D mn) && (s > -1)) {
  				   if ((tspl[0].psn) &&
                 ((arnmar[m].psn+tspl[0].poison)<=3D100))
               arnmar[m].psn+=3Dtspl[0].poison;
             if (arnmar2[m].dloc>DUNOFF) {
               if (tspl[0].move) {
                 getdat('m',arnmar[m].id);
                 mch=3D(tmon[0].hd*3);
                 if (mch>99) mch=3D99;
                 if (arnrnd(1,100)>mch)
                   monmov(m,-1,0,-1,tspl[0].move,0);
               }
             }
					   if (tspl[0].vamp) {
               if (mn =3D=3D -1) {
  					     arnarr[usrnum].hits+=3Dtdmg;
	  				     if (arnarr[usrnum].hits > arnarr[usrnum].mhits)
                   arnarr[usrnum].hits=3Darnarr[usrnum].mhits;
               } else {
							   arnmar2[mn].hits+=3Dtdmg;
							   if (arnmar2[mn].hits > arnmar2[mn].mhits)
                   arnmar2[mn].hits=3Darnmar2[mn].mhits;
               }
             }
           }
         }
       }
     }
     return(0);
}

int EXPORT
move(int dir,char *who)
{
     register int i;
	   int oldchn,newchn,amod,dest,monn,chn,fol,ch,it,in,rg3,rm,rn,sk,t,m;
	  char s[4];

	   ch=3Drg3=3D0;
	   setarn();
	   strcpy(s,(usaptr->sex =3D=3D 'F' ? "her" : "his"));
     if (arnarr[usrnum].movcnt > =
((arnarr[usrnum].phys+arnarr[usrnum].agil)/7)) t=3D1;
     else t=3D0;
	   if ((t!=3D1) && (!arnarr[usrnum].attdly) && (!arnarr[usrnum].spldly) =
&&
          (arnarr[usrnum].hits>1)) {
       if ((!chrptr->cbtcnt) || ((!moncnt(tlchan-ARNSUB)))) {
		     oldchn=3Dgetchn(usrnum);
		     chn=3Doldchn-ARNSUB;
		     if ((chn <=3D DUNOFF) && (achn[chn][dir-1])) {
    	     ch=3D1;
  		     prfmlt(EXT0+(dir<<1),usaptr->userid);
	  	     outchn(oldchn,usrnum,-1);
           dest=3D(achn[chn][dir-1]-DUNOFF);
           i=3D-1;
			     while (++i<nsitem)
  			     if ((spitem[i][6]) &&
                 ((((oldchn-ARNSUB-DUNOFF)=3D=3Dspitem[i][1]) && =
(dest=3D=3Dspitem[i][2])) ||
                 (((oldchn-ARNSUB-DUNOFF)=3D=3Dspitem[i][2]) && =
(dest=3D=3Dspitem[i][1]))) &&
                 (((spitem[i][0]=3D=3D-1) && =
(arnarr[usrnum].badge>spitem[i][4])) ||
                 ((spitem[i][0]=3D=3D-2) && =
(arnarr[usrnum].badge<spitem[i][4])) ||
                 ((spitem[i][0]=3D=3D-3) && =
(trucnt(ARNSUB+DUNOFF+spitem[i][4])>=3Dspitem[i][5])) ||
                 ((spitem[i][0]=3D=3D-4) && (!arnarr[usrnum].promot)) ||
                 ((spitem[i][0]=3D=3D-5) && (arnarr[usrnum].title)) ||
                 ((spitem[i][0]=3D=3D-6) && (!arnarr[usrnum].title)) ||
                 ((spitem[i][0]=3D=3D-7) && =
(arnarr[usrnum].title=3D=3Dspitem[i][4])) ||
                 (spitem[i][0]=3D=3D-8)) &&
                 (dest!=3Dspitem[i][1]))
               return(noextn(oldchn,s,spitem[i][3],usrnum));
			     newchn=3D(achn[chn][dir-1]+ARNSUB);
		     } else if (chn > DUNOFF) {
           if =
((dest=3Dgetroom(getchn(usrnum)-ARNSUB-DUNOFF,dir-1))!=3D0) {
    	       ch=3D1;
             i=3D-1;
             monn=3Dchkfol(oldchn,usrnum);
             if (arnarr[usrnum].hits<1) return(0);
  		       prfmlt(EXT0+(dir<<1),usaptr->userid);
	  	       outchn(oldchn,usrnum,-1);
				     while (++i<nsitem) {
  				     if ((spitem[i][6]) &&
                   (((oldchn-ARNSUB-DUNOFF=3D=3Dspitem[i][1]) &&
							     (dest=3D=3Dspitem[i][2])) ||
                   ((oldchn-ARNSUB-DUNOFF=3D=3Dspitem[i][2]) &&
                   (dest=3D=3Dspitem[i][1])))) {
                 if (spitem[i][0]=3D=3D-1) {
                   if ((arnarr[usrnum].badge>spitem[i][4]) && =
(dest!=3Dspitem[i][1]))
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-2) {
                   if ((arnarr[usrnum].badge<spitem[i][4]) && =
(dest!=3Dspitem[i][1]))
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-3) {
                   if =
((trucnt(ARNSUB+DUNOFF+spitem[i][4])>=3Dspitem[i][5]) &&
                       (dest!=3Dspitem[i][1]))
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-4) {
                   if ((!arnarr[usrnum].promot) && =
(dest!=3Dspitem[i][1]))
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-5) {
                   if (arnarr[usrnum].title)
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-6) {
                   if (!arnarr[usrnum].title)
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-7) {
                   if (arnarr[usrnum].title=3D=3Dspitem[i][4])
                     return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else if (spitem[i][0]=3D=3D-8) {
                   return(noextn(oldchn,s,spitem[i][3],usrnum));
                 } else {
                   getdat('b',spitem[i][3]-1);
                   sk=3D((arnarr[usrnum].agil+arnarr[usrnum].know+
                      arnarr[usrnum].level)-tbar[0].rogpen);
							     if ((arnarr[usrnum].clas !=3D 3) || (!spitem[i][4]) ||
									    (sk<(rn=3Darnrnd(1,100)))) {
								     if (chkinv(tonm[spitem[i][0]],usrnum)=3D=3D-1) {
								       prfmlt(CAMBAK,usaptr->userid,s);
								       outchn(oldchn,usrnum,-1);
                       if ((arnarr[usrnum].clas=3D=3D3) && (sk<rn)) {
                         prfmlt(ASTARS);
                         setmbk(datmb);
										     prfmlt(bar1+((spitem[i][3]-1)*4));
                         rstmbk();
                         pmlt("\r");
										     outmlt(usrnum);
										     prfmlt(RGFALD);
										     outmlt(usrnum);
										     return(0);
									     } else {
                         prfmlt(ASTARS);
                         setmbk(datmb);
										     prfmlt(bar1+((spitem[i][3]-1)*4));
                         rstmbk();
                         pmlt("\r");
								 	       outmlt(usrnum);
								  	     return(0);
									     }
								     } else {
                       in=3Dchkinv(tonm[spitem[i][0]],usrnum);
								       if (spitem[i][5] =3D=3D 1) {
								   	     chrptr->charge[in]=3D0;
									       chrptr->invent[in]=3D-1;
                         setenc(usrnum);
							   	     } else if (spitem[i][5] =3D=3D 2)
                         spitem[i][6]=3D0;
									     else if (spitem[i][5] =3D=3D 3) {
							   		     spitem[i][6]=3D0;
								  	     chrptr->charge[in]=3D0;
								   	     chrptr->invent[in]=3D-1;
                         setenc(usrnum);
                       }
                       prfmlt(ASTARS);
                       setmbk(datmb);
                       =
prfmlt(bar1+((spitem[i][3]-1)*4)+1,tonm[spitem[i][0]]);
                       rstmbk();
                       pmlt("\r");
                       outmlt(usrnum);
                     }
                   } else {
                     prfmlt(ASTARS);
                     setmbk(datmb);
                     prfmlt(bar1+((spitem[i][3]-1)*4)+2);
                     rstmbk();
                     pmlt("\r");
							       outmlt(usrnum);
					  	     }
                 }
					     }
				     }
  			     newchn=3D(dest+ARNSUB+DUNOFF);
			     }
		     }
         #ifdef DEMO
           if ((newchn-ARNSUB-DUNOFF)>107) {
             pmlt("***\r");
             pmlt("Sorry, that area is unavailable in this DEMO. If you =
would like to see more of\r");
             pmlt("this game, please encourage your sysop to purchase =
the full COMMERCIAL version.\r");
             ch=3D0;
           }
         #endif
         if (!haskey(fulkey)) {
           if ((newchn-ARNSUB-DUNOFF)>dmorml) {
             setmbk(cfgmb);
             prfmlt(DMOLOC);
             setmbk(arnmb);
             outmlt(usrnum);
             ch=3D0;
           }
         }
		     if ((ch =3D=3D 1) && (arnarr[usrnum].hits>1)) {
           chrptr->cbtcnt=3Dchrptr->attdly=3Dchrptr->spldly=3D0;
           chrptr->movcnt+=3D1;
           pcktrl(usrnum);
           strail(usrnum,0,0,newchn-ARNSUB-DUNOFF);
           setroom(trail(usrnum,0,0));
           settrl(usrnum,0);
           if (!sameas(who,"")) drag(who,oldchn,dir-1);
		       setchn(usrnum,newchn,0);
			     chrptr->loc=3Dnewchn-ARNSUB;
           /***COORD MOD***
           setcrd(usrnum,dir-1,newchn-ARNSUB);
           ***COORD MOD***/
			     shwchr(usrnum,getchn(usrnum)-ARNSUB,1);
			     outmlt(usrnum);
			     prfmlt(ENT0+(dir<<1),usaptr->userid);
			     outchn(newchn,usrnum,-1);
			     if ((monn) && (newchn > ARNHCH)) =
monmov(monn,dir-1,1,usrnum,0,0);
           rg3=3D(chkloc(usrnum));
           fol=3Dmovgrp(usrnum,oldchn,newchn,dir,rg3);
           fol+=3Dmovmgr(usrnum,oldchn,newchn,dir,rg3);
           amod=3D(fol/3);
           if (amod>10) amod=3D10;
           if (arnarr[usrnum].loc>DUNOFF) {
             if ((arnarr[usrnum].level < 10) && =
((arnarr[usrnum].loc-DUNOFF)<=3D442)) {
               if (mondif(usrnum)>1) {
                 if ((m=3Dgetmon(arnarr[usrnum].loc,NMRMMN-1))!=3D-1)
                   monmov(m,-1,0,-1,2,0);
                 genmon(arnarr[usrnum].loc,125,500,256,0,-1);
               }
             }
             if (syscfg(5000-(amod*400),10,256,1,256))
               genenc(arnarr[usrnum].loc-DUNOFF,2+(amod/3),5+(amod>>1));
           }
		     } else {
           if (arnarr[usrnum].hits<2) {
  			     prfmlt(CNTMOV);
	  		     outmlt(usrnum);
           } else {
  			     prfmlt(NOEXIT);
	  		     outmlt(usrnum);
           }
		     }
       } else {
	  	   prfmlt(LEVCBT);
    	   outmlt(usrnum);
       }
     } else {
       if (t=3D=3D1) {
         prfmlt(YOUTRP);
         outmlt(usrnum);
         prfmlt(OTHTRP,usaptr->userid);
		     outchn(getchn(usrnum),usrnum,-1);
         if (arnarr[usrnum].level > 1) {
           if (arnrnd(1,100)>((arnarr[usrnum].agil<<1)+19)) {
             if ((getchn(usrnum)>ARNHCH) &&
                 (it=3Darnarr[usrnum].invent[(rn=3Darnrnd(0,NUMHLD-1))]) =
!=3D 255) {
               rm=3Dgetchn(usrnum)-ARNSUB-DUNOFF;
               movitm(usrnum,rm,rn,it);
             }
           }
         }
       } else {
  		   prfmlt(CNTMOV);
	  	   outmlt(usrnum);
       }
	   }
     return(0);
}

int EXPORT
noextn(int loc,char *s,int off,int usr)
{
     if (off=3D=3D0)
       prfmlt(NOEXIT);
     else {
       prfmlt(ASTARS);
       setmbk(datmb);
       prfmlt(bar1+((off-1)*4));
       rstmbk();
       pmlt("\r");
     }
     outmlt(usr);
     if (!arnarr[usr].parcnt) {
	     prfmlt(CAMBAK,uacoff(usr)->userid,s);
	     outchn(loc,usr,-1);
     }
     return(0);
}

int EXPORT
setenc(int un)
{
		 register int i;
     int uinv,uchg;

	   getdat('o',arnarr[un].armor);
	   arnarr[un].wt=3Dtobj[0].wt;
	   getdat('o',arnarr[un].weapon);
  	 arnarr[un].wt+=3Dtobj[0].wt;
     if (arnarr[un].mspts2) {
       arnarr[un].wt+=3D15;
       i=3D-1;
			 while (++i < SPLBOK)
				 if (arnarr[un].splbook[i] !=3D 255) arnarr[un].wt+=3D2;
     }
     arnarr[un].wt+=3D(arnarr[un].gold/5);
     i=3D-1;
  	 while (++i<NUMHLD) {
       if ((uinv=3Darnarr[un].invent[i]) !=3D -1) {
         uchg=3Darnarr[un].charge[i];
    	   getdat('o',uinv);
      	 arnarr[un].wt+=3Dtobj[0].wt;
         if (tobj[0].effect =3D=3D 2)
           arnarr[un].wt+=3D(uchg*10);
         if (tobj[0].effect =3D=3D 19) {
           getdat('o',tobj[0].maxdam);
           arnarr[un].wt+=3D(tobj[0].wt*uchg);
         }
       }
     }
     return(0);
}

int EXPORT
prginv(int un,int type)
{
		 register int i;
     int c=3D0;

     i=3D-1;
  	 while (++i<NUMHLD) {
       if (toef[arnarr[un].invent[i]] =3D=3D type) {
         arnarr[un].invent[i]=3D-1;
         arnarr[un].charge[i]=3D0;
         c=3D1;
       }
     }
     if (c) setenc(un);
     return(0);
}

------=_NextPart_000_01BDCFF2.4C43F800
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------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-C.MSG"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-c.msg (Mail Message)
Content-Disposition: attachment; filename="TSGARN-C.MSG"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***           Configurable                                              =
***/
/***             Messages                                                =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

LANGUAGE {English/ANSI}

LEVEL3 {}

Enter the name of the key required to take full advantage of
all the game's features without demo player restrictions.

FULKEY {NORMAL} S 15 Key required to play the FULL game

Enter the name of the key required to make use of the generic
action command within the game.

ACTKEY {NORMAL} S 15 Key required to use generic actions

Enter the name of the key required to make use of the generic
message command within the game.

MSGKEY {COSYSOP} S 15 Key required to use generic messages

                      !!!WARNING!!!
GIVING THIS KEY TO ANYONE WILL ENABLE UNDOCUMENTED COMMANDS
THAT CAN CRASH YOUR BBS! DO SO AT YOUR OWN RISK! TO AVOID
THIS RISK, YOU MAY CHANGE IT TO A NON-EXISTANT KEY NAME.
ANY USER WITH THE MASTER KEY WILL AUTOMATICALLY HAVE ACCESS!
                      !!!WARNING!!!

SYSKEY {ARNSYS} S 15 Key required to use special commands

LEVEL4 {}

Enter the number of credits that will be consumed per minute
while in the game.

GAMCRD {Credits per minute consumed while in the game: 60} N 0 32767

Decide whether to write the file "TADEATH.LOG", which contains
character stats and other information when a character dies.

TADLOG {Activate death logging? YES} B

Decide whether or not to delay high speed macros and scripts
which give users at higher speeds advantages over those at
lower baud rates.

MDELAY {Activate high speed macro delays? YES} B

Decide whether or not to allow the purchase of special items
which take advantage of built in resurrection features.

RESITM {Allow resurrection items in game? YES} B

Decide whether or not to allow resurrection for credits.

ALWRES {Allow resurrection for credits? NO} B

Decide how much to charge per level of the character for
resurrection.

LEVCRD {Credit charge per level for resurrection: 100} N 0 10000

Decide whether or not to make an audit trail entry each time
a user is charged credits for resurrection.

RESAUD {Make audit trail entry for resurrection charges? NO} B

Decide whether or not to activate the auto-save feature,
which saves character's progress in real time to prevent
data loss due to crashes or power loss.

AUTSAV {Activate character auto-save feature? YES} B

Decide whether or not to allow profane language within the
game.

ALWPFN {Allow profanity in the game? YES} B

Decide whether or not to allow players to attack others.

USRATT {Allow users to attack other users? YES} B

Decide whether or not to allow rogues to rob players.

USRROB {Allow rogues to rob other users? YES} B

Enter the level difference at which to prevent players from
attacking one another if desired.

USRDIF {Level difference to prevent user combat (if any): 3} N 0 20

Decide whether or not to allow combat between promoted and
non-promoted players.

PROCBT {Allow combat between promoted and non-promoted users? YES} B

Enter the level at which a player is no longer protected by
other combat rules if desired.

FRECBT {Combat rule exemption level (if any): 0} N 0 50

Enter the level below or at which a player is protected from
attack by other players.

NONCBT {No combat maximum level (if any): 0} N 0 50

Enter the amount of additional starting gold to give users
if desired.

BEGGLD {Extra starting gold to give users (if any): 0} N 0 1000

Enter the maximum level that demo players may achieve.

DMOLEV {Maximum level which DEMO users may achieve: 5} N 1 10

Enter the maximum room number demo users may explore.

DMORML {Maximum room number DEMO users may explore: 107} N 1 500

Enter the maximum purchase price of items demo users may buy.

DMOGPL {Maximum purchase price of items DEMO users may buy: 1000} N 100 =
10000

Enter the number of hours between game maintenance if desired.

GAMMNT {Number of hours between dungeon maintenance (if any): 4} N 0 12

Enter the maximum number of players allowed in the game.
Note: This is an optional feature which may not be active.

MAXPLR {Maximum number of players allowed in game (optional): 256} N 1 =
256

LEVEL6 {}

PFNWRD {***
Sorry, profanity is not permitted in Tele-Arena...
} T Foul language rebuff

NOAUSR {***
Sorry, players are not permitted to attack other players at this time...
} T Disabled user to user combat rebuff

NORUSR {***
Sorry, rogues are not permitted to rob other players at this time...
} T Disabled user to user combat rebuff

UTOOHI {***
Secure in the knowledge that you would emerge victorious from this
confrontation, you feel no need to prove yourself.
} T Disabled user to user combat rebuff

UTOOLO {***
You get an overwhelming feeling of impending doom, and think better
of your actions.
} T Disabled user to user combat rebuff

NOATME {***
You are somehow made aware that the gods would take offense, and think
better of your actions.
} T Disabled user to user combat rebuff

DMOLVL {***
Sorry, DEMO users may not advance beyond level %d!
} T Demo user level advancement rebuff

DMOBUY {***
Sorry, DEMO users may not buy certain items!
} T Demo user purchase rebuff

DMOLOC {***
Sorry, DEMO users may not enter certain areas!
} T Demo user location rebuff

/************************************************************************=
***/
/***                  Tele-Arena Entry and Exit Messages                 =
***/
/************************************************************************=
***/

ENTRTA {=1B[1;37m***
Entering Tele-Arena...
=1B[1;37m} T Tele-arena

EXITTA {=1B[1;37m***
Exiting Tele-Arena...
=1B[1;37m} T Tele-arena

GAMFUL {=1B[1;37mPlayer limit exceeded, please try again later!
***
Exiting Tele-Arena...
=1B[1;37m} T Tele-arena

/************************************************************************=
***/
/***                  Tele-Arena Introduction Messages                   =
***/
/************************************************************************=
***/

ARNINT1 {

  Welcome to Tele-Arena. Tele-arena is basically a role playing swords &
sorcery type adventure game similar to many popular games such as =
Dungeons
& Dragons(tm), etc. It is a land where players and monsters battle for
treasure and glory. When you first enter the game you will be asked two
questions. The first is which race you would like to be. The second is
which class you would like to be.
  Race refers to your physical appearance and characteristics. Some =
races
are better suited to certain classes than others. The races currently =
common
in the world of Tele-Arena are Elves, Dwarves, Gnomes, Humans, Goblins, =
and
Half-ogres. Elves are lithe and intelligent and excel in spellcraft. =
Dwarves
are tough and strong and are skilled in physical combat. Gnomes are =
quite
agile and much heartier than elves, and do almost equally well as
spellcasters or rogues. Humans are the 'normal' average that all other =
races
are compared to and are equally suited for any class. Goblins are =
cunning and
agile creatures who are shunned by most other races. They make very =
skillful
rogues. Half-ogres are the toughest, and most durable of the races. They =
are
usually the offspring of renegade ogres and their unwilling human =
captives.
What they lack in intelligence, they make up for with brute strength.
  Class refers to your profession or calling in life. The current =
classes
available are Warrior, Sorceror, Acolyte, Rogue, Hunter, Druid, Archer, =
and
Necrolyte. Warriors rely on sheer muscle to defeat their enemies. They =
also
get the best choice of armor and weapons.

} T Tele-arena

ARNINT2 {

  Warriors are physically the toughest class of character, and may use =
any
armor or weapon, except for projectile weapons.
  Sorcerors may cast powerful offensive and utility spells, but may only =
wear
robes and wield a staff.
  Acolytes are fairly adept at physical combat, and they may cast =
curative
and healing spells. Acolytes may wield only bludgeoning weapons.
  Rogues are better at physical combat than sorcerors, but not as =
capable as
acolytes or warriors. They may wear unrestrictive armors and wield =
staves and
one-handed blades. Rogues also have a number of special abilities, such =
as
the ability to rob other characters, avoid traps, or pick locks.
  Hunters are as adept at physical combat as are warriors, but may only =
wear
unrestrictive armors and get a slightly more limited selection of =
weapons.
They too have special abilities which include tracking, hunting for =
food, and
taming wild creatures.
  Druids get the same choice of weapons that acolytes do, and may wear =
robes
or a leather cuirass. They may also cast an assortment of elemental =
spells.
  Archers are as adept at physical combat as are warriors, but may only =
wear
unrestrictive armors and wield a selection of projectile weapons.
  Necrolytes practice the darkest forms of magick. They get the same =
choices
of armor and weapons as do sorcerors, but gain power more rapidly. They =
are
not very skilled at physical combat.

} T Tele-arena

ARNINT3 {

  There are also six basic statistics dealing with the physical and =
mental
characteristics of your character. There are two mental and four =
physical
characteristics. These are intellect, knowledge, physique, stamina, =
agility,
and charisma. Intellect deals with how smart or intelligent your =
character
is. Knowledge has to do with how wise or knowledgable your character is.
Physique is used to describe your character's strength and physical =
build.
Stamina tells how healthy your character is as well as how much =
endurance
he/she has. Agility is used to describe your character's dexterity or
physical coordination. Charisma deals with your character's physical
appearance as well as how influential they are.
  There are two other statistics that you will have to keep track of in
order to survive. These are vitality and health. Vitality describes how =
much
physical punishment your character can take before death occurs. This =
damage
may be inflicted upon you by the weapons or spells of other players or =
by
the many monsters that wander the land. If your vitality reaches zero, =
you
die. Health describes your current state of health including whether or =
not
you're poisoned, hungry, thirsty, or just healthy.

} T Tele-arena

/************************************************************************=
***/
/***                     Tele-Arena Help Messages                        =
***/
/************************************************************************=
***/

GENHLP {
You may get help on any of these
topics by typing HELP <TOPIC>:

Actions   Combat    Groups   Info
Items     Movement  Orders   Spells

Arena     Docks     Guild    Shops
Tavern    Temple    Vaults

Exp1      Exp2      General1 General2
General3  General4  Misc

Archers   Hunters   Rogues

} T Tele-arena

ARNHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only in Arenas.                            =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| RING GONG         | Ring the great gong                   | RI G       =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

BNKHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only in Vaults.                            =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| BALANCE           | Give your current account balance     | BA         =
 |
| DEPOSIT <AMT>     | Deposit gold in your account          | DE <A>     =
 |
| WITHDRAW <AMT>    | Withdraw gold from your account       | WI <A>     =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

DOCHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only at the Docks.                         =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| BUY PASSAGE       | Buy passage across the great lake     | B  PASSAGE =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

GLDHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only the Guild Halls.                      =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| LIST ACOLYTE1     | List acolyte spells (part 1)          | LS A1      =
 |
| LIST ACOLYTE2     | List acolyte spells (part 2)          | LS A2      =
 |
| LIST DRUID1       | List druid spells (part 1)            | LS D1      =
 |
| LIST DRUID2       | List druid spells (part 2)            | LS D2      =
 |
| LIST NECROLYTE1   | List necrolyte spells (part 1)        | LS N1      =
 |
| LIST NECROLYTE2   | List necrolyte spells (part 2)        | LS N2      =
 |
| LIST SORCEROR1    | List sorceror spells (part 1)         | LS S1      =
 |
| LIST SORCEROR2    | List sorceror spells (part 2)         | LS S2      =
 |
| BUY TRAINING      | Buy a training session                | B TRAINING =
 |
| BUY PROMOTION     | Buy a promotion                       | B =
PROMOTION |
| BUY <SPELL>       | Buy spells                            | B <S>      =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

SHPHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only in Shops.                             =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| LIST ITEMS        | List items available from the shop    | LS I       =
 |
| BUY <ITEM>        | Buy an item from the shop             | B <I>      =
 |
| SELL <ITEM>       | Sell an item from your inventory      | S <I>      =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

TAVHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only in Taverns.                           =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| BUY DRINK         | Buy you a drink from the bar          | B DRINK    =
 |
| BUY MEAL          | Buy you a hot meal from the kitchen   | B MEAL     =
 |
| PLAY SLOTS        | Take a chance at the slot machine     | PL SLOTS   =
 |
| PLAY BONES        | Take a chance at rolling the bones    | PL BONES   =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

TMPHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only in Temples.                           =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| BUY CURING        | Pay to cure you of poison             | B CURING   =
 |
| BUY HEALING       | Pay to heal your wounds               | B HEALING  =
 |
| BUY REMOVAL       | Pay to remove paralysis               | B REMOVAL  =
 |
| BUY RESTORING     | Pay to restore drained stats          | B =
RESTORING |
| DONATE <AMT> GOLD | Donate gold to the temple             | D <A> G    =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

ARCHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only for Archers.                          =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| SIGHT <DIR>       | Look for targets in this direction.   | SI <D>     =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| Note: Archers are currently the only character class allowed to use    =
 |
|       the missle weapons. (i.e. shortbows, longbows, and crossbows)    =
 |
|       No other character class is proficient in their use. Also see    =
 |
|       the 'fire' command under the 'combat' help topic.                =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

HUNHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only for Hunters.                          =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| HUNT              | Hunt for food and water               | H          =
 |
| MESMERIZE <WHO>   | Attempt to mesmerize this monster     | MS <W>     =
 |
| TRACK <WHO>       | Attempt to track this denizen         | TR <W>     =
 |
| TAME <WHO>        | Attempt to tame this monster          | TM <W>     =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

ROGHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands work only for Rogues.                           =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND            |  DESCRIPTION                     |  SHORTHAND    =
 |
|---------------------+----------------------------------+---------------=
-|
| ROB <WHO> OF GOLD   | Attempt to steal gold            | R <W> OF GOLD =
 |
| ROB <WHO> OF <ITEM> | Attempt to steal an item         | R <W> OF <I>  =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| Note: Rogues also have the innate ability to avoid traps, pick locks,  =
 |
|       and climb virtually sheer surfaces in some cases.                =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

COMHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with combat.                               =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| ATTACK <WHO>      | Attack this denizen with your weapon  | A <W>      =
 |
| THROW <ITEM> <WHO>| Throw a weapon at this denizen        | T <I> <W>  =
 |
| FIRE <ITEM> <WHO> | Fire a weapon at this denizen         | F <I> <W>  =
 |
| USE <ITEM> <WHO>  | Use a magical weapon on this denizen  | U <I> <W>  =
 |
| CAST <SPELL>      | Cast an area of effect spell          | C <S>      =
 |
| CAST <SPELL> <WHO>| Cast a combat spell at this denizen   | C <S> <W>  =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

GRPHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with groups.                               =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| GROUP             | List the members in your group        | GR         =
 |
| FOLLOW            | Begin following your group            | FO         =
 |
| HALT              | Stop following your group             | HA         =
 |
| LEAVE             | Leave or stop waiting to join a group | LE         =
 |
| DISBAND           | Disband your group                    | DI         =
 |
| SHARE <AMT>       | Share gold with your group            | SH <A>     =
 |
| CONFER <MSG>      | Confer with your group                | CO <M>     =
 |
| JOIN <WHO>        | Attempt to join this denizen's group  | J <W>      =
 |
| ADD <WHO>         | Add this denizen to your group        | AD <W>     =
 |
| REMOVE <WHO>      | Remove this member from your group    | RE <W>     =
 |
| APPOINT <WHO>     | Appoint this denizen group leader     | AP <W>     =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

INFHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with information.                          =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| PLAYERS           | List the players currently in game    | PL         =
 |
| LOOK              | Examine your current surroundings     | L          =
 |
| LOOK <WHO>        | Look at this denizen                  | L <W>      =
 |
| LOOK <DIR>        | Look in this direction                | L <D>      =
 |
| EXITS             | Display available exits               | EX         =
 |
| INVENTORY         | List items in your inventory          | I          =
 |
| STATUS            | Display your status                   | ST         =
 |
| HEALTH            | Display brief status                  | HE         =
 |
| EXPERIENCE        | Display experience                    | EP         =
 |
| SPELLS            | List spells in your spellbook         | SP         =
 |
| HELP              | Display general help message          | ?          =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

ITMHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with items.                                =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND            |  DESCRIPTION                     |  SHORTHAND    =
 |
|---------------------+----------------------------------+---------------=
-|
| INVENTORY           | List items in your inventory     | I             =
 |
| GIVE <WHO> <ITEM>   | Give an item to this denizen     | G <W> <I>     =
 |
| GIVE <WHO> <#> GOLD | Give this denizen some gold      | G <W> <#> =
GOLD |
| GET <ITEM>          | Get an item from room            | G <I>         =
 |
| DROP <ITEM>         | Drop an item from your inventory | D <I>         =
 |
| GET ALL             | Get all items in room            | G ALL         =
 |
| DROP ALL            | Drop everything you're carrying  | D ALL         =
 |
| EQUIP <ITEM>        | Equip an item from your inventory| EQ <I>        =
 |
| UNEQUIP <ITEM>      | Unequip an equipped item         | UN <I>        =
 |
| USE <ITEM>          | Use an item                      | U <I>         =
 |
| USE <ITEM> <WHO>    | Use an item on this denizen      | U <I> <W>     =
 |
| EAT <ITEM>          | Eat a ration of food             | E <I>         =
 |
| DRINK <ITEM>        | Drink from a waterskin or potion | DR <I>        =
 |
| LIGHT TORCH         | Light a torch                    | LI TORCH      =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

MOVHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with movement.                             =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| <DIRECTION>       | Move in this direction                | <D>        =
 |
| DRAG <WHO> <DIR>  | Drag this denizen in this direction   | DR <W> <D> =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

ORDHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with orders given to followers.            =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND                  |  DESCRIPTION               |  SHORTHAND    =
 |
|---------------------------+----------------------------+---------------=
-|
| ORDER <WHAT> FOLLOW <WHO> | "Follow this denizen"      | OR <W> FO <W> =
 |
| ORDER <WHAT> TRACK <WHO>  | "Track this denizen"       | OR <W> TR <W> =
 |
| ORDER <WHAT> STOP         | "Stop tracking"            | OR <W> ST     =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| Note: Followers include creatures summoned or controlled by spells or  =
 |
|       other magical means, or those tamed by hunters.                  =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

SPLHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following commands deal with spells.                               =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                          |  SHORTHAND =
 |
|-------------------+---------------------------------------+------------=
-|
| SPELLS            | List spells in your spellbook         | SP         =
 |
| PURGE <SPELL>     | Purge a spell from your spellbook     | P <S>      =
 |
| CAST <SPELL>      | Cast an area of effect spell          | C <S>      =
 |
| CAST <SPELL> <WHO>| Cast a spell on this denizen          | C <S> <W>  =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

MSCHLP {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

| The following are miscellaneous commands.                              =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=

|  COMMAND          |  DESCRIPTION                                       =
 |
|-------------------+----------------------------------------------------=
-|
| REROLL            | Reroll your character at level 1                   =
 |
| SUICIDE           | When there is no hope of success                   =
 |
| ACT: <message>    | Custom action messages                             =
 |
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=


} T Tele-arena

EXPHLP1 {
    Acolyte &             Druid &
LV  Necrolyte  Archer     Sorceror   Hunter     Rogue      Warrior
--------------------------------------------------------------------
 1)         0          0          0          0          0          0
 2)      1150       1125       1180       1125       1120       1125
 3)      3490       3240       3800       3240       3200       3240
 4)      9025       8025      10290       8025       7860       8025
 5)     20640      17890      24160      17890      17440      17890
 6)     42200      36000      50000      36000      35000      36000
 7)     78200      66300      93500      66300      64400      66300
 8)    134300     113400     161400     113400     109900     113400
 9)    216900     182600     261500     182600     177000     182600
10)    333500     280200     402700     280200     271500     280200
11)    492000     413000     595000     413000     400000     413000
12)    701800     588700     849600     588700     570100     588700
13)    972800     815600    1178400     815600     789600     815600
14)   1315900    1102800    1594900    1102800    1067600    1102800
15)   1742800    1460100    2113200    1460100    1413500    1460100

} T Tele-arena

EXPHLP2 {

    Acolyte &             Druid &
LV  Necrolyte  Archer     Sorceror   Hunter     Rogue      Warrior
--------------------------------------------------------------------
16)   2266200    1898300    2748800    1898300    1837500    1898300
17)   2899600    2428600    3518100    2428600    2350800    2428600
18)   3657600    3063100    4438700    3063100    2964800    3063100
19)   4555300    3814700    5529300    3814700    3692200    3814700
20)   5609100    4696900    6809500    4696900    4546000    4696900
21)   6836000    5724000    8300000    5724000    5540000    5724000
22)   8254100    6911200   10022900    6911200    6689000    6911200
23)   9882100    8274200   12001000    8274200    8008000    8274200
24)  11739900    9829700   14258400    9829700    9513300    9829700
25)  13848000   11594700   16820200   11594700   11221500   11594700

} T Tele-arena

INVTOP {=1B[1;35mSorry, that is not an appropriate topic.
=1B[1;37m} T Tele-arena

OBJHDR
{
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+
| =1B[1;36mItem=1B[1;37m                 | =1B[1;36mPrice=1B[1;37m |
+----------------------+-------+
} T Tele-arena

ITEMS {| =1B[1;36m%-20s=1B[1;37m | =1B[1;36m%5d=1B[1;37m |
} T Tele-arena

OBJEND =
{+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+
} T Tele-arena

SPLHDR1 {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+
||           =1B[1;35mSorceror Spells=1B[1;37m          ||
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+=3D=3D=3D=3D=3D=3D=3D+
| =1B[1;35mName=1B[1;37m                 | =1B[1;35mMana=1B[1;37m  | =
=1B[1;35mPrice=1B[1;37m |
+----------------------+-------+-------+
} T Tele-arena

SPLHDR2 {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+
||           =1B[1;36mAcolyte Spells=1B[1;37m           ||
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+=3D=3D=3D=3D=3D=3D=3D+
| =1B[1;36mName=1B[1;37m                 | =1B[1;36mMana=1B[1;37m  | =
=1B[1;36mPrice=1B[1;37m |
+----------------------+-------+-------+
} T Tele-arena

SPLHDR3 {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+
||            =1B[1;32mDruid Spells=1B[1;37m            ||
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+=3D=3D=3D=3D=3D=3D=3D+
| =1B[1;32mName=1B[1;37m                 | =1B[1;32mMana=1B[1;37m  | =
=1B[1;32mPrice=1B[1;37m |
+----------------------+-------+-------+
} T Tele-arena

SPLHDR4 {
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+
||           =1B[0;31mNecrolyte Spells=1B[1;37m         ||
+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+=3D=3D=3D=3D=3D=3D=3D+
| =1B[0;31mName=1B[1;37m                 | =1B[0;31mMana=1B[1;37m  | =
=1B[0;31mPrice=1B[1;37m |
+----------------------+-------+-------+
} T Tele-arena

SPELLS1 {| =1B[1;35m%-20s=1B[1;37m | =1B[1;35m%5d=1B[1;37m | =
=1B[1;35m%5d=1B[1;37m |
} T Tele-arena

SPELLS2 {| =1B[1;36m%-20s=1B[1;37m | =1B[1;36m%5d=1B[1;37m | =
=1B[1;36m%5d=1B[1;37m |
} T Tele-arena

SPELLS3 {| =1B[1;32m%-20s=1B[1;37m | =1B[1;32m%5d=1B[1;37m | =
=1B[1;32m%5d=1B[1;37m |
} T Tele-arena

SPELLS4 {| =1B[0;31m%-20s=1B[1;37m | =1B[0;31m%5d=1B[1;37m | =
=1B[0;31m%5d=1B[1;37m |
} T Tele-arena

SPLEND =
{+=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D+=3D=3D=
=3D=3D=3D=3D=3D+=3D=3D=3D=3D=3D=3D=3D+
} T Tele-arena


------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-C.VIR"
Content-Transfer-Encoding: base64
Content-Description: Tsgarn-c.vir (VIR File)
Content-Disposition: attachment; filename="TSGARN-C.VIR"

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AQAAAAAA/////wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-D.MCV"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-d.mcv (MCV File)
Content-Disposition: attachment; filename="TSGARN-D.MCV"

English/ANSI=00=0097=00dagger=00a dagger=0015 10 0 1 3 1 0 0 0 0 0 0 0 0 =
0 0=00=00staff=00a staff=0010 40 0 1 4 1 0 0 0 0 0 0 0 0 1 =
1=00=00shortsword=00a shortsword=0030 20 0 1 6 3 0 0 0 0 0 0 0 0 1 =
1=00=00mace=00a mace=0035 50 0 1 7 2 0 0 0 0 0 0 0 0 1 =
1=00=00warhammer=00a warhammer=0040 70 0 2 8 2 0 0 0 0 0 0 0 0 1 =
1=00=00longsword=00a longsword=0050 30 0 2 10 3 0 0 0 0 0 0 0 0 3 =
1=00=00battleax=00a battleax=0060 50 0 2 12 4 0 0 0 0 0 0 0 0 3 =
1=00=00morningstar=00a morningstar=0070 80 0 2 14 2 0 0 0 0 0 0 0 0 2 =
1=00=00broadsword=00a broadsword=0080 40 0 2 16 3 0 0 0 0 0 0 0 0 3 =
1=00=00flail=00a flail=0090 90 0 3 18 2 0 0 0 0 0 0 0 0 4 =
1=00=00halberd=00a halberd=00120 120 0 6 24 4 0 0 0 0 0 0 0 0 6 =
1=00=00greatsword=00a greatsword=00150 70 0 7 28 4 0 0 0 0 0 0 0 0 6 =
1=00=00cloak=00a cloak=0010 20 0 0 0 11 0 0 0 0 0 0 0 0 0 =
0=00=00robes=00robes=0020 30 0 0 0 11 1 0 0 0 0 0 0 0 1 =
1=00=00cuirass=00a leather cuirass=0040 50 0 0 0 12 2 0 0 0 0 0 0 0 2 =
1=00=00breastplate=00a steel breastplate=00200 200 0 0 0 13 4 0 0 0 0 0 =
0 0 2 1=00=00ringmail=00ringmail armor=00250 300 0 0 0 13 5 0 0 0 0 0 0 =
0 3 1=00=00chainmail=00chainmail armor=00300 400 0 0 0 13 6 0 0 0 0 0 0 =
0 3 1=00=00scalemail=00scalemail armor=00400 450 0 0 0 14 8 0 0 0 0 0 0 =
0 4 1=00=00bandmail=00banded mail armor=00500 500 0 0 0 14 10 0 0 0 0 0 =
0 0 6 1=00=00platemail=00platemail armor=00600 600 0 0 0 14 12 0 0 0 0 0 =
0 0 8 1=00=00torch=00a torch=001 10 0 0 450 21 0 0 16 0 0 0 0 0 0 =
1=00=00rope=00a coil of rope=003 25 0 0 0 21 0 0 0 0 0 0 0 0 0 =
1=00=00ration of food=00a ration of food=002 5 0 0 3600 21 0 0 1 0 0 0 0 =
0 0 1=00=00waterskin=00a waterskin=001 10 0 0 1800 21 0 3 2 0 0 0 0 0 0 =
1=00=00glowstone=00a glowstone=0050 5 0 0 0 31 0 0 17 0 0 0 0 0 0 =
1=00=00heartstone=00a heartstone=00100 5 0 0 0 31 0 0 9 0 0 -96 0 0 5 =
1=00=00rue potion=00a rue potion=005 10 0 4 16 32 0 0 3 0 0 0 0 0 0 =
1=00=00amaranth potion=00an amaranth potion=0010 10 0 16 64 32 0 0 3 0 0 =
0 0 0 0 1=00=00anemone potion=00an anemone potion=0025 10 0 32 128 32 0 =
0 3 0 0 0 0 0 0 1=00=00verbena potion=00a verbena potion=0010 10 0 0 0 =
32 0 0 4 0 0 0 0 0 0 1=00=00yarrow potion=00a yarrow potion=0010 10 0 0 =
0 32 0 0 5 0 0 0 0 0 0 1=00=00rowan potion=00a rowan potion=0010 10 0 20 =
600 32 0 0 6 0 0 0 0 0 0 1=00=00hyssop potion=00a hyssop potion=0010 10 =
0 20 600 32 0 0 7 0 0 0 0 0 0 1=00=00vervain potion=00a vervain =
potion=00100 10 0 0 600 33 0 0 8 0 0 0 0 0 0 2=00=00horn of frost=00a =
horn of frost=0050 50 0 4 24 31 0 15 12 1 0 0 0 0 3 1=00a blast of =
frost=00wand of lightning=00a wand of lightning=00100 10 0 8 48 31 0 20 =
12 1 0 0 0 0 5 1=00a bolt of lightning=00rod of flame=00a rod of =
flame=00200 20 0 12 72 31 0 25 12 1 0 0 0 0 8 1=00a blast of =
flame=00iron key=00an iron key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00copper key=00a copper key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00brass key=00a brass key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00bronze key=00a bronze key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00silver key=00a silver key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00electrum key=00an electrum key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00gold key=00a gold key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00platinum key=00a platinum key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00pearl key=00a pearl key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00onyx key=00an onyx key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00jade key=00a jade key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00ruby key=00a ruby key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00runestaff=00a runestaff=000 20 0 0 0 33 0 8 13 0 0 429 3 0 0 =
0=00=00rimeax=00a rimeax=00900 50 0 6 36 6 0 0 12 0 0 0 0 0 12 2=00a =
blast of frost=00pyrehammer=00a pyrehammer=00750 70 0 5 30 5 0 0 12 0 0 =
0 0 0 10 2=00a blast of flame=00levinblade=00a levinblade=001000 30 0 8 =
40 7 0 0 12 0 0 0 0 0 15 2=00a bolt of lightning=00demonhide=00demonhide =
armor=001500 250 0 0 0 15 15 0 0 0 0 0 0 0 10 =
2=00=00dragonscale=00dragonscale armor=001800 500 0 0 0 16 18 0 0 0 0 0 =
0 0 12 2=00=00dart=00a dart=001 5 2 1 4 22 0 0 0 3 0 0 0 0 1 =
1=00=00knife=00a knife=005 7 2 1 6 22 0 0 0 2 0 0 0 0 3 1=00=00spear=00a =
spear=0010 40 2 2 8 22 0 0 0 2 0 0 0 0 2 1=00=00axe=00an axe=0015 30 2 3 =
12 22 0 0 0 1 0 0 0 0 5 1=00=00arrow=00an arrow=000 2 0 0 7 21 0 0 20 0 =
0 0 0 0 0 1=00=00quiver=00a quiver=0010 30 0 60 0 21 0 20 19 0 0 0 0 0 0 =
1=00=00short bow=00a short bow=0030 30 3 1 6 8 60 0 0 0 0 0 0 0 1 =
1=00=00long bow=00a long bow=0050 40 5 2 10 8 60 0 0 0 0 0 0 0 2 =
1=00=00crossbow=00a crossbow=00100 60 4 4 20 8 60 0 0 0 0 0 0 0 4 =
1=00=00soulstone=00a soulstone=001000 5 0 0 0 33 0 0 18 0 0 0 0 0 0 =
2=00=00manastone=00a manastone=0010 5 0 0 0 31 0 0 10 0 0 0 0 0 0 =
1=00=00zarynthium potion=00a zarynthium potion=0050 10 0 64 256 33 0 0 3 =
0 0 0 0 0 0 2=00=00great bow=00a great bow=00150 50 5 6 30 9 60 0 0 0 0 =
0 0 0 6 2=00=00dragon ring=00a dragon ring=000 2 0 0 0 41 0 0 0 0 0 0 0 =
0 0 0=00=00gome ring=00a gome ring=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00strato ring=00a strato ring=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00pink rose=00a pink rose=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00white rose=00a white rose=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00pink teddy=00a pink teddy=000 0 0 0 0 14 15 0 0 0 0 0 0 0 1000 =
0=00=00blue robes=00blue robes=000 0 0 0 0 14 18 0 0 0 0 0 0 0 1000 =
0=00=00mithril sword=00a mithril sword=000 30 0 8 40 5 0 0 0 0 0 0 0 0 =
1000 0=00=00wynharp=00a wynharp=000 20 0 32 128 33 0 0 11 0 0 0 0 0 1000 =
0=00=00darksword=00a darksword=000 30 0 4 22 3 0 0 0 0 0 0 0 0 1000 =
0=00=00red rose=00a red rose=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00violet robes=00violet robes=000 30 0 0 0 11 1 0 0 0 0 0 0 0 1000 =
0=00=00black rose=00a black rose=000 5 0 1 2 33 0 1 12 0 0 0 0 1 1000 =
0=00a dark mist=00opal key=00an opal key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 =
0 0=00=00tigereye key=00a tigereye key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00quartz key=00a quartz key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00topaz key=00a topaz key=000 2 0 0 0 41 0 0 0 0 0 0 0 0 0 =
0=00=00rod of power=00a rod of power=000 20 0 0 0 33 0 0 14 0 3 2809 5 0 =
0 0=00=00flame crystal=00a flame crystal=000 10 0 2 4 33 123 0 15 1 3 0 =
0 0 30 0=00a flame storm=00case=00a case of darts=0012 15 0 56 0 21 0 10 =
19 0 0 0 0 0 0 1=00=00stone=00a stone=000 1 0 0 4 21 0 0 20 0 0 0 0 0 0 =
1=00=00pouch=00a pouch of stones=002 5 0 89 0 21 0 20 19 0 0 0 0 0 0 =
1=00=00sling=00a sling=0010 15 3 1 4 8 89 0 0 0 0 0 0 0 0 =
1=00=00blowdart=00a blowdart=000 1 0 0 2 21 0 0 20 0 0 0 0 1 0 =
3=00=00tube=00a tube of blowdarts=005 5 0 92 0 21 0 10 19 0 0 0 0 0 0 =
3=00=00blowgun=00a blowgun=0025 10 3 1 2 8 92 0 0 0 0 0 0 0 2 3=00=00ice =
crystal=00an ice crystal=000 10 0 1 3 33 122 0 15 1 2 0 0 0 25 0=00a =
frost storm=00elven bow=00an elven bow=001250 40 5 10 40 10 60 0 12 0 0 =
0 0 0 15 3=00a bolt of energy=0072=00motu=00a minor healing spell=0021 1 =
4 8 0 5 0 0 0 0 0 0 0 0 0=00komiza=00a small shard of ice=001 1 2 12 0 =
10 0 0 0 0 0 0 0 0 0=00pakaza=00a thorn=003 1 4 8 0 10 0 0 0 0 0 0 0 0 =
0=00fadi=00a regenerative spell=0022 1 2 10 0 15 0 0 0 0 0 0 0 0 =
0=00kamotu=00a healing spell=0021 2 8 24 0 20 0 0 0 0 0 0 0 0 =
0=00tami=00a weak beam of bright energy=002 2 2 16 0 25 0 0 0 0 0 0 0 0 =
0=00toduza=00a small bolt of flame=001 2 4 32 0 20 0 0 0 0 0 0 0 0 =
0=00muda=00a minor summoning spell=0031 2 1 1 0 25 4 0 0 0 0 0 0 0 =
0=00toraza=00a stone shard=003 2 4 20 0 15 0 0 0 0 0 0 0 0 =
0=00kotari=00a restorative spell=0012 2 2000 4000 0 20 0 0 0 0 0 0 0 0 =
0=00dobudani=00a curative spell=0011 3 0 0 0 30 0 0 1 0 0 0 0 0 =
0=00yari=00an enchantment spell=0033 3 0 0 0 28 0 4 0 0 0 0 0 0 =
0=00komizuma=00a shower of ice shards=001 3 8 64 0 30 0 0 0 0 0 0 0 0 =
0=00modoki=00a bolt of lightning=003 3 5 40 0 30 0 0 0 0 0 0 0 0 =
0=00gimotu=00a greater healing spell=0021 4 30 60 0 35 0 0 0 0 0 0 0 0 =
0=00motumaru=00a pale bluish mist=0021 4 8 16 0 40 1 0 0 0 0 0 0 0 =
0=00katami=00a beam of bright energy=002 4 8 48 0 50 0 0 0 0 0 0 0 0 =
0=00toduzuma=00a shower of flame=001 4 16 96 0 50 0 0 0 0 0 0 0 0 =
0=00kamuda=00a summoning spell=0031 4 2 3 0 60 4 0 0 0 0 0 0 0 =
0=00novadidan=00a charm spell=0041 4 0 0 0 35 0 0 0 0 0 0 0 0 =
0=00sivama=00a powerful gust of wind=003 4 8 32 0 50 0 0 0 0 0 0 0 2 =
0=00kusamotu=00a very powerful healing spell=0021 5 6 12 1 75 0 0 0 0 0 =
0 0 0 0=00gitami=00a beam of brilliant energy=002 5 16 64 0 100 0 0 0 0 =
0 0 0 0 0=00komidaku=00a storm of ice shards=001 5 16 64 0 75 1 0 0 0 0 =
0 0 0 0=00komizadaku=00a storm of ice shards=001 5 1 6 1 100 2 0 0 0 0 0 =
0 0 0=00novadi=00an invisibility spell=0032 5 0 0 0 100 0 0 0 0 0 0 0 0 =
0=00pakazuma=00a shower of wicked thorns=003 5 10 50 0 75 0 0 0 0 0 0 0 =
0 0=00kusatami=00a devastating beam of brilliant energy=002 6 20 80 0 =
150 0 0 0 0 0 0 0 0 0=00todukar=00a searing ball of flame=001 6 2 10 1 =
120 0 0 0 0 0 0 0 0 0=00gimuda=00a greater summoning spell=0031 6 4 5 0 =
150 4 0 0 0 0 0 0 0 0=00modokidan=00several forked bolts of =
lightning=003 6 12 72 0 125 2 0 0 0 0 0 0 0 0=00todudaku=00a devastating =
firestorm=001 6 32 96 0 200 1 0 0 0 0 0 0 0 0=00komasidaku=00a storm of =
fire bolts and ice shards=001 7 1 8 1 250 1 0 0 0 0 0 0 0 =
0=00sivadaku=00a violent windstorm=003 7 32 64 0 150 3 0 0 0 0 0 0 2 =
0=00kusamuda=00a very powerful summoning spell=0031 8 6 8 0 300 4 0 0 0 =
0 0 0 0 0=00rotok=00an enhancement spell=0033 3 5 20 0 35 0 0 0 0 0 0 3 =
0 0=00tsutok=00an enhancement spell=0033 3 5 20 0 35 0 0 0 0 0 0 4 0 =
0=00igatok=00an enhancement spell=0033 3 5 20 0 35 0 0 0 0 0 0 5 0 =
0=00dobudanimaru=00a thick greyish mist=0021 4 0 0 0 60 1 0 1 0 0 0 0 0 =
0=00rodani=00a draining spell=0033 4 2 10 0 60 0 0 0 0 0 3 0 0 =
0=00tsudani=00a draining spell=0033 4 2 10 0 60 0 0 0 0 0 4 0 0 =
0=00igadani=00a draining spell=0033 4 2 10 0 60 0 0 0 0 0 5 0 0 =
0=00kotarimaru=00a thin brownish mist=0012 5 2000 4000 0 60 1 0 0 0 0 0 =
0 0 0=00kamotumaru=00a bluish mist=0021 5 16 32 0 80 1 0 0 0 0 0 0 0 =
0=00yarimaru=00a bright yellow mist=0033 5 0 0 0 125 1 2 0 0 0 0 0 0 =
0=00torazuma=00a shower of stone shards=003 5 16 64 0 100 0 0 0 0 0 0 0 =
0 0=00takumi=00a curative spell=0011 3 0 0 0 125 0 0 0 0 0 0 9 0 =
0=00gimotumaru=00a dark bluish mist=0021 7 32 64 0 180 1 0 0 0 0 0 0 0 =
0=00poratok=00an enhancement spell=0033 7 2 10 0 260 0 0 0 0 0 0 7 0 =
0=00jinasutok=00an enhancement spell=0033 7 2 10 0 260 0 0 0 0 0 0 8 0 =
0=00poradani=00a draining spell=0033 7 1 5 0 280 0 0 0 0 0 7 0 0 =
0=00jinasudani=00a draining spell=0033 7 1 5 0 280 0 0 0 0 0 8 0 0 =
0=00novadimaru=00a thick black mist=0032 8 0 0 0 300 1 0 0 0 0 0 0 0 =
0=00toradaku=00a hail of huge stone shards=003 9 4 10 1 180 3 0 0 0 0 0 =
0 0 0=00modokidaku=00a lightning storm=003 8 1 8 1 180 3 0 0 0 0 0 0 0 =
0=00dumoti=00a maelstrom of searing flame clouds and huge ice shards=001 =
9 4 12 1 350 3 0 0 0 0 0 0 0 0=00ganazi=00a curative spell=0011 8 0 0 0 =
220 0 0 0 0 0 0 10 0 0=00kusamotumaru=00a very dark bluish mist=0021 9 4 =
8 1 270 1 0 0 0 0 0 0 0 0=00teka=00a weak beam of dark energy=004 1 2 16 =
0 10 0 0 0 0 0 0 0 0 0=00dobuza=00a bolt of green energy=004 2 1 2 0 12 =
0 0 0 2 0 0 0 0 0=00kamaza=00a bolt of blue energy=004 2 1 2 1 15 0 0 0 =
0 1 0 0 0 0=00yilazi=00a bolt of red energy=004 3 2 6 1 18 0 0 0 0 0 0 0 =
0 1=00kateka=00a beam of dark energy=004 3 8 64 0 20 0 0 0 0 0 0 0 0 =
0=00dakima=00a stream of acid=004 4 16 96 0 30 0 0 0 0 0 0 0 0 =
0=00tamikar=00a blast of dark energy=004 4 4 12 1 50 0 0 0 0 0 0 0 0 =
0=00giteka=00a crackling beam of dark energy=004 5 16 128 0 75 0 0 0 0 0 =
0 0 0 0=00dobumaru=00a dark greenish mist=004 5 1 2 0 90 3 0 0 4 0 0 0 0 =
0=00kamazadaku=00a storm of blue energy bolts=004 5 1 1 1 120 1 0 0 0 1 =
0 0 0 0=00timimaru=00a foul cloud of choking vapor=004 6 4 16 0 130 2 0 =
0 0 0 0 0 1 0=00kusateka=00a devastating beam of dark energy=004 6 32 =
256 0 150 0 0 0 0 0 0 0 0 0=00dakidaku=00a torrential downpour of =
acid=004 7 4 8 1 225 3 0 0 0 0 0 0 0 0=00dobudakidaku=00a torrential =
downpour of dark green acid=004 8 4 8 1 325 3 0 0 6 0 0 0 0 =
0=00141=00strangle vine=00The strangle vine is a large bulbous plant =
with several writhing vines=0A=
sprouting from it. It moves slowly about on gnarled roots.=000 90 4 0 0 =
0 0 1 0 1 4 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0=00strangle vines=00choking =
vines=00=00=00white orchid=00The white orchid stands about two feet =
tall, moving around on its thin=0A=
tendrils.=000 90 4 0 0 0 0 1 0 1 4 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0=00white =
orchids=00tendrils=00=00=00pink orchid=00The pink orchid stands about =
three feet tall, moving around on its thin=0A=
tendrils.=000 90 4 0 0 0 0 1 0 2 5 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0=00pink =
orchids=00tendrils=00=00=00red orchid=00The red orchid stands over three =
feet tall, moving around on its thin=0A=
tendrils.=000 90 7 0 0 0 0 1 0 2 6 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0=00red =
orchids=00tendrils=00=00=00yellow orchid=00The yellow orchid stands =
about four feet tall, moving around on its thin=0A=
tendrils.=000 90 7 0 0 0 0 2 0 2 5 0 0 1 1 3 0 1 1 0 0 0 0 0 0 =
0=00yellow orchids=00tendrils=00=00=00black orchid=00The black orchid =
stands over four feet tall, moving around on its sticky=0A=
tendrils.=000 90 7 0 0 0 0 2 0 2 6 0 0 1 2 5 0 2 1 0 0 0 0 0 0 0=00black =
orchids=00tendrils=00=00=00constrictor ivy=00The constrictor ivy is a =
long snake-like vine, slithering about in search=0A=
of food.=000 80 4 0 0 0 25 1 0 1 6 2 12 0 0 0 0 1 1 0 0 0 0 0 0 =
0=00constrictor ivies=00lashing ivy=00coiled around=00=00carrion =
creeper=00The carrion creeper is a knotted mass of thorny vines which =
writhes about=0A=
chaotically. You detect the fetid odor of rotting flesh, and notice =
several=0A=
small animal carcasses tangled within this vile aberration.=000 85 7 0 0 =
0 25 2 0 1 6 2 12 1 1 2 0 1 1 0 0 0 0 0 0 0=00carrion creepers=00thorny =
vines=00mauled=00=00reaper shrub=00The reaper shrub is a squat thorny =
plant, moving slowly about on thick=0A=
gnarled roots. Its spiney branches rustle ominously at your =
presence.=000 90 4 0 0 0 33 4 0 2 8 4 16 0 0 0 0 1 1 0 0 0 0 0 0 =
0=00reaper shrubs=00a thorny branch=00raked several thorny branches =
across=00=00huge rat=00The huge rat resembles rats you've seen before, =
except that it is about two=0A=
feet tall at the shoulder, and seems much more aggressive.=000 80 0 0 0 =
0 0 1 0 1 6 0 0 0 0 0 0 1 1 50 0 0 0 0 0 0=00huge rats=00gnashing =
teeth=00=00=00imp=00The imp is a tiny humanoid with pointed ears and =
bright red skin. It stands=0A=
just over two feet in height and is armed with %s %s.=001 85 0 1 3 0 0 1 =
0 0 0 0 0 0 0 0 0 2 1 75 0 0 0 0 0 0=00imps=00=00=00=00female =
kobold=00The kobold is a small humanoid with doglike facial features and =
is covered=0A=
with coarse body hair. She stands just over three feet in height, is=0A=
wearing a filthy tunic, and is armed with %s %s.=000 65 0 1 1 1 0 1 0 0 =
0 0 0 0 0 0 0 1 1 50 0 0 0 0 2 0=00female =
kobolds=00=00=00=00kobold=00The kobold is a small humanoid with doglike =
facial features and is covered=0A=
with coarse body hair. He stands just under four feet in height, is =
wearing=0A=
a filthy tunic, and is armed with %s %s.=000 75 0 1 2 1 0 1 0 0 0 0 0 0 =
0 0 0 1 1 40 0 0 0 0 1 0=00kobolds=00=00=00=00female orc=00The orc is a =
smallish humanoid with piglike facial features and is covered=0A=
sparsely by coarse body hair. She stands just over four feet in height, =
is=0A=
wearing a leather tunic, and is armed with %s %s.=000 65 0 1 1 1 0 1 0 0 =
0 0 0 0 0 0 0 1 1 45 0 0 0 0 2 0=00female orcs=00=00=00=00orc=00The orc =
is a smallish humanoid with piglike facial features and is covered=0A=
sparsely by coarse body hair. He stands just under five feet in height, =
is=0A=
wearing a leather cuirass, and is armed with %s %s.=001 75 0 1 3 2 0 1 0 =
0 0 0 0 0 0 0 0 1 1 35 0 0 0 0 1 0=00orcs=00=00=00=00skeleton =
warrior=00The skeleton warrior is wearing tattered armor and mouldering =
bits of old=0A=
clothing, and is armed with %s %s.=000 80 0 0 0 2 0 1 0 0 1 0 0 0 0 0 0 =
1 1 0 0 0 0 0 0 0=00skeleton warriors=00=00=00=00giant scorpion=00The =
giant scorpion resembles a common scorpion, except that it is over=0A=
eight feet in length.=000 70 6 0 0 1 55 1 0 2 6 3 9 1 1 2 0 2 1 20 0 0 0 =
0 0 0=00giant scorpions=00tail=00snapped its pincers =
at=00=00zombie=00The zombie has a blank expression on its face. It is =
wearing old soiled=0A=
clothing, and is armed with %s %s.=000 80 5 0 0 1 0 1 0 0 0 0 0 0 0 0 0 =
1 1 0 0 0 0 0 0 0=00zombies=00=00=00=00huge toad=00The huge toad =
resembles a common toad, except that it is just over three=0A=
feet tall, and seems very agressive.=000 60 5 0 0 0 0 1 0 2 8 0 0 1 1 1 =
0 1 1 35 0 0 0 0 0 0=00huge toads=00gaping mouth=00=00=00giant =
slug=00The giant slug is over seven feet long and drools acidic spittle =
from its=0A=
maw.=000 65 5 0 0 0 25 1 0 2 6 4 16 1 1 1 0 1 1 5 0 0 0 0 0 0=00giant =
slugs=00toothy maw=00discharged a spray of acid at=00=00giant bat=00The =
giant bat has a wingspan of over twelve feet and has wicked looking=0A=
claws and teeth.=000 85 0 0 0 1 0 1 0 2 8 0 0 0 0 0 0 1 1 25 0 0 0 0 0 =
0=00giant bats=00vicious bite=00=00=00lesser demoness=00The lesser =
demoness is a spindly bipedal humanoid with light yellowish skin=0A=
and wicked claws and teeth. She stands about five feet tall and fixes =
you=0A=
with a baleful stare.=000 80 10 1 3 1 30 1 0 2 8 0 0 0 0 0 7 1 1 25 80 4 =
1 4 2 0=00lesser demonesses=00claws=00=00=00lesser demon=00The lesser =
demon is a spindly bipedal humanoid with dark yellowish skin and=0A=
wicked claws and teeth. He stands about five feet tall and fixes you =
with a=0A=
baleful stare.=000 85 10 3 4 2 30 1 0 2 8 0 0 0 0 0 7 1 1 20 75 4 1 4 1 =
0=00lesser demons=00claws=00=00=00shade=00The shade is a dark shadowy =
figure. You can tell very little about it=0A=
except that its eyes strongly resemble burning coals. It occasionally =
emits=0A=
a low moan and watches your movements closely.=000 90 10 0 0 6 0 1 0 3 6 =
0 0 0 0 0 0 2 1 0 0 0 0 0 0 0=00shades=00claws=00=00=00giant =
spider=00The giant spider's body is over six feet long, and it has thick =
hairy legs.=0A=
A thick oily liquid drips from its mandibles.=000 70 1 0 0 1 0 2 0 2 12 =
0 0 1 1 3 0 1 2 20 0 0 0 0 0 0=00giant =
spiders=00mandibles=00=00=00ram=00The ram glares at you from beneath a =
pair of huge curved horns.=000 90 3 0 0 1 0 2 0 2 10 0 0 0 0 0 0 1 2 35 =
0 0 0 0 0 0=00rams=00curved horns=00=00=00fire beetle=00The fire beetle =
is a huge reddish brown beetle, about four feet long, with=0A=
a thick shiny carapace, and strong, wickedly sharp mandibles.=000 75 8 0 =
0 3 0 1 0 2 12 0 0 0 0 0 0 2 2 30 0 0 0 0 0 0=00fire =
beetles=00mandibles=00=00=00alligator=00The alligator watches your every =
move closely and snaps at you.=001 80 5 0 0 2 35 2 0 2 12 2 8 0 0 0 0 1 =
2 15 0 0 0 0 0 0=00alligators=00wicked bite=00lashed its tail =
at=00=00giant asp=00The giant asp is an enormous viper over twenty feet =
in length. Its scales=0A=
are a dull tan and it's body is thicker than a large man's arm.=000 80 6 =
0 0 3 15 2 0 2 8 2 16 1 2 6 0 1 2 15 0 0 0 0 0 0=00giant asps=00wicked =
bite=00coiled around=00=00anaconda=00The anaconda is an enormous =
constrictor snake well over forty feet in=0A=
length. Its scales range in color from an emerald green to a dark blue, =
and=0A=
its body is thicker than some tree trunks you've seen.=001 70 7 0 0 2 25 =
2 0 2 8 2 16 0 0 0 0 1 2 20 0 0 0 0 0 0=00anacondas=00wicked =
bite=00coiled around=00=00lizard woman=00The lizard woman is a five foot =
tall bipedal humanoid who's features=0A=
resemble those of a large lizard. She has greyish scaley skin, and =
sharp=0A=
claws and teeth. The lizard woman is armed with %s %s.=000 80 0 3 6 1 0 =
2 0 0 1 0 0 0 0 0 0 2 2 20 0 0 0 0 2 0=00lizard women=00=00=00=00lizard =
man=00The lizard man is a six foot tall bipedal humanoid who's features =
resemble=0A=
those of a large lizard. He has greenish scaley skin, and sharp claws =
and=0A=
teeth. The lizard man is armed with %s %s.=000 85 0 4 8 2 0 2 0 0 1 0 0 =
0 0 0 0 2 2 15 0 0 0 0 1 0=00lizard men=00=00=00=00black bear=00The =
black bear has shaggy black fur run through with reddish brown =
streaks=0A=
and stands well over four feet tall at the shoulder.=000 80 4 0 0 2 0 2 =
0 2 8 0 0 0 0 0 0 2 2 25 0 0 0 0 0 0=00black bears=00claws=00=00=00red =
bear=00The red bear has shaggy reddish fur run through with black =
streaks and=0A=
stands just over five feet tall at the shoulder.=000 80 4 0 0 3 0 3 0 2 =
10 0 0 0 0 0 0 2 2 15 0 0 0 0 0 0=00red bears=00claws=00=00=00female =
gnoll=00The gnoll is a tall humanoid with hyenalike facial features and =
is covered=0A=
by thick golden brown body hair. She stands just over six feet in =
height,=0A=
is wearing a leather cuirass and trousers, and is armed with %s %s.=000 =
75 4 3 4 3 0 2 0 0 0 0 0 0 0 0 0 2 2 25 0 0 0 0 2 0=00female =
gnolls=00=00=00=00gnoll=00The gnoll is a tall humanoid with hyenalike =
facial features and is covered=0A=
by thick reddish brown body hair. He stands just under seven feet in=0A=
height, is wearing a chainmail shirt and trousers, and is armed with %s =
%s.=000 85 4 4 6 4 0 2 0 0 0 0 0 0 0 0 0 2 2 20 0 0 0 0 1 =
0=00gnolls=00=00=00=00female hobgoblin=00The hobgoblin is a squat =
apelike humanoid with dark skin and pointed ears.=0A=
She stands just under five feet tall, is wearing a leather cuirass, and =
is=0A=
armed with %s %s.=000 75 0 3 6 2 0 2 0 0 2 0 0 0 0 0 0 1 2 25 0 0 0 0 2 =
0=00female hobgoblins=00=00=00=00hobgoblin=00The hobgoblin is a squat =
apelike humanoid with dark skin and pointed ears.=0A=
He stands just over five feet tall, is wearing a leather cuirass, and =
is=0A=
armed with %s %s.=000 80 0 4 8 3 0 2 0 0 2 0 0 0 0 0 0 1 2 20 0 0 0 0 1 =
0=00hobgoblins=00=00=00=00female brigand=00The brigand has the look of a =
common thief, and is dressed in a cheap, but=0A=
flashy outfit. She is also wearing leather armor and is armed with %s =
%s.=000 80 4 2 4 3 20 2 0 0 1 0 0 0 0 0 2 2 2 80 0 0 0 0 2 0=00female =
brigands=00=00=00robbed=00brigand=00The brigand has the look of a common =
thief, and is dressed in a cheap, but=0A=
flashy outfit. He is also wearing chain armor and is armed with %s =
%s.=000 85 4 3 5 4 20 2 0 0 1 0 0 0 0 0 2 2 2 70 0 0 0 0 1 =
0=00brigands=00=00=00robbed=00leopard=00The leopard has luxurious =
looking spotted fur. It growls menacingly and=0A=
bares its teeth at you.=000 95 7 0 0 2 35 2 0 3 9 4 12 0 0 0 0 2 2 20 0 =
0 0 0 0 0=00leopards=00claws=00savagely bit=00=00wolf=00The wolf is very =
large and has greyish fur and icey blue eyes. It growls at=0A=
you menacingly and bares its teeth.=000 90 4 0 0 2 0 2 0 4 16 0 0 0 0 0 =
0 2 2 40 0 0 0 0 0 0=00wolves=00savage bite=00=00=00wild boar=00The wild =
boar has dark coarse hair and makes a low whining sound. It has=0A=
two sharp tusks which curve upwards from the sides of its mouth.=000 85 =
4 0 0 3 0 2 0 4 12 0 0 0 0 0 0 1 2 30 0 0 0 0 0 0=00wild =
boars=00tusks=00=00=00cave bear=00The cave bear has dark brown fur and =
stands well over seven feet tall at=0A=
the shoulder. Its teeth and claws gleam like daggers as it sizes you =
up.=000 90 0 0 0 3 0 2 0 2 12 0 0 0 0 0 0 2 2 10 0 0 0 0 0 0=00cave =
bears=00claws=00=00=00female barbarian=00The barbarian is dressed in the =
hides of furred animals, and is armed with=0A=
%s %s. She has a look of great strength and cunning.=000 85 3 2 4 2 0 3 =
0 0 2 0 0 0 0 0 0 1 2 15 0 0 0 0 2 0=00female =
barbarians=00=00=00=00barbarian=00The barbarian is dressed in the hides =
of furred animals, and is armed with=0A=
%s %s. He has a look of great strength and cunning.=000 90 3 3 5 3 0 3 0 =
0 2 0 0 0 0 0 0 1 2 10 0 0 0 0 1 0=00barbarians=00=00=00=00female =
centaur=00The centaur has the body of a horse with the upper torso, =
arms, and head of=0A=
a well built woman. She has long hair which she wears in a tight braid, =
and=0A=
is armed with %s %s.=000 80 4 2 5 3 20 2 0 0 2 2 12 0 0 0 0 2 2 15 0 0 0 =
0 2 0=00female centaurs=00=00flailed her hooves at=00=00centaur=00The =
centaur has the body of a horse with the upper torso, arms, and head =
of=0A=
a well muscled man. He has long hair which he wears in a tight braid, =
and=0A=
is armed with %s %s.=000 90 4 3 6 4 25 2 0 0 2 4 16 0 0 0 0 2 2 10 0 0 0 =
0 1 0=00centaurs=00=00flailed his hooves at=00=00mountain ape=00The =
mountain ape is nearly seven feet tall, has thick reddish brown fur =
and=0A=
looks very strong.=000 80 3 0 0 3 0 3 0 2 10 0 0 0 0 0 0 2 3 20 0 0 0 0 =
0 0=00mountain apes=00clenched fists=00=00=00female satyr=00The satyr =
has the upper torso of well built woman, and the lower torso,=0A=
legs, and hooves of a goat. She is armed with %s %s.=000 77 4 2 4 2 10 2 =
0 0 2 0 0 0 0 0 1 1 2 35 0 0 0 0 2 0=00female satyrs=00=00=00sounds an =
ivory horn=00satyr=00The satyr has the upper torso of man with a lot of =
body hair, and the lower=0A=
torso, legs, and hooves of a goat. He is armed with %s %s.=000 87 4 3 5 =
2 10 2 0 0 2 0 0 0 0 0 1 1 2 30 0 0 0 0 1 0=00satyrs=00=00=00sounds an =
ivory horn=00female minotaur=00The minotaur has the upper torso of a =
muscular woman, and the head, legs,=0A=
and hooves of a bull. She is wearing ringmail armor, and is armed with =
%s=0A=
%s.=000 75 1 2 5 2 10 2 0 0 3 2 20 0 0 0 0 1 2 15 0 0 0 0 2 0=00female =
minotaurs=00=00charged=00=00minotaur=00The minotaur has the upper torso =
of a muscular man, and the head, legs, and=0A=
hooves of a bull. He is wearing ringmail armor, and is armed with %s =
%s.=000 80 1 4 6 2 15 2 0 0 3 4 24 0 0 0 0 1 3 10 0 0 0 0 1 =
0=00minotaurs=00=00charged=00=00carrion crane=00The carrion crane is =
nearly eight feet tall, has dull grey plumage and a=0A=
very wicked looking hooked ebony beak.=000 90 6 0 0 2 0 3 0 3 18 0 0 0 0 =
0 0 1 3 30 0 0 0 0 0 0=00carrion cranes=00hooked =
beak=00=00=00ogress=00The ogress resembles an enormous and very ugly =
woman. She stands over seven=0A=
feet tall and is very muscular. Her clothing is filthy and poorly made. =
She=0A=
is armed with %s %s.=001 80 1 3 5 2 0 3 0 0 3 0 0 0 0 0 0 1 3 20 0 0 0 0 =
2 0=00ogresses=00=00=00=00ogre=00The ogre resembles an enormous and very =
ugly man. He stands over eight feet=0A=
tall and is very muscular. His clothing is filthy and poorly made. He =
is=0A=
armed with %s %s.=001 85 1 4 6 3 0 3 0 0 3 0 0 0 0 0 0 1 3 15 0 0 0 0 1 =
0=00ogres=00=00=00=00swordswoman=00The swordswoman has an air of =
confidance about her. She is wearing chain=0A=
armor, and is armed with a rapier which she wields skillfully.=000 90 4 =
2 6 4 0 3 0 2 16 0 0 0 0 0 0 2 3 40 0 0 0 0 2 =
0=00swordswomen=00rapier=00=00=00swordsman=00The swordsman has an air of =
confidance about him. He is wearing chain=0A=
armor, and is armed with a rapier which he wields skillfully.=000 95 4 3 =
8 5 0 3 0 4 18 0 0 0 0 0 0 2 3 35 0 0 0 0 1 =
0=00swordsmen=00rapier=00=00=00female cyclops=00The cyclops resembles a =
very large woman with only one eye in the center of=0A=
her forehead. She stands over eleven feet tall, and is armed with a =
spiked=0A=
club.=000 65 1 4 8 3 25 3 0 2 20 0 0 0 0 0 5 1 3 20 0 0 0 0 2 0=00female =
cyclopes=00spiked club=00=00picks up and hurls=00cyclops=00The cyclops =
resembles a very large man with only one eye in the center of=0A=
his forehead. He stands over twelve feet tall, and is armed with a =
spiked=0A=
club.=000 70 1 5 10 4 35 3 0 4 24 0 0 0 0 0 5 1 4 15 0 0 0 0 1 =
0=00cyclopes=00spiked club=00=00picks up and hurls=00wraith=00The wraith =
is a shadowy figure with faded, nondescript features. It is=0A=
semi-transparent and greyish in color. It glares at you with dull=0A=
yellowish eyes.=000 90 10 0 0 1 0 4 0 3 18 0 0 6 2 4 0 2 4 0 0 0 0 0 0 =
0=00wraith=00claws=00=00=00larochess=00The larochess resembles a large =
well built woman with pale bluish skin=0A=
pointed ears, and a short tail. She is very muscular and stands nearly =
nine=0A=
feet tall. She is wearing leather armor, and is armed with a wicked =
spear.=000 65 7 4 15 3 25 3 0 4 24 6 36 1 1 3 0 2 4 30 0 0 0 0 2 =
0=00laroche=00wicked spear=00exhaled a cloud of acidic vapor =
at=00=00larochet=00The larochet resembles a large well built man with =
dark bluish skin,=0A=
pointed ears, and a short tail. He is very muscular and stands over =
nine=0A=
feet tall. He is wearing a cuirass, and is armed with a wicked =
spear.=000 75 7 5 20 4 20 3 0 5 30 8 48 1 2 4 0 2 4 25 0 0 0 0 1 =
0=00larochets=00wicked spear=00exhaled a cloud of acidic vapor =
at=00=00cave lion=00The cave lion is a huge black animal which stands =
over six feet tall at the=0A=
shoulder and has wicked curved claws and razor sharp teeth.=000 90 1 0 0 =
4 0 4 0 4 20 0 0 0 0 0 0 2 4 10 0 0 0 0 0 0=00cave =


lions=00claws=00=00=00female troll=00The troll resembles a large ugly =
woman with yellowish green skin and wicked=0A=
claws. Her skin is covered with warts and tufts of stiff greenish =
hair.=000 75 2 0 3 2 0 3 1 3 12 0 0 0 0 0 0 2 4 25 0 0 0 0 2 0=00female =
trolls=00claws=00=00=00troll=00The troll resembles a large ugly man with =
brownish green skin and wicked=0A=
claws. His skin is covered with warts and tufts of stiff greenish =
hair.=000 80 2 0 4 2 0 4 1 4 16 0 0 0 0 0 0 2 4 20 0 0 0 0 1 =
0=00trolls=00claws=00=00=00skeleton lord=00The skeleton lord wears a =
suit well kept chainmail armor, and is armed with=0A=
%s %s.=000 80 2 0 0 3 0 4 0 0 3 0 0 0 0 0 0 1 4 0 0 0 0 0 0 0=00skeleton =
lords=00=00=00=00griffon=00The griffon has the body of a lion, and the =
front feet, head, and wings of=0A=
an eagle. It has razor sharp talons and a large black beak.=000 85 3 0 5 =
4 25 4 0 4 12 6 24 0 0 0 0 2 4 10 0 0 0 0 0 =
0=00griffons=00claws=00viciously bit=00=00ghoul=00The ghoul is a lithe, =
though muscular humanoid with tightly drawn brownish=0A=
flesh and cloven hooves. Its teeth and nails are yellowish and look =
very=0A=
sharp.=000 87 5 0 6 4 20 4 0 2 12 0 0 4 2 4 0 2 4 5 0 0 0 0 0 =
0=00ghouls=00claws=00=00=00gargoyle=00The gargoyle is a heavily muscled, =
grey skinned humanoid with large=0A=
leathery wings and wicked claws.=000 90 5 0 6 5 0 5 0 4 16 0 0 0 0 0 0 2 =
4 15 0 0 0 0 0 0=00gargoyles=00wicked claws=00=00=00magmaman=00The =
magmaman resembles a humanoid non-descript creature, seemingly formed=0A=
from molten rock. He has two thick arm-like appendages, ending in =
dripping=0A=
claws.=000 90 8 0 0 5 0 5 0 6 50 0 0 0 0 0 0 2 4 0 0 0 0 0 0 =
0=00magmamen=00burning claws=00=00=00ogress mage=00The ogress mage is =
wearing a steel breastplate and bracers, and is armed=0A=
with %s %s. She is also wearing a dark red cloak.=001 80 2 5 8 3 30 4 0 =
0 2 0 0 0 0 0 7 1 4 25 65 1 1 3 2 0=00ogress mages=00=00=00=00ogre =
mage=00The ogre mage is wearing a steel breastplate and bracers, and is =
armed with=0A=
%s %s. He is also wearing a dark red cloak.=001 85 2 6 10 4 30 5 0 0 3 0 =
0 0 0 0 7 1 4 20 60 1 1 3 1 0=00ogre mages=00=00=00=00sand worm=00The =
sand worm is over fifty feet long, is covered in a hard ringed=0A=
carapace, it's gaping maw is filled with many rows of wickedly =
gleaming=0A=
teeth.=000 85 6 0 0 5 0 4 0 4 24 0 0 0 0 0 0 1 4 0 0 0 0 0 0 0=00sand =
worms=00gaping maw=00=00=00chimera=00The chimera has the body of a lion, =
leathery wings and two heads which=0A=
resemble those of a dragon. Thin streams of smoke curl upwards from =
its=0A=
nostrils.=000 85 2 0 10 4 35 4 0 2 12 12 48 0 0 0 0 2 4 15 0 0 0 0 0 =
0=00chimeras=00claws=00breathed flames at=00=00warlock=00The warlock is =
dressed in red robes and radiates power. He wields a staff=0A=
shrouded in magical flame. Tatooed on his right forearm is a crimson =
sigil.=000 85 2 6 12 4 40 5 0 4 12 0 0 0 0 0 7 1 5 15 80 1 2 7 1 =
0=00warlocks=00flaming staff=00=00=00minotaur chieftain=00The minotaur =
chieftain is a very large member of his species. He is very=0A=
muscular and stands nearly eight feet tall. He is wearing scalemail =
armor,=0A=
and is armed with %s %s.=000 90 2 6 25 4 15 5 0 0 3 8 48 0 0 0 0 1 5 20 =
0 0 0 0 1 0=00minotaur chieftains=00=00charged=00=00stone giantess=00The =
stone giantess resembles a huge hairless woman with light greyish =
skin=0A=
and stands nearly eighteen feet tall. She is armed with a huge club.=000 =
70 2 4 10 5 10 5 0 5 30 5 50 0 0 0 0 1 5 25 0 0 0 0 2 0=00stone =
giantesses=00huge club=00hurled a boulder at=00=00stone giant=00The =
stone giant resembles a huge hairless man with dark greyish skin and=0A=
stands nearly twenty feet tall. He is armed with a huge club.=000 75 2 5 =
15 6 15 6 0 6 36 10 60 0 0 0 0 1 5 20 0 0 0 0 1 0=00stone giants=00huge =
club=00hurled a boulder at=00=00elysian dragon=00The elysian dragon has =
metalic sky blue scales which glisten in the light.=0A=
Its powerful wings span some eighty feet and it is over fifty feet in=0A=
length.=001 90 10 0 25 5 25 7 0 5 30 10 50 0 0 0 0 2 5 15 95 1 2 7 0 =
0=00elysian dragons=00talons=00viciously bit=00=00hydra=00The hydra =
resembles a small wingless dragon with three heads.=000 85 7 0 22 4 15 6 =
1 4 24 8 80 0 0 0 0 3 6 10 0 0 0 0 0 0=00hydras=00gnashing =
teeth=00expelled a ball of fire at=00=00female affreet=00The affreet =
resembles a huge horned woman with reddish skin and stands well=0A=
over eighteen feet tall. She is armed with a greatsword that glows =
dull=0A=
red.=000 85 8 6 10 4 15 7 0 4 24 10 80 0 0 0 0 1 6 20 0 0 0 0 2 =
0=00female affreeti=00glowing sword=00discharged a cloud of flame =
at=00=00affreet=00The affreet resembles a huge horned man with reddish =
skin and stands well=0A=
over twenty feet tall. He is armed with a greatsword that glows dull =
red.=001 90 8 8 15 5 15 8 0 5 30 20 100 0 0 0 0 1 6 15 0 0 0 0 1 =
0=00affreeti=00glowing sword=00discharged a cloud of flame at=00=00magma =
worm=00The magma worm is over seventy feet long, is covered in a hard =
ringed=0A=
carapace that glows a dull reddish color, and it's gaping maw is =
filled=0A=
with many rows of wicked teeth.=000 85 8 0 0 5 0 7 1 6 36 0 0 0 0 0 0 2 =
6 0 0 0 0 0 0 0=00magma worms=00gaping maw=00=00=00stygian dragon=00The =
stygian dragon has dull brown scales and is without wings. It is well=0A=
over eighty feet in length. Its talons are as large and probably as =
sharp=0A=
as a sword.=000 95 8 0 40 5 45 9 0 8 48 12 72 0 0 0 6 2 6 10 95 1 2 8 0 =
0=00stygian dragons=00talons=00viciously bit=00lashed out with its =
tail=00ice giantess=00The ice giantess resembles a huge woman with bone =
white skin, and long=0A=
flowing white hair. She stands over nineteen feet tall, and is armed =
with a=0A=
huge crystaline sword.=001 80 10 6 15 4 25 9 0 5 50 10 60 0 0 0 0 1 6 20 =
0 0 0 0 2 0=00ice giantesses=00huge sword=00exhaled a blast of frost =
at=00=00ice giant=00The ice giant resembles a huge man with bone white =
skin, white hair, and a=0A=
long white beard. He stands over twenty feet tall, and is armed with a =
huge=0A=
crystaline sword.=001 85 10 8 22 5 25 10 0 10 60 20 80 0 0 0 0 1 7 15 0 =
0 0 0 1 0=00ice giants=00huge sword=00exhaled a blast of frost =
at=00=00octopod=00The octopod is a huge dark green bulbus plant standing =
nearly five feet=0A=
tall, and has eight rubbery greenish tentacles.=000 90 7 0 0 6 15 9 0 4 =
20 12 60 0 0 0 0 3 7 0 0 0 0 0 0 0=00octopods=00a tentacle=00lashed =
several tentacles at=00=00skeleton giant=00The skeleton giant stands =
nearly twenty feet tall, is armed with a bone=0A=
hammer, and is wearing an enormous suit of tattered chainmail.=000 85 10 =
0 0 4 0 10 0 10 80 0 0 0 0 0 0 1 7 0 0 0 0 0 0 0=00skeleton =
giants=00bone hammer=00=00=00greater demoness=00The greater demoness =
emanates power and malevolence. She has bright blue=0A=
skin and stands over eight feet tall. She wields a flaming greatsword =
and=0A=
wears an armband engraved with runes.=000 85 10 6 25 5 25 10 1 5 30 0 0 =
0 0 0 7 2 7 15 85 4 3 7 2 0=00greater demonesses=00flaming =
sword=00=00=00greater demon=00The greater demon emanates power and =
malevolence. He has dull blue skin and=0A=
stands over nine feet tall. He wields a flaming greatsword and wears =
an=0A=
armband engraved with runes.=000 90 10 10 40 6 25 12 1 6 36 0 0 0 0 0 7 =
2 8 10 80 4 3 7 1 0=00greater demons=00flaming =
sword=00=00=00sorceress=00The sorceress is dressed in indigo robes and =
radiates power. She wields a=0A=
rod tipped with magical frost. Inscribed on her forehead is a blue =
rune.=000 85 10 10 32 3 40 10 1 5 20 0 0 0 0 0 7 2 8 20 85 1 3 8 2 =
0=00sorceresses=00frost rod=00=00=00sorceror=00The sorceror is dressed =
in indigo robes and radiates power. He wields a rod=0A=
shrouded with magical flame. Inscribed on his forehead is a violet =
rune.=000 90 10 15 58 4 30 12 1 6 30 0 0 0 0 0 7 2 9 15 90 1 3 9 1 =
0=00sorcerors=00flaming staff=00=00=00apollyon dragon=00The apollyon =
dragon has crimson scales and powerful leathery wings. It is=0A=
without a doubt one of the most enormous creatures you have ever =
seen,=0A=
being well over one hundred feet in length. Its talons and teeth are =
jet=0A=
black, and smoke curls upwards from its nostrils.=001 97 9 0 100 8 25 15 =
0 10 50 50 200 0 0 0 6 2 10 10 95 1 2 9 0 0=00apollyon =
dragons=00talons=00breathed flames at=00lashed out with its tail=00flame =
giantess=00The flame giantess resembles a huge woman with ruddy skin and =
bright red=0A=
hair. She stands over twenty five feet tall, is armed with a great axe =
made=0A=
of a dull black metal, and wears dragonscale armor. She reguards you=0A=
malignly with her smouldering red eyes, and smiles cruely.=000 90 9 6 22 =
9 15 18 0 10 60 80 360 0 0 0 0 1 11 15 0 0 0 0 2 0=00flame =
giantesses=00great axe=00exhaled a blast of flame at=00=00flame =
giant=00The flame giant resembles a huge man with ruddy skin, bright red =
hair, and=0A=
a coarse red beard. He stands nearly thirty feet tall, is armed with =
a=0A=
great axe made of a dull black metal, and wears dragonscale armor. He=0A=
regards you malevolently with his smouldering red eyes, and grins =
wickedly.=000 95 9 10 32 12 15 20 0 20 80 100 400 0 0 0 0 1 12 10 0 0 0 =
0 1 0=00flame giants=00great axe=00exhaled a blast of flame =
at=00=00flame giant warlord=00The flame giant resembles a huge man with =
ruddy skin, bright red hair, and=0A=
a coarse red beard. He stands nearly thirty feet tall, is armed with =
a=0A=
great spear made of a dark black metal that glows with a dull reddish =
light=0A=
at the head. He wears armor of fine workmanship made from overlapping=0A=
scales of a dark metallic blue. You sense great wisdom in his stern =
gaze.=000 95 10 15 63 14 25 25 0 32 96 120 240 5 10 60 3 2 15 20 0 0 0 0 =
1 0=00flame giant warlords=00great spear=00exhaled a blast of flame =
at=00quaffed a potion=00balneal dragon=00The balneal dragon has silvery =
blue scales and a powerfully built=0A=
serpentine body. It is over one hundred fifty feet in length. Its =
talons=0A=
and teeth are of a clear bluish crystaline substance, and steam rises =
from=0A=
its nostrils.=000 97 10 0 0 16 35 30 0 30 120 60 240 0 0 0 0 2 15 10 95 =
1 2 9 0 0=00balneal dragons=00talons=00viciously bit=00=00arch =
demoness=00The arch demoness emanates awesome power and malevolence. She =
has bright=0A=
red skin and stands over twelve feet tall. She wields a glowing =
bardiche=0A=
and wears an armband engraved with runes.=001 90 10 10 40 15 35 35 1 20 =
100 0 0 0 0 0 7 2 17 15 90 4 3 8 2 0=00arch demonesses=00huge =
bardiche=00=00=00arch demon=00The arch demon emanates awesome power and =
malevolence. He has dull blue=0A=
skin and stands over fifteen feet tall. He wields a glowing bardiche =
and=0A=
wears an armband engraved with runes.=001 95 10 15 90 16 35 40 1 40 160 =
0 0 0 0 0 7 2 18 10 85 4 3 8 1 0=00arch demons=00huge =
bardiche=00=00=00demon king=00The demon king emanates incredible power =
and horrific malevolence. He has=0A=
dull black skin and stands over thirty feet tall. He wields a huge =
glowing=0A=
sabre nearly fifteen feet long and wears a dull grey crown engraved =
with=0A=
runes.=000 99 10 25 200 20 65 60 1 60 240 0 0 0 0 0 7 2 20 20 90 4 3 14 =
1 0=00demon kings=00glowing sabre=00discharged a blast of dark energy =
at=00=00great dragon=00The great dragon has greyish scales and powerful =
leathery wings. It is=0A=
without a doubt the most enormous creature you have ever seen, being =
well=0A=
over two hundred feet in length. Its talons and teeth are yellowish =
white,=0A=
and smoke curls upward from its nostrils as it regards you with =
amusement.=000 99 10 0 200 30 65 120 1 120 360 320 960 0 0 0 7 0 30 35 =
95 1 5 10 0 0=00great dragons=00huge talons=00cruely bit=00breathed =
flames in a great arc=00white rabbit=00The white rabbit is large and =
fluffy with floppy ears and big brown eyes.=000 90 4 0 0 0 0 1 0 1 2 0 0 =
0 0 0 0 0 1 100 0 0 0 0 0 0=00white rabbits=00dull teeth=00=00=00black =
rabbit=00The black rabbit is large and fluffy with floppy ears and big =
brown eyes.=000 90 4 0 0 0 0 1 0 1 2 0 0 0 0 0 0 0 1 100 0 0 0 0 0 =
0=00black rabbits=00dull teeth=00=00=00pink bunny=00The pink bunny is =
small and fluffy with perky ears and big blue eyes.=000 90 4 0 0 0 33 2 =
0 1 2 20 60 0 0 0 6 2 3 95 0 0 0 0 0 0=00pink bunnies=00daring =
nibble=00gnashed its big pointy teeth at=00becomes a berzerk flurry of =
gnashing teeth=00lizard=00The lizard is small and brown and moves very =
quickly.=000 90 5 0 0 0 0 1 0 1 1 0 0 0 0 0 0 0 1 100 0 0 0 0 0 =
0=00lizards=00tiny teeth=00=00=00monkey=00The monkey is quick and =
playful and watches you warily.=000 90 7 0 0 0 0 1 0 2 4 0 0 0 0 0 0 0 1 =
100 0 0 0 0 0 0=00monkeys=00clinched fists=00=00=00owl=00The owl is =
perched in a nearby tree watching you intently.=000 90 4 0 0 0 0 1 0 1 3 =
0 0 0 0 0 0 0 1 100 0 0 0 0 0 0=00owls=00talons=00=00=00squirrel=00The =
squirrel sits in a nearby tree and chitters at you.=000 90 4 0 0 0 0 1 0 =
1 3 0 0 0 0 0 0 0 1 100 0 0 0 0 0 0=00squirrels=00sharp =
teeth=00=00=00frog=00The frog is small and green and appears to be a =
good jumper.=000 90 5 0 0 0 0 1 0 1 1 0 0 0 0 0 0 0 1 100 0 0 0 0 0 =
0=00frogs=00tiny teeth=00=00=00lizard=00The lizard is small and purple =
and moves very quickly.=000 90 6 0 0 0 0 1 0 1 3 0 0 1 0 0 0 1 1 100 0 0 =
0 0 0 0=00lizards=00tiny teeth=00=00=00fox=00The fox hides in the nearby =
brush and seems very skittish.=000 90 4 0 0 0 0 1 0 2 4 0 0 0 0 0 0 1 1 =
100 0 0 0 0 0 0=00foxes=00sharp teeth=00=00=00hyena=00The hyena looks =
ravenous and extremely viscious. It snarls menacingly=0A=
and bares its teeth at you.=000 90 6 0 0 2 0 2 0 4 24 0 0 0 0 0 0 1 2 40 =
0 0 0 0 0 0=00hyenas=00wicked teeth=00=00=00tiger=00The tiger has =
luxurious looking striped fur. It growls menacingly and=0A=
bares its teeth at you.=000 95 7 0 0 2 35 5 0 8 24 12 36 0 0 0 0 2 4 30 =
0 0 0 0 0 0=00tigers=00wicked claws=00savagely bit=00=00mountain =
lion=00The mountain lion has dark brown spotted fur. It growls =
menacingly and=0A=
bares its teeth at you.=000 95 3 0 0 2 35 3 0 2 8 6 18 0 0 0 0 2 4 20 0 =
0 0 0 0 0=00mountain lions=00claws=00savagely bit=00=00female =
nomad=00The nomad has dark skin and the look of someone hardened by the =
harsh=0A=
environment in which she lives. She is wearing dark linen clothing and =
is=0A=
armed with a scimitar.=000 90 6 2 4 2 0 3 0 5 15 0 0 0 0 0 0 1 3 25 0 0 =
0 0 2 0=00female nomads=00scimitar=00=00=00nomad=00The nomad has dark =
skin and the look of someone hardened by the harsh=0A=
environment in which he lives. He is wearing dark linen clothing and =
is=0A=
armed with a scimitar.=000 95 6 3 5 3 0 3 0 6 18 0 0 0 0 0 0 1 3 20 0 0 =
0 0 1 0=00nomads=00scimitar=00=00=00female bandit=00The bandit has the =
look of an accomplished rogue, and is dressed in an=0A=
expensive silk tunic and pants of a rich red color. She is also wearing =
a=0A=
chainmail jerkin and is armed with a wicked looking sabre.=000 90 10 6 =
25 6 12 2 0 4 24 8 48 0 0 0 2 2 6 50 0 0 0 0 2 0=00female =
bandits=00sabre=00skillfully slashed=00robbed=00bandit=00The bandit has =
the look of an accomplished rogue, and is dressed in an=0A=
expensive silk tunic and pants of a deep blue color. He is also wearing =
a=0A=
chainmail jerkin and is armed with a wicked looking sabre.=000 95 10 10 =
40 8 15 2 0 6 36 12 72 0 0 0 2 2 7 40 0 0 0 0 1 =
0=00bandits=00sabre=00skillfully slashed=00robbed=00forest =
giantess=00The forest giantess resembles a huge woman with brown skin =
and stands nearly=0A=
fifteen feet tall. Her clothing is of woven vines and leaves. She is =
armed=0A=
with a huge spear.=000 80 10 4 10 5 0 7 0 5 20 0 0 0 0 0 0 2 6 35 0 0 0 =
0 2 0=00forest giantesses=00huge spear=00=00=00forest giant=00The forest =
giant resembles a huge man with dark brown skin and stands nearly=0A=
eighteen feet tall. His clothing is of woven vines and leaves. He is =
armed=0A=
with a huge spear.=000 85 10 5 15 6 0 8 0 6 24 0 0 0 0 0 0 2 6 30 0 0 0 =
0 1 0=00forest giants=00huge spear=00=00=00jackal=00The jackal looks =
extremely viscious. It snarls menacingly and bares=0A=
its teeth at you.=000 90 6 0 0 2 0 2 0 3 18 0 0 0 0 0 0 1 2 40 0 0 0 0 0 =
0=00jackal=00wicked teeth=00=00=00ice elemental=00The ice elemental is a =
titanic humanoid formed of ice.=000 99 10 0 0 0 35 100 5 150 300 300 600 =
0 0 0 6 2 30 0 0 0 0 0 0 0=00ice elementals=00a spear of =
ice=00discharged a shower of ice shards at=00unleashed a storm of =
elemental ice=00flame elemental=00The flame elemental is a titanic =
humanoid formed of flame.=000 99 10 0 0 0 35 150 5 200 400 400 800 0 0 0 =
6 2 40 0 0 0 0 0 0 0=00flame elementals=00a bolt of flame=00discharged a =
cloud of flames at=00unleashed a storm of elemental flame=00stone =
elemental=00The stone elemental is a titanic humanoid formed of =
stone.=000 99 10 0 0 50 35 200 5 250 500 500 1000 0 0 0 6 2 50 0 0 0 0 0 =
0 0=00stone elementals=00huge stone fist=00stepped on=00unleashed an =
earthquake=00mystic knight=00The mystic knight has the look of a well =
seasoned warrior who has seen=0A=
many a battle in his time. His gear and clothing are the finest =
available. He=0A=
is wearing glowing dragonscale armor and wielding a jeweled claymore. =
Somehow=0A=
you are aware that he could easily defeat you.=000 99 10 0 0 50 0 250 5 =
100 600 0 0 0 0 0 0 6 60 0 0 0 0 0 1 1=00mystic knights=00jeweled =
claymore=00=00=00orc warrior=00The orc warrior is a smallish humanoid =
with piglike facial features and=0A=
is covered sparsely by coarse body hair. He stands just over five feet =
in=0A=
height, is wearing chainmail armor, and is armed with %s %s.=001 80 10 3 =
5 6 0 2 0 0 1 0 0 0 0 0 0 2 2 25 0 0 0 0 1 0=00orc =
warriors=00=00=00=00orc subchief=00The orc subchief is a smallish =
humanoid with piglike facial features and=0A=
is covered sparsely by coarse body hair. He stands over five feet in =
height,=0A=
is wearing chainmail armor, and is armed with %s %s.=001 85 10 4 8 6 0 3 =
0 0 2 0 0 0 0 0 0 2 3 30 0 0 0 0 1 0=00orc subchiefs=00=00=00=00orc =
chieftain=00The orc chieftain is a smallish humanoid with piglike facial =
features and=0A=
is covered sparsely by coarse body hair. He stands well over five feet =
in=0A=
height, is wearing chainmail armor, and is armed with %s %s.=001 90 10 5 =
10 6 0 4 0 0 2 0 0 0 0 0 0 2 4 35 0 0 0 0 1 0=00orc =
chieftains=00=00=00=00orc shaman=00The orc shaman is a smallish humanoid =
with piglike facial features and=0A=
is covered sparsely by coarse body hair. She stands just under five feet =
in=0A=
height, is wearing robes, and is armed with %s %s.=001 80 10 3 7 1 0 2 0 =
0 0 0 0 0 0 0 7 1 3 25 85 4 1 4 2 0=00orc shaman=00=00=00=00orc =
warlord=00The orc warlord is an average sized humanoid with piglike =
facial features=0A=
and is covered sparsely by coarse body hair. He stands just under six =
feet=0A=
in height, is wearing gleaming chainmail armor, and is armed with %s =
%s.=001 95 10 10 20 6 0 5 0 0 3 0 0 0 0 0 0 2 6 35 0 0 0 0 1 0=00orc =
warlords=00=00=00=00gnoll warrior=00The gnoll warrior is a tall humanoid =
with hyenalike facial features and is=0A=
covered by thick reddish brown body hair. He stands just under seven =
feet in=0A=
height, is wearing chainmail armor, and is armed with %s %s.=000 85 10 4 =
8 6 0 3 0 0 2 0 0 0 0 0 0 2 3 10 0 0 0 0 1 0=00gnoll =
warriors=00=00=00=00gnoll subchief=00The gnoll subchief is a tall =
humanoid with hyenalike facial features and is=0A=
covered by thick reddish brown body hair. He stands just over seven feet =
in=0A=
height, is wearing scalemail armor, and is armed with %s %s.=000 90 10 5 =
10 8 0 4 0 0 3 0 0 0 0 0 0 2 4 15 0 0 0 0 1 0=00gnoll =
subchiefs=00=00=00=00gnoll chieftain=00The gnoll chieftain is a tall =
humanoid with hyenalike facial features and is=0A=
covered by thick reddish brown body hair. He stands just over seven feet =
in=0A=
height, is wearing scalemail armor, and is armed with %s %s.=000 90 10 6 =
12 8 0 5 0 0 3 0 0 0 0 0 0 2 5 20 0 0 0 0 1 0=00gnoll =
chieftains=00=00=00=00gnoll warlord=00The gnoll warlord is a tall =
humanoid with hyenalike facial features and is=0A=
covered by thick reddish brown body hair. He stands well over seven feet =
in=0A=
height, is wearing gleaming bandmail armor, and is armed with %s %s.=000 =
95 10 12 24 10 0 7 0 0 3 0 0 0 0 0 0 2 7 20 0 0 0 0 1 0=00gnoll =
warlord=00=00=00=00gnoll shaman=00The gnoll shaman is a tall humanoid =
with hyenalike facial features and=0A=
is covered by thick golden brown body hair. She stands just over six =
feet in=0A=
height, is wearing robes, and is armed with %s %s.=000 85 10 4 8 1 0 3 0 =
0 0 0 0 0 0 0 7 1 4 25 80 3 1 4 2 0=00gnoll shaman=00=00=00=00lizard =
warrior=00The lizard warrior is a six foot tall bipedal humanoid who's =
features=0A=
resemble those of a large lizard. He has greenish scaley skin, and =
sharp=0A=
claws and teeth. He is armed with %s %s.=000 90 10 5 10 3 0 3 0 0 3 0 0 =
0 0 0 0 2 3 10 0 0 0 0 1 0=00lizard warriors=00=00=00=00lizard =
subchief=00The lizard subchief is a six foot tall bipedal humanoid who's =
features=0A=
resemble those of a large lizard. He has greenish scaley skin, and =
sharp=0A=
claws and teeth. He is armed with %s %s.=000 90 10 6 12 3 0 4 0 0 2 0 0 =
0 0 0 0 2 4 15 0 0 0 0 1 0=00lizard subchiefs=00=00=00=00lizard =
chieftain=00The lizard chieftain is a six foot tall bipedal humanoid =
who's features=0A=
resemble those of a large lizard. He has greenish scaley skin, and =
sharp=0A=
claws and teeth. He is wearing ringmail armor and is armed with %s =
%s.=000 90 10 7 14 5 0 5 0 0 2 0 0 0 0 0 0 2 5 20 0 0 0 0 1 0=00lizard =
chieftains=00=00=00=00lizard warlord=00The lizard warlord is a six foot =
tall bipedal humanoid who's features=0A=
resemble those of a large lizard. He has greenish scaley skin, and =
sharp=0A=
claws and teeth. He is wearing scalemail armor and is armed with %s =
%s.=000 95 10 14 28 8 0 7 0 0 3 0 0 0 0 0 0 2 7 20 0 0 0 0 1 0=00lizard =
warlords=00=00=00=00lizard shaman=00The lizard shaman is a five foot =
tall bipedal humanoid who's features=0A=
resemble those of a large lizard. She has greyish scaley skin, and =
sharp=0A=
claws and teeth. She is wearing robes and is armed with %s %s.=000 80 10 =
4 8 1 0 2 0 0 0 0 0 0 0 0 0 2 3 25 75 1 1 3 2 0=00lizard =
shaman=00=00=00=0013=00knife=000 0 1 3=00club=000 0 2 7=00dagger=000 0 1 =
6=00scimitar=001 0 1 8=00spear=001 0 1 8=00shortsword=001 0 2 =
10=00morningstar=002 0 2 12=00axe=002 1 3 15=00flail=002 0 3 =
12=00broadsword=002 0 2 12=00battleax=003 0 3 18=00glaive=003 0 4 =
20=00greatsword=003 0 5 25=009=00The locked oak door prevents your exit =
in that direction.=00Your %s unlocks the oak door and allows you to pass =
through.=00Your rogue abilities allowed you to pick the lock on the oak =
door.=000=00The locked iron door prevents your exit in that =
direction.=00Your %s unlocks the iron door and allows you to pass =
through.=00Your rogue abilities allowed you to pick the lock on the iron =
door.=0035=00The locked bronze door prevents your exit in that =
direction.=00Your %s unlocks the bronze door and allows you to pass =
through.=00Your rogue abilities allowed you to pick the lock on the =
bronze door.=0025=00The locked stone door prevents your exit in that =
direction.=00Your %s unlocks the stone door and allows you to pass =
through.=00Your rogue abilities allowed you to pick the lock on the =
stone door.=0015=00The locked brass door prevents your exit in that =
direction.=00Your %s unlocks the brass door and allows you to pass =
through.=00Your rogue abilities allowed you to pick the lock on the =
brass door.=0020=00The walls of this pit are too steep to climb =
unaided.=00You climb out of the pit using your %s.=00Your rogue =
abilities allow you to climb out of the pit.=000=00The wide chasm =
prevents your exit in that direction.=00=00=000=00A mystical force =
prevents your exit in that direction.=00=00=000=00You have progressed =
beyond the need to go there.=00=00=000=007=00A spiked trap catches your =
foot and pain shoots up your leg!=0010 30 0=00Several crossbow bolts =
fire from holes in the walls, striking you!=0020 60 10=00You fall to the =
ground with an agonizing impact!=0030 90 0=00A scything blade slices =
into your stomach!=0040 120 10=00Several large stones fall on you from =
above!=0050 150 20=00A ball of flame explodes from an opening in the =
wall and engulfs you!=0060 180 30=00A huge stone block slams down on you =
from above!=0070 210 40=005=00You find a purse of coins worth %u =
gold!=005 20=00You find a small bag of gemstones worth %u gold!=0010 =
40=00You find a chest of coins worth %u gold!=0015 60=00You find a chest =
of coins and gems worth %u gold!=0020 80=00You find a chest of gemstones =
and jewelry worth %u gold!=0025 100=004=00You just fell through a trap =
door in the floor!=00%s has just fallen into the room through a trap =
door in the ceiling!=00%s has just fallen through a trap door in the =
floor!=00A sudden flash of light momentarily blinds you!=00%s has just =
appeared in a blinding flash of light!=00%s has just vanished in a =
blinding flash of light!=00A cloud of thick black smoke suddenly engulfs =
you!=00%s has just appeared in a puff of thick black smoke!=00%s has =
just vanished in a puff of thick black smoke!=00A spring loaded pressure =
plate rapidly lifts you through the ceiling!=00%s just appeared suddenly =
through an aperature in the floor!=00%s was just lifted rapidly through =
the ceiling on a column of =
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Content-Type: application/octet-stream; name="TSGARNDD.MCV"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarndd.mcv (MCV File)
Content-Disposition: attachment; filename="TSGARNDD.MCV"

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0=002300 95 3 84 0=002302 96 2 85 0=002588 89 2 0 0=002592 90 2 0 =
0=002595 89 2 0 0=002600 90 2 0 0=002614 99 1 0 0=002614 90 1 0 0=002635 =
98 1 0 0=002635 89 1 0 0=002654 99 1 0 0=002654 90 1 0 0=002675 98 1 0 =
0=002675 89 1 0 0=002694 90 2 0 0=002708 99 2 0 0=002718 90 2 0 0=002736 =
99 2 0 0=002745 99 2 0 0=002757 98 2 0 0=002778 99 2 0 0=002790 98 2 0 =
0=002809 98 1 0 0=002809 100 1 86 0=003015 14 2 0 2=003020 14 2 0 =
2=003020 41 2 0 2=003023 41 5 0 2=003027 14 2 0 2=003027 41 2 0 2=003030 =
41 5 0 2=003032 126 3 0 2=003032 41 3 0 2=003039 14 3 0 2=003041 13 9 0 =
2=003046 126 3 0 2=003046 129 1 0 2=003056 127 2 0 2=003056 129 2 0 =
2=003056 128 1 0 2=003058 13 7 0 2=003062 35 2 0 3=003062 135 1 0 =
3=003066 131 1 0 3=003066 112 3 0 3=003073 131 2 0 3=003073 132 1 0 =
3=003073 135 1 0 3=003077 34 6 0 3=003084 131 1 0 3=003084 112 3 0 =
3=003087 34 4 0 3=003087 135 2 0 3=003092 131 4 0 3=003092 132 1 0 =
3=003092 133 1 0 3=003095 112 4 0 3=0095=001 4 1 5 0 0 0 1=0020 2 0 0 0 =
0 0 1=0074 3 179 0 0 0 0 1=0075 3 180 0 0 0 0 1=00105 2 1 2 0 0 0 =
1=00181 2 4 0 0 0 0 1=00182 1 4 1 0 0 1 1=00484 3 485 1 0 0 0 1=00486 2 =
3 2 0 0 0 1=00497 3 498 1 0 0 0 1=00498 2 5 0 0 0 0 1=00500 1 5 0 0 0 1 =
1=00525 3 564 1 0 0 0 1=00526 3 553 1 0 0 0 1=00563 3 515 1 0 0 0 =
1=00574 3 575 1 0 0 0 1=00590 3 515 1 0 0 0 1=00611 2 3 0 0 0 0 1=00612 =
2 3 4 0 0 0 1=00619 3 618 1 0 0 0 1=00622 3 656 1 0 0 0 1=00627 2 4 0 0 =
0 0 1=00634 3 678 1 0 0 0 1=00636 3 623 1 0 0 0 1=00636 3 623 1 0 0 0 =
1=00641 3 662 1 0 0 0 1=00642 3 671 1 0 0 0 1=00652 2 5 0 0 0 0 1=00659 =
2 5 0 0 0 0 1=00682 2 4 0 0 0 0 1=00683 3 633 1 0 0 0 1=00687 2 3 4 0 0 =
0 1=00709 3 753 1 0 0 0 1=00731 3 723 1 0 0 0 1=00787 3 737 1 0 0 0 =
1=00800 3 762 1 0 0 0 1=00819 2 5 0 0 0 0 1=00825 2 5 0 0 0 0 1=00966 3 =
970 0 0 0 0 1=00967 3 969 0 0 0 0 1=00990 2 1 2 0 0 0 1=00991 1 4 0 0 0 =
1 1=001080 3 1529 2 0 0 0 1=001192 4 2 12 1192 841 0 1=001213 4 1 9 1218 =
811 0 1=001218 2 4 0 0 0 0 1=001231 4 3 15 1232 1 0 1=001232 4 3 15 1236 =
1 0 1=001243 4 4 12 1222 907 0 1=001266 4 1 9 1281 795 0 1=001281 2 4 0 =
0 0 0 1=001284 4 5 12 1284 861 0 1=001297 2 6 0 0 0 0 1=001316 4 1 9 =
1297 829 0 1=001327 2 6 0 0 0 0 1=001344 4 1 9 1327 827 0 1=001366 2 6 0 =
0 0 0 1=001364 4 1 9 1366 803 0 1=001390 2 6 0 0 0 0 1=001404 2 6 0 0 0 =
0 1=001439 2 6 0 0 0 0 1=001403 4 1 14 1452 801 0 1=001440 4 1 14 1456 =
801 0 1=001457 1 0 2 0 0 1 1=001463 4 6 12 1463 933 0 1=001519 3 1079 2 =
0 0 0 1=001483 4 1 14 1505 1515 0 1=001534 4 1 14 1473 1519 0 1=001731 4 =
1 14 1701 1523 0 1=001808 4 3 17 1564 1663 0 1=001912 4 3 17 1764 1863 0 =
1=001576 4 8 11 1576 1537 0 1=001576 4 9 16 2101 1 0 0=001681 3 1781 3 0 =
0 0 1=001733 3 1833 3 0 0 0 1=001751 3 1851 3 0 0 0 1=001880 3 1680 3 0 =
0 0 1=001900 3 1700 3 0 0 0 1=001911 3 1711 3 0 0 0 1=002100 3 1576 1 0 =
0 0 1=002101 1 0 4 0 0 1 1=002178 4 10 18 2178 1579 0 1=002178 4 1 12 =
2204 1545 0 0=002199 4 10 18 2199 1579 0 1=002199 4 1 12 2208 1545 0 =
0=002182 4 10 18 2182 1577 0 1=002182 4 1 12 2214 1559 0 0=002201 4 10 =
18 2201 1581 0 1=002201 4 1 12 2219 1555 0 0=002187 4 10 18 2187 1579 0 =
1=002187 4 1 12 2225 1543 0 0=002193 4 10 18 2193 1579 0 1=002193 4 1 12 =
2191 1571 0 0=002192 4 10 18 2192 1577 0 1=002192 4 1 12 2271 1507 0 =
0=0044=00-1 -99 -98 8 0 0 1=00-3 -95 -67 1 -67 2 1=0038 1 13 4 0 2 =
1=0039 2 19 1 1 3 1=0040 3 39 2 1 3 1=0041 5 6 3 0 0 1=0042 106 57 2 0 3 =
1=0022 179 76 6 1 0 1=0022 180 73 6 1 0 1=0043 111 181 5 0 3 1=0049 889 =
907 4 1 3 1=0047 909 908 4 1 3 1=0048 909 910 4 1 3 1=0045 909 918 4 1 3 =
1=0022 969 965 6 1 0 1=0022 970 968 6 1 0 1=0046 499 500 4 1 3 1=0046 =
990 991 4 1 3 1=00-8 1192 1211 2 0 0 1=00-8 1192 1193 2 0 0 1=00-8 1222 =
1223 0 0 0 1=00-8 1284 1285 0 0 0 1=00-8 1452 1453 7 0 0 1=00-8 1456 =
1457 7 0 0 1=00-2 507 508 8 2 0 1=00-2 1457 -65 8 3 0 1=0073 1460 1461 8 =
0 0 1=0072 1462 1463 8 0 0 1=00-2 1529 1528 8 3 0 1=00-8 1505 1515 4 0 0 =
1=00-8 1473 1483 4 0 0 1=00-8 1701 1711 4 0 0 1=00-4 2131 2132 8 0 0 =
1=00-8 2204 2205 4 0 0 1=00-8 2208 2209 4 0 0 1=00-8 2214 2215 4 0 0 =
1=00-8 2219 2220 4 0 0 1=00-8 2225 2226 4 0 0 1=00-8 2271 2272 4 0 0 =
1=00-8 2191 2192 4 0 0 1=0085 2276 2277 4 0 2 1=0082 2297 2298 4 0 2 =
1=0083 2299 2300 4 0 2 1=0084 2301 2302 4 0 2 1=003096=000 13 0 0 0 0 14 =
0 -98 0 1=0018 0 0 19 0 0 0 0 0 0 3=0021 0 39 0 33 32 0 0 0 0 5=000 0 0 =
0 0 0 0 47 0 0 7=000 6 0 0 51 0 0 0 0 0 9=000 0 0 0 0 5 0 0 0 52 11=000 =
51 0 0 8 0 0 0 0 0 21=007 0 0 0 0 9 0 0 0 0 33=000 8 0 0 0 0 0 10 0 0 =
43=000 0 0 9 0 0 11 0 0 0 25=000 0 10 0 0 0 0 12 0 0 29=000 0 0 11 0 0 =
13 0 0 0 25=000 0 12 0 0 1 0 0 0 0 45=000 0 1 0 0 0 15 0 0 0 39=000 0 14 =
0 0 0 16 0 0 0 39=000 0 15 0 0 17 0 0 0 0 45=000 16 0 0 18 0 0 0 0 0 =
21=0017 0 0 0 2 0 0 0 0 0 47=000 0 0 20 0 0 0 2 0 0 27=000 0 0 21 0 0 0 =
19 0 0 27=000 0 0 0 3 0 0 20 0 0 49=000 23 0 0 0 0 0 0 0 0 13=0024 0 26 =
0 0 22 0 0 0 0 23=000 25 0 26 23 0 0 0 0 0 21=000 0 0 0 0 24 0 0 0 0 =
17=000 0 0 27 0 0 23 0 0 0 25=000 0 0 28 0 0 0 26 0 0 27=000 0 29 0 0 0 =
0 27 0 0 29=000 32 0 0 30 0 28 0 0 0 31=0029 0 0 0 0 31 0 0 0 0 33=000 =
30 0 0 0 0 0 0 0 0 13=000 3 0 0 0 29 0 0 0 0 35=003 0 0 34 0 0 0 0 0 0 =
37=000 0 0 0 35 0 0 33 0 0 49=0034 0 0 37 0 36 0 0 0 0 53=000 35 0 0 0 0 =
0 0 0 0 13=000 0 0 38 0 0 0 35 0 0 27=000 0 0 0 0 0 0 37 0 0 15=000 0 0 =
40 0 0 3 0 0 0 25=000 0 41 0 0 0 0 39 0 0 29=000 43 0 42 0 0 40 0 0 0 =
55=000 0 0 0 0 0 0 41 0 0 15=000 44 0 0 0 41 0 0 0 0 35=000 0 0 46 0 43 =
0 0 0 0 41=000 48 0 0 0 46 0 0 0 0 35=000 45 0 0 47 0 0 44 0 0 51=0046 0 =
0 4 0 0 0 0 0 0 37=000 0 0 49 0 45 0 0 0 0 41=000 0 0 0 50 0 0 48 0 0 =
49=0049 0 0 0 0 0 0 0 0 0 19=005 0 0 0 0 7 0 0 0 0 33=000 0 0 0 58 0 0 0 =
6 0 83=000 60 0 0 0 70 0 61 0 0 85=0076 0 0 0 77 0 0 0 0 0 87=000 0 83 =
84 0 0 0 0 0 0 89=000 0 0 0 0 0 0 101 0 0 91=00106 0 0 107 0 0 0 0 0 0 =
93=0052 0 0 0 0 59 0 0 0 0 33=000 58 0 0 0 60 0 0 0 0 35=000 59 0 0 0 53 =
0 0 0 0 35=000 0 0 53 0 0 0 62 0 0 27=0063 0 0 61 0 0 0 0 0 0 37=000 64 =
0 0 62 0 0 0 0 0 21=000 65 0 0 0 63 0 0 0 0 35=0066 0 0 0 0 64 0 0 0 0 =
33=000 0 0 0 65 0 0 67 0 0 49=000 0 0 66 0 68 0 0 0 0 41=000 67 0 0 0 69 =
0 0 0 0 35=000 68 0 0 0 0 0 0 0 0 13=000 53 0 0 0 0 71 0 0 0 57=000 0 70 =
0 0 0 0 72 0 0 29=000 0 0 71 0 0 0 73 0 0 27=000 0 0 72 0 0 74 0 0 0 =
59=000 0 73 0 0 0 75 0 0 0 39=000 0 74 0 0 0 76 0 0 0 39=000 0 75 0 54 0 =
0 0 0 0 61=0054 0 0 0 0 78 0 0 0 0 33=000 77 0 79 0 0 0 0 0 0 63=000 0 0 =
80 0 0 0 78 0 0 27=000 0 0 0 81 0 0 79 0 0 49=0080 0 0 94 0 82 0 0 0 0 =
53=000 81 0 0 0 0 83 0 0 0 57=000 0 82 0 0 0 55 0 0 0 39=000 0 0 85 0 0 =
0 55 0 0 27=000 0 0 0 0 86 0 84 0 0 65=000 85 0 0 0 87 0 0 0 0 35=000 86 =
0 0 0 88 0 0 0 0 35=000 87 0 0 0 89 0 0 0 0 35=000 88 0 90 0 0 0 0 0 0 =
63=000 0 91 0 0 0 0 89 0 0 29=000 92 0 0 0 0 90 0 0 0 57=000 93 0 0 0 91 =
0 0 0 0 35=000 0 0 0 0 92 0 0 0 0 17=000 0 95 0 0 0 0 81 0 0 29=000 0 0 =
96 0 0 94 0 0 0 25=000 97 0 0 0 0 0 95 0 0 43=000 0 98 0 0 96 0 0 0 0 =
45=000 99 0 102 0 0 97 0 0 0 55=000 100 0 0 0 98 0 0 0 0 35=000 0 101 0 =
0 99 0 0 0 0 45=000 0 0 56 0 0 100 0 0 0 59=000 0 0 0 0 103 0 98 0 0 =
65=000 102 0 0 0 104 0 0 0 0 35=000 103 0 0 105 0 0 0 0 0 21=00104 0 0 0 =
106 0 0 0 0 0 47=00105 0 0 0 57 0 0 0 0 0 47=000 0 0 0 0 0 0 57 0 108 =
95=00115 0 0 0 0 0 0 0 107 0 97=000 0 0 0 0 0 0 132 0 0 99=000 0 0 0 0 0 =
136 0 0 0 101=00181 0 0 0 0 0 171 0 0 0 103=000 0 178 0 0 0 0 0 0 0 =
105=00145 0 161 0 0 0 144 0 0 0 107=00139 0 138 0 0 0 0 0 0 0 109=00116 =
0 0 0 108 0 0 0 0 0 47=000 0 0 0 115 0 0 117 0 0 49=000 0 0 116 0 0 0 =
118 0 0 27=000 119 0 117 0 0 137 0 0 0 55=000 120 0 0 0 118 0 0 0 0 =
35=000 0 121 0 0 119 0 0 0 0 45=000 0 122 0 0 0 120 0 0 0 39=000 0 0 123 =
0 0 121 0 0 0 25=000 0 124 0 0 0 0 122 0 0 29=000 0 125 0 0 0 123 0 0 0 =
39=00133 0 130 0 126 0 124 0 0 0 67=00125 0 0 0 0 127 0 0 0 0 33=000 126 =
0 129 0 128 0 0 0 0 81=000 127 0 0 0 0 0 0 0 0 13=000 0 0 0 0 0 0 127 0 =
0 15=000 0 0 131 0 0 125 0 0 0 25=000 0 0 132 0 0 0 130 0 0 27=000 0 0 =
109 0 0 0 131 0 0 27=00134 0 0 0 125 0 0 0 0 0 47=000 135 0 0 133 0 0 0 =
0 0 21=000 136 0 0 0 134 0 0 0 0 35=000 0 110 0 0 135 0 0 0 0 45=000 0 =
118 0 0 0 138 0 0 0 39=000 0 137 0 0 0 114 0 0 0 39=000 0 0 0 114 0 0 =
140 0 0 49=000 141 0 139 0 0 0 0 0 0 63=000 142 0 0 0 140 0 0 0 0 35=000 =
143 0 0 0 141 0 0 0 0 35=000 0 144 0 0 142 0 0 0 0 45=000 0 113 0 0 0 =
143 0 0 0 39=00146 0 0 0 113 0 0 0 0 0 47=000 0 0 0 145 0 147 0 0 0 =
69=000 0 146 0 0 0 149 0 0 0 39=000 0 0 0 149 0 0 0 0 0 71=00148 0 147 0 =
0 0 150 0 0 0 73=000 0 149 0 0 151 0 0 0 0 45=000 150 0 0 0 0 152 0 0 0 =
57=000 0 151 0 0 0 0 153 0 0 29=00154 0 0 152 0 156 0 0 0 0 53=000 0 0 0 =
153 0 155 0 0 0 69=000 0 154 0 0 0 0 0 0 0 75=000 153 0 0 0 157 0 0 0 0 =
35=000 156 0 0 159 0 158 0 0 0 31=000 0 157 0 0 0 0 0 0 0 75=00157 0 0 =
160 0 0 0 0 0 0 37=000 0 0 0 0 0 0 159 0 0 15=000 0 162 0 0 0 113 0 0 0 =
39=000 0 163 0 0 0 161 0 0 0 39=00164 0 0 0 0 0 162 0 0 0 79=00165 0 0 0 =
163 0 0 0 0 0 47=00166 0 0 0 164 0 0 0 0 0 47=00172 0 167 0 165 0 0 0 0 =
0 77=000 0 168 0 0 0 166 0 0 0 39=000 169 0 0 0 0 167 0 0 0 57=000 170 0 =
0 0 168 0 0 0 0 35=000 171 0 0 0 169 0 0 0 0 35=000 0 111 0 0 170 0 0 0 =
0 45=00173 0 0 0 166 0 0 0 0 0 47=000 0 0 0 172 0 0 174 0 0 49=000 0 0 =
173 0 0 0 175 0 0 27=000 0 0 174 0 0 0 176 0 0 27=000 0 0 175 0 0 177 0 =
0 0 59=000 0 176 0 0 0 178 0 0 0 39=000 0 177 0 0 0 112 0 0 0 39=000 0 0 =
0 0 0 0 0 76 0 111=000 0 0 0 0 0 0 0 73 0 111=00182 0 0 0 111 0 0 0 0 0 =
47=000 0 0 0 181 0 0 0 0 0 113=000 -90 0 195 0 184 0 187 0 0 171=000 183 =
0 0 185 0 0 0 0 0 117=00184 0 0 0 0 186 0 0 0 0 119=000 185 0 225 0 0 0 =
0 0 0 155=00188 0 0 183 0 0 0 0 0 0 151=000 0 0 0 187 0 0 189 0 0 =
123=00190 0 0 188 0 0 0 0 0 0 151=000 0 0 0 189 0 0 191 0 0 123=000 192 =
0 190 0 0 0 0 0 0 121=000 0 193 0 0 191 0 0 0 0 125=000 194 0 0 0 0 192 =
0 0 0 127=00222 0 0 0 0 193 0 0 0 0 157=000 0 196 0 0 0 0 183 0 0 =
129=000 0 197 0 0 0 195 0 0 0 131=000 198 0 0 0 0 196 0 0 0 127=000 0 =
199 0 0 197 0 0 0 0 125=000 208 0 201 0 0 198 0 0 0 153=000 202 0 0 0 0 =
0 0 0 0 133=000 0 0 202 0 0 0 199 0 0 135=000 203 0 0 0 200 0 201 0 0 =
137=000 0 204 0 0 202 0 0 0 0 125=000 0 0 205 0 0 203 0 0 0 139=000 0 0 =
206 0 0 0 204 0 0 135=000 207 0 0 0 231 0 205 0 0 159=000 232 0 0 0 206 =
0 0 0 0 161=000 209 0 0 0 199 0 0 0 0 141=00210 0 0 0 0 208 0 0 0 0 =
119=000 0 0 0 209 0 0 212 0 0 123=000 212 0 0 0 0 0 0 0 0 133=000 213 0 =
210 0 211 0 214 0 0 147=000 216 0 0 0 212 0 0 0 0 141=00215 0 0 212 0 0 =
0 0 0 0 151=000 0 0 0 214 0 0 0 0 0 143=00218 0 0 217 0 213 0 0 0 0 =
149=000 0 0 0 0 0 0 216 0 0 145=000 0 0 0 216 0 0 219 0 0 163=003015 0 0 =
218 0 0 0 220 0 0 1711=00221 0 0 219 0 0 0 0 0 0 37=000 0 0 0 220 0 0 0 =
0 0 165=00223 0 0 0 194 0 0 0 0 0 175=000 0 0 0 222 0 0 224 0 0 49=000 0 =
0 223 0 0 0 0 0 0 167=000 0 0 0 0 226 0 186 0 0 177=000 225 0 0 0 227 0 =
0 0 0 35=000 226 0 0 0 0 0 228 0 0 43=000 0 0 227 0 0 229 0 0 0 25=000 0 =
228 0 0 0 303 0 0 0 179=000 0 231 0 0 0 0 0 0 0 75=000 206 0 0 0 0 230 0 =
0 0 181=000 0 0 233 0 207 0 0 0 0 183=000 0 0 0 0 0 0 232 0 0 169=000 0 =
235 0 0 0 323 0 0 0 185=000 0 236 0 0 0 234 0 0 0 185=000 237 0 0 0 0 =
235 0 0 0 187=00238 0 0 0 0 236 0 0 0 0 189=000 239 0 0 237 0 0 0 0 0 =
191=000 0 240 0 0 238 0 0 0 0 193=000 0 324 0 0 0 239 0 0 0 195=000 0 0 =
0 0 242 0 316 0 0 197=000 241 0 0 0 317 0 0 0 0 199=000 244 0 0 0 0 0 =
317 0 0 201=000 0 0 245 0 243 0 0 0 0 203=000 0 246 0 0 0 0 244 0 0 =
205=000 0 247 0 0 0 245 0 0 0 185=000 0 248 0 0 0 246 0 0 0 185=000 0 0 =
0 249 0 247 0 0 0 207=00248 0 0 0 0 250 0 0 0 0 189=000 249 0 0 0 251 0 =
0 0 0 199=000 250 0 252 0 0 0 0 0 0 209=000 0 0 253 0 0 0 251 0 0 =
211=000 0 0 254 0 0 0 252 0 0 211=000 0 255 0 0 0 0 253 0 0 205=000 0 =
415 0 0 0 254 0 0 0 195=000 317 0 0 0 257 0 0 0 0 199=000 256 0 0 0 0 0 =
258 0 0 201=00259 0 0 257 0 0 0 0 0 0 213=000 0 0 0 258 0 0 260 0 0 =
215=000 0 0 259 0 0 318 0 0 0 217=00262 0 0 0 318 0 0 0 0 0 219=000 1459 =
0 0 261 0 0 263 0 0 215=000 0 0 262 0 0 0 264 0 0 211=000 0 0 263 0 0 0 =
265 0 0 211=00266 0 0 264 0 0 275 0 0 0 221=000 0 0 0 265 0 0 267 0 0 =
215=000 0 0 266 0 0 0 268 0 0 211=000 269 0 267 0 0 0 0 0 0 209=000 0 0 =
0 0 268 0 270 0 0 197=000 0 0 269 0 0 271 0 0 0 217=000 0 270 0 0 0 320 =
0 0 0 185=000 0 0 0 320 0 0 273 0 0 215=00274 0 0 272 0 0 0 0 0 0 =
213=000 0 0 0 273 0 0 0 0 0 223=000 0 265 0 0 276 0 0 0 0 193=000 275 0 =
0 0 277 0 0 0 0 199=000 276 0 0 0 0 278 0 0 0 187=000 0 277 0 0 279 0 0 =
0 0 193=000 278 0 0 321 0 0 0 0 0 191=000 0 318 0 0 281 0 0 0 0 193=000 =
280 0 0 0 282 0 0 0 0 199=000 281 0 283 0 0 0 0 0 0 209=000 0 0 284 0 0 =
0 282 0 0 211=000 0 0 0 285 0 0 283 0 0 215=00284 0 0 0 286 0 0 0 0 0 =
219=00285 0 0 287 0 0 0 0 0 0 213=000 0 0 319 0 0 0 286 0 0 211=000 0 =
289 0 0 0 319 0 0 0 185=000 0 290 0 0 0 288 0 0 0 185=000 0 0 291 0 0 =
289 0 0 0 217=000 0 0 292 0 0 0 290 0 0 211=000 0 0 0 0 0 0 291 0 0 =
225=000 319 0 0 0 294 0 0 0 0 199=000 293 0 0 0 295 0 0 0 0 199=000 294 =
0 0 0 0 296 0 0 0 187=000 0 295 0 0 0 297 0 0 0 185=000 0 296 0 298 0 0 =
0 0 0 227=00297 0 0 0 0 299 0 0 0 0 189=000 298 0 0 322 0 0 0 0 0 =
191=000 0 301 0 0 0 322 0 0 0 185=000 0 0 302 0 0 300 0 0 0 217=000 0 0 =
0 1019 0 0 301 0 0 215=000 0 229 0 0 304 0 0 0 0 193=000 303 0 0 305 0 0 =
0 0 0 191=00304 0 0 0 306 0 0 0 0 0 219=00305 0 0 0 0 307 0 0 0 0 =
189=000 306 0 0 0 308 0 0 0 0 199=000 307 0 309 0 0 0 0 0 0 209=000 0 0 =
0 0 310 0 308 0 0 197=000 309 0 311 0 0 0 0 0 0 209=000 0 0 312 0 0 0 =
310 0 0 211=000 0 0 313 0 0 0 311 0 0 211=000 0 0 314 0 0 0 312 0 0 =
211=000 0 0 0 0 315 0 313 0 0 197=000 314 0 316 0 0 0 0 0 0 209=000 323 =
0 241 0 0 0 315 0 0 229=000 242 0 243 0 256 0 0 0 0 231=00261 0 260 0 0 =
0 280 0 0 0 233=000 0 288 0 0 293 0 287 0 0 235=00272 0 271 0 0 0 0 0 0 =
0 237=00279 0 0 0 0 0 3059 0 0 0 1723=00299 0 300 0 0 0 0 0 0 0 237=000 =
0 234 0 0 316 0 0 0 0 193=000 0 0 325 0 0 240 0 0 0 311=000 0 0 0 326 0 =
0 324 0 0 243=00325 0 0 0 0 327 0 0 0 0 245=000 326 0 328 0 0 0 0 0 0 =
247=000 0 0 329 0 0 0 327 0 0 249=000 330 0 0 0 0 0 328 0 0 251=000 418 =
0 0 0 329 0 0 0 0 253=000 332 0 0 418 0 0 0 0 0 255=000 333 0 0 0 331 0 =
0 0 0 253=000 334 0 0 0 332 0 0 0 0 253=000 335 0 0 0 333 0 0 0 0 =
253=000 0 0 336 0 334 0 0 0 0 257=000 0 0 337 0 0 0 335 0 0 249=000 0 =
419 0 0 0 0 336 0 0 259=000 339 0 0 0 419 0 0 0 0 253=000 0 340 0 0 338 =
0 0 0 0 261=000 0 0 341 0 0 339 0 0 0 241=000 0 0 342 0 0 0 340 0 0 =
249=000 0 343 0 0 0 0 341 0 0 259=000 344 0 348 0 0 342 0 0 0 303=000 =
345 0 0 0 343 0 0 0 0 253=000 346 0 0 0 344 0 0 0 0 253=00347 0 0 0 0 =
345 0 0 0 0 245=00423 0 0 0 346 0 0 0 0 0 279=000 0 0 0 0 349 0 343 0 0 =
267=000 348 0 0 0 350 0 0 0 0 253=000 349 0 0 0 0 0 351 0 0 251=000 0 0 =
350 0 352 0 0 0 0 257=000 351 0 0 0 0 353 0 0 0 263=000 0 352 0 0 354 0 =
0 0 0 261=000 353 0 381 0 0 0 355 0 0 269=000 0 0 354 0 0 356 0 0 0 =
241=00419 0 355 0 0 357 0 0 0 0 307=000 356 0 0 0 358 0 0 0 0 253=000 =
357 0 359 0 0 0 0 0 0 247=000 0 0 0 0 360 0 358 0 0 267=000 359 0 0 0 =
361 0 0 0 0 253=000 360 0 0 0 0 362 0 0 0 263=000 0 361 0 365 0 0 363 0 =
0 369=000 0 0 362 0 0 364 0 0 0 241=000 0 363 0 0 0 0 418 0 0 259=00362 =
0 0 366 0 0 0 0 0 0 273=000 0 367 0 0 410 0 365 0 0 285=000 368 0 0 0 0 =
366 0 0 0 263=000 0 0 369 0 367 0 0 0 0 257=000 0 0 370 0 0 0 368 0 0 =
249=000 0 371 0 0 0 0 369 0 0 259=00373 0 0 0 372 0 370 0 0 0 309=00371 =
0 0 0 0 417 0 0 0 0 245=00376 0 374 0 371 0 0 0 0 0 277=000 375 0 0 0 0 =
373 0 0 0 263=000 0 420 0 0 374 0 0 0 0 261=00377 0 0 0 373 0 0 0 0 0 =
279=000 378 0 0 376 0 0 0 0 0 255=000 379 0 0 0 377 0 0 0 0 253=00380 0 =
0 0 0 378 0 0 0 0 245=000 0 382 0 379 0 381 0 0 0 281=000 0 380 0 0 0 0 =
354 0 0 259=000 0 383 0 0 0 380 0 0 0 283=000 0 384 0 0 0 382 0 0 0 =
283=000 0 0 385 0 0 383 0 0 0 241=000 0 0 386 0 0 0 384 0 0 249=000 0 0 =
0 387 0 0 385 0 0 243=00386 0 0 0 0 388 0 0 0 0 245=000 387 0 0 0 0 420 =
0 0 0 263=00420 0 0 390 0 400 0 0 0 0 305=000 0 0 391 0 0 0 389 0 0 =
249=000 0 392 0 0 0 0 390 0 0 259=000 0 393 0 0 0 391 0 0 0 283=000 0 0 =
0 421 0 392 0 0 0 301=000 0 0 395 0 0 0 421 0 0 249=000 0 0 0 0 396 0 =
394 0 0 267=000 395 0 0 0 397 0 0 0 0 253=000 396 0 0 0 0 398 0 0 0 =
263=000 0 397 0 0 399 0 0 0 0 261=000 398 0 0 422 0 0 0 0 0 255=000 389 =
0 0 0 401 0 0 0 0 253=000 400 0 0 0 402 0 0 0 0 253=000 401 0 0 0 0 403 =
0 0 0 263=000 0 402 0 0 0 417 0 0 0 283=000 0 417 0 0 0 405 0 0 0 =
283=000 0 404 0 0 0 406 0 0 0 283=000 0 405 0 0 0 407 0 0 0 283=000 0 =
406 0 0 411 0 408 0 0 285=000 409 0 407 0 0 0 0 0 0 247=000 410 0 0 0 =
408 0 0 0 0 253=000 366 0 0 0 409 0 0 0 0 253=000 407 0 0 0 416 0 0 0 0 =
253=000 0 416 0 0 413 0 0 0 0 261=000 412 0 0 0 414 0 0 0 0 253=000 413 =
0 0 0 415 0 0 0 0 253=000 414 0 0 0 0 255 0 0 0 313=000 411 0 0 0 0 412 =
0 0 0 287=000 372 403 0 0 0 404 0 0 0 289=00331 0 0 364 0 330 0 0 0 0 =
291=000 338 0 0 356 0 337 0 0 0 293=000 0 388 0 389 0 375 0 0 0 =
295=00393 0 0 394 0 0 0 0 0 0 297=00399 0 0 0 0 0 0 0 0 0 299=00424 0 0 =
0 347 0 0 0 0 0 315=00442 0 0 0 423 0 0 0 0 0 317=000 0 442 0 0 0 426 0 =
0 0 327=000 0 425 0 427 0 428 0 0 0 333=00426 0 0 0 0 0 0 0 0 0 345=000 =
0 426 0 0 0 0 0 0 0 341=000 0 0 0 442 0 0 0 0 443 347=000 0 0 442 0 0 0 =
431 0 0 323=000 432 0 430 0 0 0 433 0 0 329=000 0 0 0 0 431 0 0 0 0 =
339=000 0 0 431 0 0 0 0 0 0 337=000 435 0 0 0 442 0 0 0 0 321=000 436 0 =
0 0 434 0 437 0 0 331=000 0 0 0 0 435 0 0 0 0 339=000 0 0 435 0 0 0 0 0 =
0 337=000 0 439 0 0 0 442 0 0 0 325=000 0 440 0 441 0 438 0 0 0 335=000 =
0 0 0 0 0 439 0 0 0 343=00439 0 0 0 0 0 0 0 0 0 345=00429 434 438 0 424 =
0 425 430 0 0 319=000 0 465 0 0 444 0 0 429 0 359=000 443 0 460 0 0 0 =
445 0 0 349=000 0 0 444 0 0 0 446 0 0 27=000 447 0 445 0 0 0 0 0 0 =
63=00448 0 0 0 0 446 0 0 0 0 33=000 456 0 0 447 0 0 449 0 0 51=000 0 0 =
448 0 450 0 0 0 0 41=000 449 0 0 0 0 451 0 0 0 57=000 0 450 0 0 452 0 0 =
0 0 45=000 451 0 0 453 0 0 0 0 0 21=00452 0 0 454 0 0 0 0 0 0 37=000 0 0 =
455 0 0 0 453 0 0 27=000 0 0 0 0 0 0 454 0 0 15=000 457 0 0 0 448 0 0 0 =
0 35=000 0 0 458 0 456 0 0 0 0 41=000 459 0 0 0 0 0 457 0 0 43=000 0 0 0 =
0 458 0 0 0 0 17=000 0 0 461 0 0 0 444 0 0 27=000 462 0 0 0 0 0 460 0 0 =
43=000 463 0 0 0 461 0 0 0 0 35=000 464 0 0 0 462 0 0 0 0 35=000 466 0 0 =
0 463 0 465 0 0 351=000 0 0 464 0 0 443 0 0 0 25=00467 0 0 0 0 464 0 0 0 =
0 33=000 0 0 0 466 0 0 468 0 0 49=000 469 0 467 0 0 0 0 0 0 63=000 0 470 =
0 0 468 0 0 0 0 45=000 0 0 471 0 0 469 0 0 0 25=000 0 0 472 0 0 0 470 0 =
0 27=000 0 501 0 0 473 0 471 0 0 353=000 472 0 0 474 0 0 0 0 0 21=00473 =
0 0 0 0 475 0 0 0 0 33=000 474 0 0 0 476 0 0 0 0 35=000 475 0 0 477 0 0 =
0 0 0 21=00476 0 0 0 0 478 0 0 0 0 33=000 477 0 0 0 0 479 0 0 0 57=000 0 =
478 0 0 480 0 0 0 0 45=000 479 0 0 0 0 481 0 0 0 57=000 0 480 0 0 0 482 =
0 0 0 39=000 0 481 0 0 483 0 0 0 0 45=000 482 0 0 0 0 0 484 0 0 43=000 0 =
0 483 0 0 0 0 0 0 355=000 0 0 0 486 0 0 0 0 0 357=00485 0 0 0 487 0 0 0 =
0 0 47=00486 0 0 0 488 0 0 0 0 0 47=00487 0 493 0 497 0 489 0 0 0 =
361=000 0 488 0 0 0 490 0 0 0 39=000 0 489 0 0 0 491 0 0 0 39=000 0 490 =
0 0 0 492 0 0 0 39=000 0 491 0 0 0 0 0 0 0 363=000 0 494 0 0 0 488 0 0 0 =
39=000 0 495 0 0 0 493 0 0 0 39=000 0 496 0 0 0 494 0 0 0 39=000 0 0 0 0 =
0 495 0 0 0 365=00488 0 0 0 0 0 0 0 0 0 19=000 0 0 0 499 0 0 0 0 0 =
357=00498 0 455 0 500 0 0 0 0 0 367=00499 0 0 0 0 0 0 0 0 0 19=000 0 0 0 =
0 0 472 0 502 0 371=000 0 503 0 0 0 0 0 0 501 379=00504 0 506 0 505 0 =
502 0 0 0 373=000 0 0 0 503 0 0 0 0 0 375=00503 0 0 0 0 0 0 0 0 0 =
377=000 0 0 0 0 0 503 0 0 507 381=000 0 0 0 508 0 0 0 506 0 383=00507 0 =
0 0 509 0 0 0 0 0 385=00508 0 0 0 510 0 0 0 0 0 385=00509 0 0 0 511 0 0 =
0 0 0 385=00510 0 0 0 512 0 0 0 0 0 385=00511 0 0 0 513 0 0 0 0 0 =
385=00512 0 0 0 514 0 0 0 0 0 385=00513 0 0 0 515 0 0 0 0 0 385=00514 0 =
0 0 516 0 0 0 0 0 385=00515 0 0 0 517 0 0 0 0 0 385=00516 0 0 0 518 0 0 =
0 0 0 385=00517 0 0 0 519 0 0 0 0 0 385=00518 0 0 0 520 0 0 0 0 0 =
385=00519 0 0 0 521 0 0 0 0 0 385=00520 0 0 0 522 0 0 0 0 0 385=00521 0 =
0 0 523 0 0 0 0 0 385=00522 0 552 0 524 0 527 0 0 0 469=00523 0 0 526 0 =
525 0 0 0 0 387=000 524 0 0 0 0 0 0 0 0 389=000 0 0 0 0 0 0 526 0 0 =
391=000 0 523 0 0 0 0 528 0 0 393=000 0 0 527 0 0 529 0 0 0 395=000 0 =
528 0 0 0 0 530 0 0 393=000 0 0 529 0 0 0 531 0 0 397=00532 0 0 530 0 0 =
0 0 0 0 399=00533 0 0 0 531 0 0 0 0 0 385=00534 0 0 0 532 0 0 0 0 0 =
495=00535 0 0 0 533 0 0 0 0 0 385=000 536 0 0 534 0 0 0 0 0 401=000 537 =
0 0 0 535 0 0 0 0 403=000 0 538 0 0 536 0 0 0 0 405=000 539 0 0 0 0 537 =
0 0 0 407=000 0 540 0 0 538 0 0 0 0 405=000 0 0 541 0 0 539 0 0 0 =
395=000 0 542 0 0 0 0 540 0 0 393=000 0 0 543 0 0 541 0 0 0 395=000 0 0 =
544 0 0 0 542 0 0 397=000 0 0 0 545 0 0 543 0 0 409=00544 0 0 0 546 0 0 =
0 0 0 385=00545 0 0 0 547 0 0 0 0 0 495=00546 0 0 0 548 0 0 0 0 0 =
385=00547 0 0 0 0 549 0 0 0 0 411=000 548 0 0 0 550 0 0 0 0 403=000 549 =
0 0 0 0 551 0 0 0 407=000 0 550 0 0 552 0 0 0 0 405=000 551 0 0 0 0 523 =
0 0 0 407=000 0 0 0 554 0 0 0 0 0 413=00553 0 0 0 555 0 0 0 0 0 =
385=00554 0 556 0 558 0 0 0 0 0 431=000 0 557 0 0 0 555 0 0 0 415=000 0 =
0 0 0 0 556 0 0 0 531=00555 0 0 0 559 0 0 0 0 0 385=00558 0 0 0 0 0 560 =
0 0 0 493=000 0 559 0 0 0 561 0 0 0 415=000 0 560 0 0 0 562 0 0 0 =
415=000 0 561 0 563 0 0 0 0 0 475=00662 0 0 0 0 0 0 0 0 0 419=000 0 0 0 =
565 0 0 0 0 0 413=00564 0 0 0 566 0 0 0 0 0 385=00565 0 0 0 569 0 567 0 =
0 0 427=000 0 566 0 0 0 568 0 0 0 415=000 0 567 0 0 0 0 0 0 0 421=00566 =
0 0 0 570 0 0 0 0 0 385=00569 0 571 0 0 0 0 0 0 0 477=000 0 572 0 0 0 =
570 0 0 0 415=000 0 573 0 0 0 571 0 0 0 415=000 0 0 0 574 0 572 0 0 0 =
479=00573 0 0 0 0 0 0 0 0 0 419=000 0 598 0 0 0 576 0 0 0 415=000 0 575 =
0 0 0 577 0 0 0 415=000 0 576 0 0 0 578 0 0 0 415=000 0 577 0 0 0 579 0 =
0 0 415=000 0 578 0 0 580 0 0 0 0 405=000 579 0 0 581 0 0 0 0 0 =
481=00580 0 0 586 0 582 0 0 0 0 387=000 581 0 0 0 0 0 583 0 0 433=000 0 =
0 582 0 0 584 0 0 0 395=000 0 583 0 0 0 0 585 0 0 393=000 0 0 584 0 0 0 =
599 0 0 397=000 0 587 0 0 0 0 581 0 0 393=000 588 0 0 0 0 586 0 0 0 =
407=000 0 589 0 0 587 0 0 0 0 405=000 590 0 0 0 0 588 0 0 0 407=000 0 0 =
591 0 589 0 0 0 0 425=000 0 0 592 0 0 0 590 0 0 397=000 0 593 0 0 0 0 =
591 0 0 393=000 594 0 0 0 0 592 0 0 0 407=000 595 0 0 0 593 0 0 0 0 =
403=000 0 0 0 0 594 0 596 0 0 483=000 0 0 595 0 0 597 0 0 0 395=000 0 =
596 0 0 0 598 0 0 0 415=000 0 597 0 0 0 575 0 0 0 415=000 0 0 585 0 0 =
600 0 0 0 395=000 0 599 0 0 0 0 0 0 601 533=00602 0 0 0 0 0 0 0 600 0 =
535=00603 0 0 0 601 0 0 0 0 0 385=000 613 0 0 602 0 0 605 0 0 439=000 0 =
0 0 0 0 0 0 0 0 1583=000 0 0 603 0 0 0 606 0 0 397=00607 0 0 605 0 0 0 0 =
0 0 399=000 608 0 0 606 0 0 0 0 0 401=000 0 609 0 0 607 0 0 0 0 =
405=00614 0 610 0 0 0 608 0 0 0 437=000 0 0 611 0 0 609 0 0 0 395=000 0 =
0 0 612 0 0 610 0 0 409=00611 0 0 0 0 613 0 0 0 0 411=000 612 0 0 0 603 =
0 0 0 0 403=00615 0 0 0 609 0 0 0 0 0 385=00616 0 0 0 614 0 0 0 0 0 =
385=000 620 0 0 615 0 0 617 0 0 439=00618 0 0 616 0 0 0 0 0 0 399=000 0 =
0 0 617 0 0 0 0 0 491=00672 0 0 0 0 0 0 0 0 0 429=000 0 621 0 0 616 0 0 =
0 0 405=00622 0 0 0 0 0 620 0 0 0 493=000 0 0 0 621 0 0 0 0 0 413=000 0 =
0 0 0 0 0 624 0 0 489=000 0 0 623 0 0 0 625 0 0 397=000 626 0 624 0 0 0 =
0 0 0 449=000 0 627 0 0 625 0 635 0 0 441=000 0 628 0 0 0 626 0 0 0 =
415=000 629 0 0 0 0 627 0 0 0 407=000 630 0 0 0 628 0 0 0 0 403=000 631 =
0 0 0 629 0 0 0 0 403=00632 0 0 0 0 630 0 0 0 0 411=000 0 0 0 631 0 0 =
633 0 0 409=00634 0 0 632 0 0 0 0 0 0 485=000 0 0 0 633 0 0 0 0 0 =
413=000 0 0 626 0 0 0 637 0 0 397=000 0 0 0 662 0 0 0 0 0 413=000 0 0 =
635 0 0 0 638 0 0 397=00639 0 0 637 0 0 0 0 0 0 399=00640 0 0 0 638 0 0 =
0 0 0 385=00641 0 0 0 639 0 0 0 0 0 487=000 0 0 0 640 0 0 0 0 0 413=000 =
643 0 0 0 0 0 0 0 0 389=000 0 0 0 0 642 0 644 0 0 483=000 0 0 643 0 0 0 =
645 0 0 397=000 0 0 644 0 0 646 0 0 0 395=000 0 645 0 0 0 647 0 0 0 =
415=000 0 646 0 0 0 0 648 0 0 393=000 660 0 647 0 649 0 0 0 0 445=000 =
648 0 0 0 0 0 650 0 0 433=000 0 0 649 0 0 0 651 0 0 397=000 0 0 650 0 0 =
0 652 0 0 397=000 653 0 651 0 0 0 0 0 0 449=000 654 0 0 0 652 0 0 0 0 =
403=000 0 655 0 0 653 0 0 0 0 405=00656 0 657 0 0 0 654 0 0 0 437=000 0 =
0 0 655 0 0 0 0 0 491=000 0 0 658 0 0 655 0 0 0 395=000 0 0 659 0 0 0 =
657 0 0 397=000 0 0 0 0 660 0 658 0 0 443=000 659 0 0 0 648 0 0 0 0 =
403=000 0 0 677 0 0 0 664 0 0 397=00636 0 0 0 663 0 0 0 0 0 495=00662 0 =
0 664 0 0 0 0 0 0 399=000 0 0 661 0 665 0 663 0 0 451=000 664 0 0 0 666 =
0 0 0 0 403=000 665 0 0 0 667 0 0 0 0 403=000 666 0 668 0 0 0 0 0 0 =
449=000 0 0 669 0 0 0 667 0 0 397=000 0 0 0 0 670 0 668 0 0 443=000 669 =
0 0 671 0 0 0 0 0 401=00670 0 0 0 0 0 0 0 0 0 473=00673 0 0 0 619 0 0 0 =
0 0 495=000 0 0 0 672 0 0 674 0 0 409=000 675 0 673 0 0 0 0 0 0 449=000 =
676 0 0 0 674 0 0 0 0 403=000 0 0 0 0 675 0 677 0 0 443=000 0 0 676 0 0 =
0 661 0 0 397=000 0 0 0 679 0 0 0 0 0 491=00678 0 0 0 684 0 0 0 0 0 =
385=000 0 684 0 0 681 0 0 0 0 405=000 680 0 0 682 0 0 0 0 0 401=00681 0 =
0 0 683 0 0 0 0 0 385=00682 0 688 0 0 0 0 0 0 0 455=00679 0 685 0 689 0 =
680 0 0 0 453=000 0 0 686 0 0 684 0 0 0 395=000 0 0 0 687 0 0 685 0 0 =
409=00686 0 0 0 688 0 0 0 0 0 385=00687 0 0 0 0 0 683 0 0 0 429=00684 0 =
0 0 690 0 0 0 0 0 385=00689 0 0 0 691 0 0 0 0 0 385=00690 0 0 0 692 0 0 =
0 0 0 385=00691 0 0 697 0 693 0 0 0 0 387=000 692 0 0 0 694 0 0 0 0 =
403=000 693 0 695 0 0 0 0 0 0 449=000 0 0 696 0 0 0 694 0 0 397=000 699 =
0 0 700 0 0 695 0 0 439=000 0 0 698 0 0 0 692 0 0 397=000 0 0 0 0 699 0 =
697 0 0 443=000 698 0 0 0 696 0 0 0 0 403=00696 0 0 0 0 0 0 0 0 701 =
471=000 0 715 0 702 0 714 0 700 0 537=00701 0 0 0 703 0 0 0 0 0 =
385=00702 0 0 0 704 0 0 0 0 0 385=00703 0 0 0 705 0 0 0 0 0 385=00704 0 =
0 720 0 706 0 0 0 0 387=000 705 0 0 0 707 0 710 0 0 461=000 706 0 0 0 =
708 0 0 0 0 403=000 707 0 709 0 0 0 0 0 0 449=000 0 0 0 0 0 0 708 0 0 =
391=000 0 0 706 0 0 0 711 0 0 397=00712 0 0 710 0 0 0 0 0 0 399=000 713 =
0 0 711 0 0 0 0 0 401=000 714 0 0 0 712 0 0 0 0 403=000 0 701 0 0 713 0 =
0 0 0 405=000 0 0 716 0 0 714 0 0 0 395=000 0 0 717 0 0 0 715 0 0 =
397=000 0 0 0 718 0 0 716 0 0 409=00717 0 0 0 0 719 0 0 0 0 411=000 718 =
0 0 0 720 0 0 0 0 403=000 719 0 721 0 0 0 705 0 0 459=000 0 0 722 0 0 0 =
720 0 0 397=000 0 0 0 0 723 0 721 0 0 443=000 722 0 0 0 0 0 0 0 0 =
389=00800 0 0 0 725 0 0 0 0 0 495=00724 0 0 0 737 0 0 0 0 0 385=000 0 =
737 0 0 727 0 0 0 0 405=000 726 0 0 0 728 0 0 0 0 403=000 727 0 729 0 0 =
0 0 0 0 449=000 0 0 730 0 0 0 728 0 0 397=000 0 731 0 0 746 0 729 0 0 =
441=00738 0 732 0 0 0 730 0 0 0 437=000 733 0 739 0 0 731 0 0 0 457=000 =
734 0 0 0 732 0 0 0 0 403=000 0 0 0 0 733 0 735 0 0 443=000 0 0 734 0 0 =
0 736 0 0 397=000 0 0 735 0 0 737 0 0 0 395=00725 0 736 0 738 0 726 0 0 =
0 453=00737 0 0 0 731 0 0 0 0 0 495=000 0 0 740 0 0 0 732 0 0 397=000 =
741 0 0 0 0 0 739 0 0 433=000 742 0 0 0 740 0 0 0 0 403=000 0 0 743 0 =
741 0 0 0 0 425=000 0 744 0 0 0 0 742 0 0 393=000 0 745 0 0 0 743 0 0 0 =
415=000 0 0 0 0 0 744 0 0 0 467=000 730 0 0 0 747 0 0 0 0 403=000 746 0 =
0 0 0 0 748 0 0 433=000 0 0 747 0 0 0 749 0 0 397=000 0 0 748 0 0 0 750 =
0 0 397=000 0 0 749 0 0 0 751 0 0 397=000 0 0 750 0 752 0 0 0 0 425=000 =
751 0 0 753 0 0 0 0 0 401=00752 0 0 0 0 0 0 0 0 0 473=00785 0 0 0 755 0 =
0 0 0 0 385=00754 0 758 0 760 0 756 0 0 0 469=000 0 755 0 0 757 0 0 0 0 =
405=000 756 0 0 0 786 0 0 0 0 403=000 0 0 759 0 0 755 0 0 0 395=000 0 0 =
787 0 0 0 758 0 0 397=00755 0 0 0 761 0 0 0 0 0 385=00760 0 0 0 762 0 0 =
0 0 0 385=00761 0 763 0 0 0 769 0 0 0 437=000 0 764 0 0 0 762 0 0 0 =
415=000 0 765 0 0 0 763 0 0 0 415=000 0 0 766 0 0 764 0 0 0 395=000 789 =
0 0 767 0 0 765 0 0 439=00766 0 0 0 768 0 0 0 0 0 385=00767 0 0 0 0 0 0 =
0 0 0 473=000 0 762 0 0 0 770 0 0 0 415=000 0 769 0 0 0 771 0 0 0 =
415=000 0 770 0 0 772 0 0 0 0 405=000 771 0 0 773 0 0 775 0 0 439=00772 =
0 0 0 774 0 0 0 0 0 385=00773 0 0 0 0 0 0 0 0 0 473=000 0 0 772 0 776 0 =
0 0 0 425=000 775 0 0 0 777 0 0 0 0 403=000 776 0 0 0 0 778 0 0 0 =
407=000 0 777 0 0 779 0 0 0 0 405=000 778 0 0 0 0 0 780 0 0 433=000 0 0 =
779 0 0 0 781 0 0 397=000 782 0 780 0 0 0 0 0 0 449=000 783 0 0 0 781 0 =
0 0 0 403=000 784 0 0 0 782 0 0 0 0 403=00788 0 0 0 0 783 0 0 0 0 =
411=000 0 0 0 754 0 0 0 0 801 539=000 757 0 0 0 0 0 0 0 0 389=000 0 0 0 =
0 0 0 759 0 0 391=000 0 0 0 784 0 0 0 0 0 491=000 0 0 790 0 766 0 0 0 0 =
425=000 0 0 791 0 0 0 789 0 0 397=000 0 792 0 0 0 0 790 0 0 393=000 0 0 =
793 0 0 791 0 0 0 395=000 794 0 0 0 0 0 792 0 0 433=000 795 0 0 0 793 0 =
0 0 0 403=000 0 0 0 0 794 0 796 0 0 443=000 0 0 795 0 0 0 797 0 0 =
397=000 0 0 796 0 0 0 798 0 0 397=00799 0 0 797 0 0 0 0 0 0 399=000 0 0 =
0 798 0 0 0 0 0 491=000 0 0 0 724 0 0 0 0 0 413=000 802 0 0 0 0 0 0 785 =
0 511=000 0 803 0 0 801 0 0 0 0 513=000 0 804 0 0 0 802 0 0 0 497=000 0 =
805 0 0 0 803 0 0 0 497=000 0 0 806 0 0 804 0 0 0 525=000 0 807 0 0 0 0 =
805 0 0 499=000 0 808 0 0 0 806 0 0 0 497=000 0 0 0 0 0 807 809 0 0 =
515=000 0 0 808 0 0 0 810 0 0 501=000 0 0 809 0 0 0 811 0 0 501=000 0 0 =
810 0 0 812 0 0 0 525=000 0 811 0 0 0 813 0 0 0 497=000 0 812 0 0 0 814 =
0 0 0 497=000 0 813 0 0 815 0 0 0 0 513=000 814 0 0 0 816 0 0 0 0 =
503=000 815 0 0 0 817 0 0 0 0 503=000 816 0 818 0 0 0 0 0 0 517=000 0 =
819 0 0 0 0 817 0 0 499=000 0 820 0 0 0 818 0 0 0 497=000 0 821 0 0 0 =
819 0 0 0 497=000 0 822 0 0 0 820 0 0 0 497=000 0 823 0 0 0 821 0 0 0 =
519=000 0 824 0 0 0 822 0 0 0 497=000 0 825 0 0 0 823 0 0 0 497=000 0 =
826 0 0 0 824 0 0 0 497=000 0 0 827 0 0 825 0 0 0 505=000 0 0 0 0 828 0 =
826 0 0 521=000 827 0 0 0 829 0 0 0 0 503=000 828 0 0 0 830 0 0 0 0 =
503=000 829 0 0 0 0 831 0 0 0 523=000 0 830 0 0 0 832 0 0 0 497=000 0 =
831 0 0 0 833 0 0 0 497=000 0 832 0 0 0 0 834 0 0 527=000 0 0 833 0 0 0 =
835 0 0 501=000 0 0 834 0 0 0 836 0 0 501=000 0 837 835 0 0 0 0 0 0 =
529=000 0 838 0 0 0 836 0 0 0 497=000 0 0 839 0 0 837 0 0 0 505=000 0 =
840 0 0 0 0 838 0 0 527=000 0 841 0 0 0 839 0 0 0 497=000 0 842 0 0 0 =
840 0 0 0 497=000 843 0 0 0 0 841 0 0 0 523=000 0 0 0 0 842 0 0 0 0 =
509=000 0 845 906 0 0 0 0 -81 0 575=000 846 0 0 0 0 844 0 0 0 541=000 0 =
0 847 0 845 0 0 0 0 577=000 0 0 848 0 0 0 846 0 0 545=000 0 0 849 0 0 0 =
847 0 0 545=000 850 0 0 0 0 0 848 0 0 543=000 0 851 0 0 849 0 0 0 0 =
579=000 0 0 852 0 0 850 0 0 0 547=000 0 0 0 853 0 0 851 0 0 549=00852 0 =
854 884 0 0 0 0 0 0 589=000 855 0 0 0 0 853 0 0 0 581=000 0 0 856 0 854 =
0 0 0 0 577=000 0 0 857 0 0 0 855 0 0 545=000 858 0 0 874 0 0 856 0 0 =
559=000 859 0 873 0 857 0 0 0 0 557=000 860 0 0 0 858 0 0 0 0 583=000 0 =
0 861 0 859 0 0 0 0 577=000 0 0 862 0 0 0 860 0 0 545=000 0 0 863 0 872 =
0 861 0 0 553=000 0 0 864 0 0 0 862 0 0 545=000 0 0 0 0 865 0 863 0 0 =
555=000 864 0 866 0 870 0 871 0 0 591=000 0 0 0 0 867 0 865 0 0 555=000 =
866 0 0 0 868 0 0 0 0 551=000 867 0 0 0 0 0 869 0 0 543=000 0 0 868 0 0 =
0 870 0 0 545=000 865 0 869 0 0 0 0 0 0 573=000 872 0 865 0 0 0 873 0 0 =
587=000 862 0 0 0 871 0 0 0 0 551=000 0 0 871 0 0 0 858 0 0 545=00857 0 =
0 875 0 883 0 0 0 0 561=000 0 0 876 0 0 0 874 0 0 545=000 0 0 0 0 877 0 =
875 0 0 555=000 876 0 0 0 878 0 0 0 0 551=000 877 0 0 879 0 0 881 0 0 =
559=00878 0 0 0 0 880 0 0 0 0 615=000 879 0 0 0 0 889 0 0 0 541=000 0 0 =
878 0 0 0 882 0 0 545=000 883 0 881 0 0 0 0 0 0 573=000 874 0 0 0 882 0 =
0 0 0 551=000 0 0 0 0 885 0 853 0 0 555=000 884 0 0 0 886 0 0 0 0 =
551=000 885 0 887 0 0 0 0 0 0 573=000 0 0 888 0 0 0 886 0 0 545=000 0 0 =
0 889 0 0 887 0 0 549=00888 0 880 0 907 0 890 0 0 0 593=000 0 889 0 0 0 =
0 891 0 0 565=000 0 0 890 0 0 0 892 0 0 545=000 0 0 891 0 0 0 893 0 0 =
545=000 894 0 892 0 902 0 0 0 0 557=00895 0 0 0 0 893 0 0 0 0 615=00896 =
0 0 0 894 0 0 0 0 0 569=000 0 0 0 895 0 0 897 0 0 549=000 0 0 896 0 898 =
0 0 0 0 577=000 897 0 0 0 899 0 903 0 0 595=000 898 0 900 0 0 0 0 0 0 =
573=000 0 0 901 0 0 0 899 0 0 545=000 902 0 0 0 0 0 900 0 0 543=000 893 =
0 0 0 901 0 0 0 0 551=000 0 0 898 0 0 0 904 0 0 545=00905 0 0 903 0 0 0 =
0 0 0 571=000 906 0 0 904 0 0 0 0 0 585=000 0 0 0 0 905 0 844 0 0 =
555=00889 0 0 0 0 0 0 0 0 909 633=00909 0 0 0 0 0 0 0 0 963 633=00929 0 =
918 0 908 0 910 0 907 0 593=000 0 909 0 0 911 0 0 0 0 579=000 910 0 0 0 =
912 0 0 0 0 551=000 911 0 0 913 0 0 0 0 0 585=00912 0 0 914 0 0 0 0 0 0 =
571=000 0 0 915 0 0 0 913 0 0 545=000 0 0 0 0 916 0 914 0 0 555=000 915 =
0 0 917 0 0 0 0 0 617=00916 0 0 0 0 0 0 0 0 0 597=000 0 0 919 0 0 909 0 =
0 0 547=000 0 0 920 0 0 0 918 0 0 545=000 0 0 0 921 0 0 919 0 0 =
549=00920 0 925 0 0 922 0 0 0 0 619=000 921 0 923 0 0 0 0 0 0 573=000 0 =
0 924 0 0 0 922 0 0 545=000 0 0 0 0 0 0 923 0 0 603=000 0 0 926 0 0 921 =
0 0 0 547=000 927 0 0 0 0 0 925 0 0 543=000 0 928 0 0 926 0 0 0 0 =
579=000 0 0 0 0 0 927 0 0 0 611=000 930 0 0 909 0 0 943 0 0 559=000 931 =
0 0 0 929 0 0 0 0 551=000 0 0 932 0 930 0 0 0 0 577=000 933 0 0 0 0 0 =
931 0 0 543=000 0 0 934 0 932 0 0 0 0 577=000 0 0 0 935 0 0 933 0 0 =
549=00934 0 0 936 0 0 0 0 0 0 571=000 0 937 0 0 0 0 935 0 0 565=000 938 =
0 0 0 0 936 0 0 0 541=000 0 0 939 0 937 0 0 0 0 577=000 0 0 940 0 0 0 =
938 0 0 545=000 0 0 942 0 941 0 939 0 0 599=000 940 0 0 0 0 0 0 0 0 =
601=000 0 0 0 0 0 0 940 0 0 603=000 0 0 929 0 0 0 944 0 0 545=00945 0 0 =
943 0 0 0 0 0 0 571=000 0 954 0 944 0 946 0 0 0 613=000 0 945 0 0 0 0 =
947 0 0 565=000 948 0 946 0 0 0 949 0 0 605=000 0 0 0 0 947 0 0 0 0 =
607=000 0 0 947 0 0 0 950 0 0 545=000 0 0 949 0 951 0 0 0 0 577=000 950 =
0 0 0 952 0 0 0 0 583=000 951 0 953 0 0 0 0 0 0 573=000 0 0 0 0 0 0 952 =
0 0 603=000 955 0 0 0 0 945 0 0 0 541=000 956 0 0 0 954 0 0 0 0 583=000 =
957 0 0 0 955 0 0 0 0 583=00958 0 0 0 0 956 0 0 0 0 615=000 959 0 0 957 =
0 0 0 0 0 617=000 0 0 960 0 958 0 0 0 0 577=000 961 0 0 0 0 0 959 0 0 =
543=00962 0 0 0 0 960 0 0 0 0 615=000 0 0 0 961 0 0 0 0 0 637=000 964 0 =
0 0 0 992 0 908 0 639=000 965 0 0 0 963 0 0 0 0 551=000 0 966 0 0 964 0 =
0 0 0 579=000 0 967 0 0 0 965 0 0 0 621=000 0 968 0 0 0 966 0 0 0 =
621=000 0 0 971 0 0 967 0 0 0 547=000 0 0 0 0 0 0 0 965 0 111=000 0 0 0 =
0 0 0 0 968 0 111=000 0 0 972 0 0 0 968 0 0 545=000 0 973 0 0 0 0 971 0 =
0 565=000 974 0 0 0 0 972 0 0 0 581=00975 0 0 0 0 973 0 0 0 0 615=000 0 =
0 0 974 0 0 976 0 0 549=000 977 0 975 0 0 0 0 0 0 573=000 978 0 0 0 976 =
0 0 0 0 583=00979 0 0 0 0 977 0 0 0 0 615=000 0 0 0 978 0 0 980 0 0 =
549=000 0 0 979 0 0 981 0 0 0 547=00983 0 980 0 0 0 982 0 0 0 625=000 0 =
981 0 0 0 0 0 0 0 623=000 984 0 0 981 0 0 985 0 0 559=000 0 0 0 0 983 0 =
986 0 0 555=000 986 0 983 0 0 0 0 0 0 573=000 0 0 984 0 985 0 987 0 0 =
553=000 0 0 986 0 0 0 988 0 0 545=00989 0 0 987 0 0 0 0 0 0 571=000 0 0 =
0 988 0 990 0 0 0 627=000 0 989 0 0 0 991 0 0 0 621=000 0 990 0 0 0 0 0 =
1088 0 691=000 0 963 0 0 0 0 993 0 0 565=00994 0 0 992 0 0 0 0 0 0 =
571=000 995 0 0 993 0 0 0 0 0 617=000 996 0 0 0 994 0 0 0 0 551=00997 0 =
0 0 0 995 0 0 0 0 615=000 0 0 0 996 0 0 998 0 0 549=000 0 0 997 0 0 999 =
0 0 0 547=001000 0 998 0 0 0 0 0 0 0 629=000 1001 0 0 999 0 0 0 0 0 =
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0 0 0 927=001463 0 0 0 0 0 1460 0 0 0 929=000 0 0 0 1462 0 0 0 0 0 =
931=000 0 1465 0 1474 0 0 0 0 0 949=000 0 1466 0 0 0 1464 0 0 0 951=000 =
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0 0 951=000 0 1472 0 1481 0 1470 0 0 0 961=000 0 1473 0 0 0 1471 0 0 0 =
951=000 0 0 0 1483 0 1472 0 0 0 1519=001464 0 0 0 1484 0 0 0 0 0 945=000 =
0 1476 0 0 0 0 0 0 0 939=001466 0 1477 0 0 0 1475 0 0 0 959=000 0 0 0 =
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0 0 0 951=000 0 0 0 1490 0 1479 0 0 0 953=001471 0 0 0 1491 0 0 0 0 0 =
945=000 0 0 0 1492 0 0 0 0 0 937=001473 0 0 0 0 0 0 0 0 0 1533=001474 0 =
0 0 1494 0 0 0 0 0 945=000 0 0 0 1495 0 0 0 0 0 937=000 0 0 0 1496 0 0 0 =
0 0 937=001477 0 1488 0 1497 0 0 0 0 0 955=000 0 1489 0 0 0 1487 0 0 0 =
951=000 0 1490 0 0 0 1488 0 0 0 951=001480 0 1491 0 1500 0 1489 0 0 0 =
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947=000 0 0 0 1503 0 0 0 0 0 937=001484 0 1495 0 1504 0 0 0 0 0 =
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0 0 0 1069=001895 0 1906 0 0 0 1904 0 0 0 1077=001896 0 1907 0 0 0 1905 =
0 0 0 1077=000 0 1908 0 0 0 1906 0 0 0 1071=001898 0 1909 0 0 0 1907 0 0 =
0 1077=001899 0 1910 0 0 0 1908 0 0 0 1077=000 0 0 0 0 0 1909 0 0 0 =
1061=001901 0 0 0 0 0 0 0 0 0 1055=000 0 1913 0 0 0 0 0 0 0 1529=001903 =
0 0 0 0 0 1912 0 0 0 1067=001904 0 0 0 1924 0 0 0 0 0 1065=000 0 1916 0 =
1925 0 0 0 0 0 1069=000 0 1917 0 0 0 1915 0 0 0 1071=000 0 1918 0 0 0 =
1916 0 0 0 1071=000 0 1919 0 1928 0 1917 0 0 0 1081=000 0 1920 0 0 0 =
1918 0 0 0 1071=000 0 1921 0 0 0 1919 0 0 0 1071=000 0 0 0 1931 0 1920 0 =
0 0 1073=000 0 1923 0 0 0 0 0 0 0 1059=000 0 0 0 1933 0 1922 0 0 0 =
1073=001914 0 0 0 1934 0 0 0 0 0 1065=001915 0 0 0 1935 0 0 0 0 0 =
1065=000 0 1927 0 0 0 0 0 0 0 1059=000 0 0 0 1937 0 1926 0 1630 0 =
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0 0 0 1940 0 1929 0 0 0 1073=001921 0 1932 0 0 0 0 0 0 0 1063=000 0 0 0 =
1942 0 1931 0 0 0 1073=001923 0 0 0 1943 0 0 0 0 0 1065=001924 0 0 0 =
1944 0 0 0 0 0 1065=001925 0 1936 0 1945 0 0 0 0 0 1075=000 0 1937 0 0 0 =
1935 0 0 0 1071=001927 0 0 0 1947 0 1936 0 0 0 1079=001928 0 1939 0 0 0 =
0 0 0 0 1063=000 0 1940 0 0 0 1938 0 0 0 1071=001930 0 0 0 1950 0 1939 0 =
0 0 1079=000 0 0 0 1951 0 0 0 0 0 1057=001932 0 0 0 1952 0 0 0 0 0 =
1065=001933 0 0 0 1953 0 0 0 0 0 1065=001934 0 0 0 1954 0 0 0 0 0 =
1065=001935 0 0 0 0 0 0 0 0 0 1055=000 0 1947 0 0 0 0 0 0 0 1059=001937 =
0 1948 0 0 0 1946 0 0 0 1077=000 0 0 0 1958 0 1947 0 0 0 1073=000 0 1950 =
0 0 0 0 0 0 0 1059=001940 0 0 0 0 0 1949 0 0 0 1067=001941 0 1952 0 1961 =
0 0 0 0 0 1075=001942 0 0 0 0 0 1951 0 0 0 1067=001943 0 0 0 1963 0 0 0 =
0 0 1065=001944 0 1955 0 0 0 0 0 0 0 1063=000 0 1956 0 0 0 1954 0 0 0 =
1071=000 0 1957 0 0 0 1955 0 0 0 1071=000 0 1958 0 0 0 1956 0 0 0 =
1071=001948 0 0 0 0 0 1957 0 0 0 1067=000 0 1960 0 0 0 0 0 0 0 1059=000 =
0 1961 0 0 0 1959 0 0 0 1071=001951 0 1962 0 0 0 1960 0 0 0 1077=000 0 =
1963 0 0 0 1961 0 0 0 1071=001953 0 0 0 0 0 1962 0 0 0 1067=000 0 1965 0 =
0 1997 0 0 0 0 1105=000 0 1966 0 0 0 1964 0 0 0 1107=000 0 1967 0 0 0 =
1965 0 0 0 1107=000 0 1968 0 0 0 1966 0 0 2001 1109=000 0 1969 0 0 0 =
1967 0 0 0 1107=000 0 0 1970 0 0 1968 0 0 0 1111=000 0 0 1971 0 0 0 1969 =
0 0 1113=000 0 0 1972 0 0 0 1970 0 0 1113=000 0 0 0 1973 0 0 1971 0 0 =
1115=001972 0 0 0 1974 0 0 0 0 2005 1117=001973 0 0 0 1975 0 0 0 0 0 =
1119=001974 0 0 0 1978 0 0 0 0 0 1119=000 0 1994 0 0 1977 0 0 0 0 =
1105=000 1976 0 0 0 0 0 0 0 2370 1121=001975 0 0 0 1979 0 0 0 0 0 =
1119=001978 0 0 0 0 1980 0 0 0 0 1123=000 1979 0 0 0 1981 0 0 0 0 =
1125=000 1980 0 0 0 1982 0 0 0 0 1125=000 1981 0 0 0 0 1983 0 0 0 =
1127=000 0 1982 0 0 0 1984 0 0 0 1107=000 0 1983 0 0 0 1985 0 0 0 =
1107=000 0 1984 0 0 0 1986 0 0 0 1107=000 0 1985 0 0 0 1987 0 0 2012 =
1109=000 0 1986 0 0 0 0 1988 0 0 1129=000 0 0 1987 0 0 0 1989 0 0 =
1113=000 0 0 1988 0 0 0 1990 0 0 1113=001991 0 0 1989 0 0 0 0 0 0 =
1131=001992 0 0 0 1990 0 0 0 0 0 1119=001993 0 0 0 1991 0 0 0 0 0 =
1119=001994 0 0 0 1992 0 0 0 0 0 1119=001995 0 0 0 1993 0 1976 0 0 2017 =
1133=000 1996 0 0 1994 0 0 0 0 0 1135=000 1997 0 0 0 1995 0 0 0 0 =
1125=000 1964 0 0 0 1996 0 0 0 0 1125=000 0 1999 0 0 0 0 0 0 0 1137=000 =
0 2000 0 0 0 1998 0 0 0 1107=000 0 2001 0 0 0 1999 0 0 0 1107=000 0 0 0 =
0 0 2000 0 1967 0 1139=000 0 0 2003 0 0 0 0 0 2023 1141=000 0 0 2004 0 0 =
0 2002 0 0 1113=000 0 0 0 2005 0 0 2003 0 0 1115=002004 0 0 0 0 0 0 0 =
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1123=000 2007 0 0 0 2009 0 0 0 0 1125=000 2008 0 0 0 2010 0 0 0 0 =
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0 1253=002399 0 0 0 2397 0 0 0 0 0 1253=002400 0 0 0 2398 0 0 0 0 0 =
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0 0 0 1293=000 2414 0 0 2416 0 0 0 0 0 1297=002415 0 0 0 0 2417 0 0 0 0 =
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1303=002418 0 0 2420 0 0 0 0 0 0 1305=000 0 0 2421 0 0 0 2419 0 0 =
1307=000 0 0 0 2422 0 0 2420 0 0 1303=002421 0 0 2423 0 0 0 0 0 0 =
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1309=000 2408 0 0 0 2426 0 0 0 0 1311=000 2425 0 0 0 2428 0 2427 0 0 =
1313=002411 0 0 2426 0 0 0 0 0 0 1305=000 2426 0 0 2429 0 0 0 0 0 =
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1309=000 2432 0 0 0 2430 0 0 0 0 1311=000 0 0 0 2433 2431 0 0 0 0 =
1315=002432 0 0 2434 0 0 0 0 0 0 1305=000 0 2435 0 0 0 0 2433 0 0 =
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1319=000 0 2438 0 0 0 2436 0 0 0 1321=000 0 2441 0 0 0 2437 0 0 0 =
1321=002436 0 0 0 0 0 2440 0 0 0 1323=000 0 2439 0 0 0 0 0 0 0 1325=000 =
0 0 0 0 0 2438 2442 0 0 1327=000 2454 0 2441 0 0 0 2443 0 0 1329=000 0 0 =
2442 0 0 0 2444 0 0 1307=002445 0 0 2443 0 0 0 0 0 0 1305=000 0 0 0 2444 =
0 0 2446 0 0 1303=000 2447 0 2445 0 0 0 0 0 0 1301=002448 0 0 0 0 2446 0 =
0 0 0 1299=000 0 2449 0 2447 0 0 2406 0 0 1319=000 0 0 2450 0 0 2448 0 0 =
0 1291=000 0 0 0 2451 0 0 2449 0 0 1303=002450 0 0 2452 0 0 0 0 0 0 =
1305=000 0 0 0 2453 0 0 2451 0 0 1303=002452 0 0 0 2454 0 0 0 0 0 =
1331=002453 0 2455 0 0 2442 0 0 0 0 1333=000 0 2456 0 0 0 2454 0 0 0 =
1321=000 0 0 2457 0 0 2455 0 0 0 1291=000 0 0 2458 0 0 0 2456 0 0 =
1307=000 0 0 0 2459 0 0 2457 0 0 1303=002458 0 0 0 2460 0 0 0 0 0 =
1331=002459 0 0 0 0 2461 0 0 0 0 1299=000 2460 0 0 0 2462 0 0 0 0 =
1311=000 2461 0 0 0 0 2463 0 0 0 1281=000 0 2462 0 0 2464 0 0 0 0 =
1293=000 2463 0 0 0 0 2465 0 0 0 1281=000 0 2464 0 0 0 0 2466 0 0 =
1317=000 0 0 2465 0 0 2467 0 0 0 1291=000 0 2466 0 0 2468 0 0 0 0 =
1293=000 2467 0 0 0 0 0 2469 0 0 1309=000 0 0 2468 0 0 0 2470 0 0 =
1307=000 0 0 2469 2471 2424 0 0 0 0 1335=002470 0 0 0 2472 0 0 0 0 0 =
1331=002471 0 0 0 0 2473 0 0 0 0 1299=000 2472 0 0 2474 0 0 0 0 0 =
1297=002473 0 2475 0 0 0 0 0 0 0 1337=000 0 2476 0 0 0 2474 0 0 0 =
1321=000 0 0 2477 0 0 2475 0 0 0 1291=000 0 2491 0 0 2478 0 2476 0 0 =
1287=000 2477 0 0 2479 0 0 0 0 0 1297=002478 0 0 0 0 2480 0 0 0 0 =
1299=000 2479 0 0 0 0 0 2481 0 0 1309=000 0 0 2480 0 2499 0 2482 0 0 =
1339=000 0 0 2481 0 0 2483 0 0 0 1291=000 0 2482 0 0 2484 0 0 0 0 =
1293=000 2483 0 0 0 0 0 2485 0 0 1309=002486 0 0 2484 0 0 0 0 0 0 =
1305=000 2487 0 0 2485 0 2497 0 0 0 1295=002489 0 2488 0 0 2486 0 0 0 0 =
1333=000 0 0 0 0 0 2487 0 0 0 1341=000 0 0 0 2487 0 0 2490 0 0 1303=000 =
0 0 2489 0 0 0 0 0 0 1345=000 0 0 2492 0 0 2477 0 0 0 1291=000 2494 0 0 =
2493 0 0 2491 0 0 1347=002492 0 0 0 0 0 0 0 0 0 1343=000 2495 0 0 0 2492 =
0 0 0 0 1311=000 0 2496 0 0 2494 0 0 0 0 1293=000 0 0 2885 0 0 2495 0 0 =
0 1341=000 0 2486 0 0 2498 0 0 0 0 1293=000 2497 0 0 0 0 0 0 0 0 =
1349=000 2481 0 0 2500 0 0 0 0 0 1297=002499 0 0 2501 0 0 0 0 0 0 =
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0 2716 0 0 1407=000 2717 0 2715 0 0 0 0 0 0 1385=002718 0 0 0 0 2716 0 0 =
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English/ANSI=00=0012=00You overhear a fragment of a conversation between =
two powerful mages and an=0A=
alchemist about a potion made with an herb called vervain, and the =
rarity=0A=
of this herb.=0D=00You catch the end of a tale spun by an old story =
teller which tells of a=0A=
battle between a mighty demon and a warrior wielding a magical =
axe.=0D=00A hooded stranger standing a few feet from you hurriedly =
speaks to a nearby=0A=
companion in hushed tones about the fact that red wizards have been =
forging=0A=
weapons of a magical nature of late.=0D=00You overhear a veteran =
adventurer admonishing a traveling companion for his=0A=
hasty use of a newly purchased heartstone, before understanding its =
power.=0D=00An elven warrior sitting at the table next to yours comments =
to a companion=0A=
about the neccessity of carefully examining subterranean areas for =
recondite=0A=
passages.=0D=00An elderly wizard comments to an apprentice to be careful =
when casting high=0A=
level non-combat spells during combat, the outcome may not be =
favorable.=0D=00You overhear a master of arms telling some warriors that =
they might want=0A=
to stop by the magic shop to take some potions with them on their =
next=0A=
adventure, should it prove to be of great length.=0D=00A dwarven warrior =
sitting next to you at the bar comments about a quest=0A=
for the High Priest, who needs some type of rare herb that only grows=0A=
deep underground.=0D=00While sitting at the bar, you overhear the end of =
a story told by a gnome=0A=
to some young adventurers that tells about a giant that breathes flame, =
but=0A=
at the end of the story the gnome says it is only a myth.=0D=00A tired =
old dwarven warrior starts speaking to whomever will listen to what=0A=
he has to say about an underground complex which is under the control =
of=0A=
red wizards who summon very powerful creatures to guard their =
abode.=0D=00A human hunter speaks of a large town that is just across =
the great lake.=0D=00You overhear an elderly wizard giving an apprentice =
a lecture on the names=0A=
of various magickal creatures in the language of spellcraft. He then =
tells=0A=
the young man that there is a very powerful beast called an 'arok' =
dwelling=0A=
deep below the mountains.=0D=00862=00You are inside the dungeon =
entrance.=0D=00You are standing inside the entrance to the dungeon. This =
rounded=0A=
stone and earth room bears the marks of digging tools and a number of=0A=
assorted claw and hoof marks in the walls and floor. The only obvious=0A=
exits are back up the stone stairway you just decended, to the west,=0A=
down a plain earthen tunnel, and to the northeast through an enormous=0A=
rough-hewn stone door.=0D=00You are in a large cavern.=0D=00You stand in =
a large cavern cluttered with stalagmites and stalagtites=0A=
that divide the room into many smaller chambers and passages and =
limit=0A=
vision in any direction to a few feet. The maze-like form of this =
cavern=0A=
is somewhat unnerving, as if someone or something had used natural =
forces=0A=
to create a very unnatural labyrinth. You have entered the lair of =
the=0A=
minotaur. The only exits are to the north and through an iron bound=0A=
oak door to the southeast.=0D=00You are in a filthy cavern.=0D=00You are =
now in a fairly large, but somewhat filthy cavern which smells=0A=
of urine and excrement. Tattered rags, broken bones, as well as =
ruined=0A=
weapons litter the floor. You get a great sense of foreboding as you=0A=
realize the carnage that must have taken place here. Caves exit to =
the=0A=
north, south, and southwest. There is also an iron door to the =
east.=0D=00You are in an enormous cavern.=0D=00You gape in awe at the =
piles of skulls in the center of this huge stone=0A=
room. The walls of this room are draped with the furs and skins of =
many=0A=
different types of animals, among which you recognize the furs of =
several=0A=
cave bears, formidable opponents themselves. The only visible exit is =
back=0A=
the way you came.=0D=00You are in a huge cavern.=0D=00The ceiling of =
this cavern is shrouded in darkness above your head. The=0A=
whole room is roughly circular with the exit to the south. Though the=0A=
walls and floor give away the fact that many battles have been fought=0A=
here, and several of them recently, you see no sign of the slain or =
the=0A=
equipment they may have carried. To the northeast is an unadorned =
bronze=0A=
door.=0D=00You're at the top of a circular stairwell.=0D=00You stand in =
a circular shaft with a stairwell that decends around the=0A=
outer wall into the darkness below. The air in this chamber is =
somewhat=0A=
cooler than that outside the bronze door. From far below comes a =
faint=0A=
shuffling sound that is barely audible and which you can make nothing =
of.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The only exit is to the northeast.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The only exit is to the northwest.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The only exit is to the southwest.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The only exit is to the north.=0D=00You're in a =
cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and fungi =
provide=0A=
an eerie greenish light. The exits are to the northeast and =
south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and =
east.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the east and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast, south, and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and =
southeast.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the east and west.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the east and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and =
south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northwest and =
south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast, northwest=0A=
and south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the southeast, southwest=0A=
and north.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast, southeast=0A=
and west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the east and =
south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast and =
southeast.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northwest and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north, south, east, and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the south and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The only exit is to the south.=0D=00You're in a =
cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and fungi =
provide=0A=
an eerie greenish light. The exits are to the north, east, and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The only exit is to the east.=0D=00You're in a =
cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and fungi =
provide=0A=
an eerie greenish light. The exits are to the north, south, and =
east.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the northeast, southeast, and=0A=
southwest.=0D=00You're at the bottom of a circular stairwell.=0D=00You =
are now at the foot of a long winding stairway that leads up=0A=
into the darkness. The room reeks of some odor you can't identify.=0A=
the furnishings of this room, such as they are, are completely out=0A=
of order. Rags and bits of straw lie strewn about the room with an=0A=
occasional bone or piece of wood. To the south lies the only exit=0A=
other than the spiral staircase.=0D=00You are in filthy cave.=0D=00The =
cave in which you now stand reminds you of a stable that's not=0A=
been cleaned in years. It is filthy and smells quite foul. Something=0A=
about this room seems familiar, but you can't put your finger on it.=0A=
Several bloodstains and other signs of mayhem put you ill at ease.=0A=
The visible exits are to the northeast, northwest, and =
southwest.=0D=00You are in a smelly cave.=0D=00This cave smells strongly =
of animals. It has the look and feel of=0A=
the den of some wild beast. The rotting carcass of some animal far=0A=
too mutilated and charred to identify says something of the occupant=0A=
of this cavern. The obvious exits are to the north and south.=0D=00You =
are in a large cave.=0D=00A horrific scene lies before you in the form =
of a pile of mangled=0A=
bones and skulls of various creatures, human and otherwise. An =
enormous=0A=
palet of furs and skins lies on one side of the room, and by the size=0A=
of it, it's likely the sleeping place of a giant. You start to think=0A=
better of having ventured this deep into the ground. The only exits =
are=0A=
east and southeast.=0D=00You are in a dead end cave.=0D=00You've entered =
what is obviously home to some wild beast. Likely=0A=
a bear or some subterranian predator. Old gnawed bones and claw marks=0A=
on the floor and walls of this small cave tell you that much. The =
only=0A=
visible exit lies back the way you came.=0D=00You are in a grand =
hall.=0D=00The splendor of the hall before you could have come right out =
of some=0A=
fantasic storybook legend. Enormous ornately carved black marble =
columns=0A=
inlaid with platinum and ivory bigger around than you are tall rise =
far=0A=
above to the ceiling, towering some two hundred or more feet above =
your=0A=
head. The floor and walls of this great hall are adorned with =
ornately=0A=
carved tiles and other noteworthy architecture with a very definite =
origin,=0A=
dwarves. The far wall of this hall is barely visible some thousand =
feet=0A=
away. Several things about this hall lead you to believe that either =
it's=0A=
original creators or someone or something has kept it up over the =
aeons.=0A=
Many torches in sconces along the walls light the hall about as =
brightly=0A=
as any underground room could be expected to be. The sheer size and=0A=
elegance of this magnificent hall leaves you in awe of it's builders.=0A=
The only visibile exits lie to the north through a grand archway, and =
to=0A=
the southeast through an ornately carved stone door.=0D=00You're at the =
top of a stairwell.=0D=00You stand in a circular shaft with a stairwell =
that decends around the=0A=
outer wall into the darkness below. The air in this chamber is =
somewhat=0A=
cooler than that outside.=0D=00You at the bottom of a =
stairwell.=0D=00You are now at the bottom of a long winding stair that =
leads up into=0A=
the darkness. This room is very damp and there is a smell of fungi =
and=0A=
and rot all around you. A strange shuffling sound echos down the =
passage=0A=
to the north, which seems to be the only other exit to this =
foreboding=0A=
cavern.=0D=00You are in an enormous cavern.=0D=00The ceiling of this =
enormous cavern is shrouded in darkness high above=0A=
your head. A huge tapestry covers the northern wall from the floor to=0A=
some forty feet above your head. The tapestry depicts a battle =
between=0A=
some exceptionally large members of the race of stone giants and a =
great=0A=
dragon with razor talons and teeth as large and sharp as sabres. The=0A=
only exit lies through an archway to the northwest.=0D=00You are in a =
large cave.=0D=00You've entered what is obviously home to some wild =
beast. Likely some=0A=
subterranian predator. Old gnawed bones and claw marks on the floor =
and=0A=
walls of this small cave tell you that, as do the bones and meat from=0A=
several freshly killed humanoids of some sort. The only visible exit=0A=
lies to the west.=0D=00You're in an enormous natural cavern.=0D=00You =
stare in wonder and the vastness and sheer beauty of the cavern=0A=
before you. You have heard of caverns such as this, where subteranian=0A=
streams and thousands of years of time wear away rock and create =
scenery=0A=
that can be seen no place else. You peer into the darkness between =
natural=0A=
formations including stalagtites and stalagmites, some over twenty =
feet=0A=
tall. Something about this chamber unnerves you, despite the =
apparently=0A=
peaceful setting. From what you can see, the only exit is to the =
west.=0D=00You're in a dark cavern.=0D=00Something about the shadows in =
the furthest reaches of this chamber=0A=
make the light your torch casts seem feeble. The darkness in the =
place=0A=
seems somewhat unnatural and sinister. The only apparent exit is to =
the=0A=
east.=0D=00You're at an intersection.=0D=00You are standing in a large =
cavern at the intersection of three passages.=0A=
They exit to the east, west, and north. This chamber smells strongly =
of=0A=
the dung of some beast you've apparently never before encountered. =
Many=0A=
crimson stains and scorch marks on the floor and walls belie the =
carnage=0A=
that must have taken place here at one time.=0D=00You're in small =
cavern.=0D=00You are standing in a small cavern at the corner of two =
passages. One=0A=
leads to the north, the other to the east. This cavern smells =
terrible=0A=
and is littered with tattered rags and bits of bone.=0D=00You're in a =
pit.=0D=00You are at the bottom of a pit. The smooth stone walls rise =
some ten=0A=
feet above your head. It doesn't seem likely that you could climb =
them=0A=
unaided. The remains of those unfortunate enough to become trapped =
here=0A=
litter the floor around you.=0D=00You're in a small cave.=0D=00You are =
in a small cave to the north of the dragon's lair. This area=0A=
is rather cramped and well hidden. It looks like it might be used to=0A=
conceal valuables.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast, southeast, and southwest.=0D=00You're in the =
mountains.=0D=00You are standing on a rocky path between high, =
impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast and south.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
north and southwest.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast and southeast.=0D=00You're in the mountains.=0D=00You are =
standing on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
south and northwest.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
east and southwest.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
west and northeast.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
east and northwest.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
east and west.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The only exit is to =
the=0A=
northeast.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northwest and southeast.=0D=00You're in the mountains.=0D=00You are =
standing on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast, northwest, and southwest.=0D=00You're in the =
mountains.=0D=00You are standing on a rocky path between high, =
impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
southeast and west.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast and southwest.=0D=00You're in the mountains.=0D=00You are =
standing on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The only exit is to =
the=0A=
south.=0D=00You're in the mountains.=0D=00You are standing on a rocky =
path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The only exit is to =
the=0A=
northwest.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
northeast, northwest, southeast, and southwest.=0D=00You're in the =
mountains.=0D=00You are standing on a rocky path between high, =
impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
north, southeast, and southwest.=0D=00You're in the mountains.=0D=00You =
are standing on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
north and southeast.=0D=00You're in the mountains.=0D=00You are standing =
on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The exits are to the=0A=
west, northeast, and southeast.=0D=00You're in the mountains.=0D=00You =
are standing on a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The entrance to a dark=0A=
cave lies to the southeast. The only other exit is to the =
northeast.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The entrance to a dark=0A=
cave lies to the north. The only other exit is to the =
southwest.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The entrance to a dark=0A=
cave lies to the southwest. The only other exits are to the northeast=0A=
and northwest.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The entrance to a dark=0A=
cave lies to the northeast. The only other exit is to the =
southwest.=0D=00You're in the mountains.=0D=00You are standing on a =
rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. The entrance to a dark=0A=
cave lies to the northwest. The only other exit is to the =
south.=0D=00You are in a clean cave.=0D=00This cave is very clean and =
well kept. It has the look and feel of=0A=
the den of a sorceror. The floor of the cave has no trace of dirt or=0A=
other litter. There are several items of furniture, all somewhat =
large=0A=
and very sturdy looking. The only exit is to the south.=0D=00You are in =
a large cave.=0D=00This cave is very large and smells slightly of offal. =
It has the look=0A=
of the den of some wild beast. The floor of the cave is covered with=0A=
straw and other litter. The only exit is to the southeast.=0D=00You are =
in a filthy cave.=0D=00This cave is large and smells strongly of animal =
dung. It looks as if=0A=
it might be home to some wild animal. This cave is filthy and =
littered=0A=
with the broken skeletons of many small animals. The only exit is to =
the=0A=
northwest.=0D=00You're outside the town gates.=0D=00You are standing on =
a rocky path between high, impassible mountains.=0A=
Other than the sounds of the wind and an occasional bird cry, nothing=0A=
breaks the silence of this desolate landscape. From time to time an=0A=
ominous dark shape soars overhead. The town gates lie to the =
northeast.=0A=
Other exits are to the northwest, southeast, and southwest.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
northwest.=0A=
There is light to the southeast.=0D=00You're in a cave.=0D=00You're in a =
damp, poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the north and south. There=0A=
is light to the south.=0D=00You're in a cave.=0D=00You're in a damp, =
poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northwest and =
southwest.=0A=
There is light to the northwest.=0D=00You're in a cave.=0D=00You're in a =
damp, poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the east and west. There=0A=
is light to the west.=0D=00You're in a cave.=0D=00You're in a damp, =
poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast and west.=0A=
There is light to the northeast.=0D=00You're in a cave.=0D=00You're in a =
damp, poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the southeast and =
southwest.=0A=
There is light to the southwest.=0D=00You're in the forest.=0D=00You are =
standing on a path in a dense forest. The sounds of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the east and west.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northeast and west.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the north and southwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northeast and south.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the east and southwest.=0D=00You're in the =
forest.=0D=00You are standing at the end of a path in a dense forest. =
The sounds=0A=
of birds and other small animals in the trees gives life to this lush=0A=
green wood. The path leads off to the west and to the east is a damp=0A=
and dismal swamp.=0D=00You're in the forest.=0D=00You are standing on a =
path in a dense forest. The sounds of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northwest and southwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northeast and southwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northeast and northwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the southeast and southwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the east and northwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the south and west.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northeast and southeast.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northwest and southeast.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the north and southeast.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the northwest and south.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the west and southeast.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the north and south.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the north, west, and southeast.=0D=00You're in the =
forest.=0D=00You are standing at the end of a path in a dense forest. =
The sounds=0A=
of birds and other small animals in the trees gives life to this lush=0A=
green wood. The path leads off to the south.=0D=00You're in the =
forest.=0D=00You are standing at the end of a path in a dense forest. =
The sounds=0A=
of birds and other small animals in the trees gives life to this lush=0A=
green wood. The path leads off to the northwest.=0D=00You're in the =
forest.=0D=00You are standing on a path in a dense forest. The sounds of =
birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
The path continues to the east and south.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the forest. The sounds =
of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
Paths lead off to the northeast, northwest, and southeast.=0D=00You're =
in a clearing.=0D=00You are standing in a clearing in the forest. The =
sounds of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
Paths lead off to the northeast, southeast, and southwest.=0D=00You're =
in a clearing.=0D=00You are standing in a clearing in the forest. The =
sounds of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
Paths lead off to the north, east, and west.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the forest. The sounds =
of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
Paths lead off to the east, northwest, and southwest.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the forest. The sounds =
of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
Paths lead off to the north and east.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the forest. The sounds =
of birds and=0A=
other small animals in the trees gives life to this lush green wood. A =
path=0A=
leads off to the north. There is also a cave entrance to the =
west.=0D=00You're in the swamp.=0D=00You are standing on a trail in a =
dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the west and southeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south and northwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north and southwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northeast and southeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northwest and southeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northwest and northeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northeast and southwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south and northeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the southeast and southwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the east and northwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the east and southwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the west and northeast.=0D=00You're in the swamp.=0D=00You are =
standing at the end of a trail in a dismal swamp. The ground=0A=
here is soft and damp, and there are many places where stagnant water=0A=
lies in small pools on the ground. The sounds of insects buzzing =
about=0A=
breaks the eerie silence that pervades this forboding place. The =
trail=0A=
leads off to the south.=0D=00You're in the swamp.=0D=00You are standing =
on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northwest and southwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northeast, northwest, and southeast.=0D=00You're in the =
swamp.=0D=00You are standing on a trail in a dismal swamp. The ground =
here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south and east.=0D=00You're in the swamp.=0D=00You are standing =
on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north and southeast.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south and northwest.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north, south, and east.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north and south.=0D=00You're in the swamp.=0D=00You are standing =
on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south, east, and west.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the east and west.=0D=00You're in the swamp.=0D=00You are standing on =
a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the east, northwest, and southwest.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the swamp. The ground =
here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the west and northeast.=0D=00You're in a clearing.=0D=00You are =
standing in a clearing in the swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the east, west, and northeast.=0D=00You're in a clearing.=0D=00You =
are standing in a clearing in the swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the north, southeast, and southwest.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the swamp. The ground =
here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the south, west, and northeast.=0D=00You're in a clearing.=0D=00You =
are standing in a clearing in the swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the south, east, and west.=0D=00You're in a clearing.=0D=00You are =
standing in a clearing in the swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. Trails lead off=0A=
to the north and southeast.=0D=00You're in a clearing.=0D=00You are =
standing in a clearing in the swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. A trail leads off=0A=
to the north.=0D=00You're in the swamp.=0D=00You are standing on a trail =
in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south and west.=0D=00You're in the swamp.=0D=00You are standing =
on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the west, northeast, and southeast.=0D=00You're in the =
swamp.=0D=00You are standing on a trail in a dismal swamp. The ground =
here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north, southeast, and southwest.=0D=00You're in the =
swamp.=0D=00You are standing on a trail in a dismal swamp. The ground =
here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north, east, and southwest.=0D=00You're in the swamp.=0D=00You =
are standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the north, south, and west.=0D=00You're in the swamp.=0D=00You are =
standing on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the southeast and a path leads into a dense forest lies to the =
west.=0D=00You're in the swamp.=0D=00You are standing on a trail in a =
dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the northeast and a path leads into a dense forest lies to the =
west.=0D=00You're on a path.=0D=00You are standing on an overgrown path =
which leads out of the swamp and=0A=
into what appears to be the ruins of a forgotten town to the north. =
The=0A=
swamp's insect population is strangely quiet in this area. The path =
leads=0A=
off to the north and the swamp lies to the south.=0D=00You're on a =
path.=0D=00You are standing on an overgrown path which leads out of the =
swamp and=0A=
into what appears to be the ruins of a forgotten town to the north. =
The=0A=
swamp's insect population is strangely quiet in this area. The path =
leads=0A=
off to the south and the town gates stand ajar to the north.=0D=00You're =
in a ruined plaza.=0D=00You are standing in the center of a ruined plaza =
which has succumbed=0A=
to decay and the plantlife of the swamp. To the north is the entrance=0A=
to a rather impressive temple which has stood the test of time well.=0A=
The stonework and architecture are of a design you do not recognize.=0A=
Ruined streets lead east, west, northeast, northwest, and south out=0A=
through the open town gates.=0D=00You're on a ruined street.=0D=00You =
are standing on a stonework street which shows signs of extreme=0A=
age and weathering. Plants spring up from between the stones in =
places=0A=
and many of the stones are cracked. The street leads to the northeast=0A=
and southwest into the plaza.=0D=00You're on a ruined street.=0D=00You =
are standing on a stonework street which shows signs of extreme=0A=
age and weathering. Plants spring up from between the stones in =
places=0A=
and many of the stones are cracked. The street leads to the northwest=0A=
and southeast into the plaza.=0D=00You're on a ruined street.=0D=00You =
are standing on a stonework street which shows signs of extreme=0A=
age and weathering. Plants spring up from between the stones in =
places=0A=
and many of the stones are cracked. The street leads to the east and=0A=
west into the plaza.=0D=00You're on a ruined street.=0D=00You are =
standing on a stonework street which shows signs of extreme=0A=
age and weathering. Plants spring up from between the stones in =
places=0A=
and many of the stones are cracked. The street leads to the west and=0A=
east into the plaza.=0D=00You're at a ruined intersection.=0D=00You are =
standing at a stonework intersection which shows signs of=0A=
extreme age and weathering. Plants spring up from between the stones =
in=0A=
places and many of the stones are cracked. The street leads southeast. =
Paths=0A=
lead northeast and northwest into the ruins of shops.=0D=00You're at a =
ruined intersection.=0D=00You are standing at a stonework intersection =
which shows signs of=0A=
extreme age and weathering. Plants spring up from between the stones =
in=0A=
places and many of the stones are cracked. The street leads southwest. =
Paths=0A=
lead northeast and northwest into the ruins of shops.=0D=00You're at a =
ruined intersection.=0D=00You are standing at a stonework intersection =
which shows signs of=0A=
extreme age and weathering. Plants spring up from between the stones =
in=0A=
places and many of the stones are cracked. The street leads east. =
Paths=0A=
lead west and south into the ruins of shops.=0D=00You're at a ruined =
intersection.=0D=00You are standing at a stonework intersection which =
shows signs of=0A=
extreme age and weathering. Plants spring up from between the stones =
in=0A=
places and many of the stones are cracked. The street leads west. Paths =
lead=0A=
east and south into the ruins of shops.=0D=00You're in a ruined =
shop.=0D=00You're standing in the ruin of a shop which is littered with =
debris=0A=
from ages past. Whatever was bought or sold here is a mystery now. =
The=0A=
only exit is to the southeast.=0D=00You're in a ruined shop.=0D=00You're =
standing in the ruin of a shop which is littered with debris=0A=
from ages past. Whatever was bought or sold here is a mystery now. =
The=0A=
only exit is to the southwest.=0D=00You're in a ruined shop.=0D=00You're =
standing in the ruin of a shop which is littered with debris=0A=
from ages past. Whatever was bought or sold here is a mystery now. =
The=0A=
only exit is to the east.=0D=00You're in a ruined shop.=0D=00You're =
standing in the ruin of a shop which is littered with debris=0A=
from ages past. Whatever was bought or sold here is a mystery now. =
The=0A=
only exit is to the west.=0D=00You're in a ruined shop.=0D=00You're =
standing in the ruin of a shop which is littered with debris=0A=
from ages past. Whatever was bought or sold here is a mystery now. =
The=0A=
only exit is to the north.=0D=00You're in an ancient temple.=0D=00You =
are standing in an ancient temple dedicated to some forgotten deity.=0A=
Althoqgh it is in good condition, nothing of value remains to be =
seen.=0A=
The main exit lies to the south into the plaza, and a stone staircase=0A=
near the north wall leads downward.=0D=00You're in a cave.=0D=00You're =
in a damp, poorly lit cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast, northwest =
and=0A=
southeast.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northeast, northwest =
and=0A=
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The exits are to the northwest and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide=0A=
an eerie greenish light. The only exit is to the southeast.=0D=00You're =
in a cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and =
fungi provide=0A=
an eerie greenish light. The only exit is to the south.=0D=00You're in a =
cellar.=0D=00You are standing in what appears to be a rough hewn stone =
cellar. A stone=0A=
staircase leading back up to the surface is in the center of the room, =
and=0A=
stone archways exit to the east and southwest.=0D=00You're in a large =
room.=0D=00You are standing in a large room some thirty feet across. The =
walls and=0A=
floor of this room are of rough hewn stone, while the ceiling is that of =
a=0A=
natural cave. This makes it appear as if this had once been a natural =
cave=0A=
that has been expanded by some ancient culture. Stone archways exit to =
the=0A=
north, south, east, and west.=0D=00You're in a large room.=0D=00You are =
standing in a large room some thirty feet across. The walls and=0A=
floor of this room are of rough hewn stone, while the ceiling is that of =
a=0A=
natural cave. This makes it appear as if this had once been a natural =
cave=0A=
that has been expanded by some ancient culture. A stone archway exits =
to=0A=
the east.=0D=00You're in a large room.=0D=00You are standing in a large =
room some thirty feet across. The walls and=0A=
floor of this room are of rough hewn stone, while the ceiling is that of =
a=0A=
natural cave. This makes it appear as if this had once been a natural =
cave=0A=
that has been expanded by some ancient culture. A stone archway exits =
to=0A=
the west.=0D=00You're in a large room.=0D=00You are standing in a large =
room some thirty feet across. The walls and=0A=
floor of this room are of rough hewn stone, while the ceiling is that of =
a=0A=
natural cave. This makes it appear as if this had once been a natural =
cave=0A=
that has been expanded by some ancient culture. A shimering =
rectangular=0A=
patch of darkness covers a portion of the eastern wall. Stone archways =
exit=0A=
to the north and south.=0D=00You're in the swamp.=0D=00You are standing =
on a trail in a dismal swamp. The ground here is soft=0A=
and damp, and there are many places where stagnant water lies in =
small=0A=
pools on the ground. The sounds of insects buzzing about breaks the=0A=
eerie silence that pervades this forboding place. The trail continues=0A=
to the south, east, and northwest.=0D=00You're in a cave.=0D=00You're in =
a damp, poorly lit cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. A stone staircase leads up into daylight. The =
only=0A=
other visible exit lies back the way you came.=0D=00You're in a =
clearing.=0D=00You are standing in a clearing in the forest. The sounds =
of birds and=0A=
other small animals in the trees gives life to this lush green wood.=0A=
There is passable vegetation to the north, south, east, and =
west.=0D=00You're in the forest.=0D=00You are standing in a grassy area =
in the forest. There is passable=0A=
vegetation to the south.=0D=00You're in the forest.=0D=00You are =
standing in a grassy area in the forest. There is passable=0A=
vegetation to the north.=0D=00You're in the forest.=0D=00You are =
standing in a grassy area in the forest. There is a weathered=0A=
stone stairway leading downward into dark catacombs, and passable=0A=
vegetation to the east.=0D=00You're in the forest.=0D=00You are standing =
in a grassy area in the forest. A jagged edged hole=0A=
ringed with dead vegetation and rubble in the forest floor allows =
access=0A=
to the darkness below. There is passable vegetation to the =
west.=0D=00You're in a flagstone corridor.=0D=00You are standing in a =
well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. There is a jagged hole in the ceiling, and rubble litters the =
floor.=0A=
The corridor leads to the south.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north and south.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, southwest, and =
southeast.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the northeast.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the northwest.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the east and northwest.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the west and southeast=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest and southeast.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north and southeast.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south and northeast.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northeast and southwest.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the east and southwest.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the west and northeast.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south and northwest.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north and southwest.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the south.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the east and west.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the west. There is also a marble staircase =
that=0A=
leads down.=0D=00You're in a flagstone corridor.=0D=00You are standing =
in a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the north.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the east.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the west and southwest.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the southwest and southeast.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, south, and west.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north and west.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, south, and east.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest and northeast.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south, east, and west.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, east, and west.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south, northeast, and =
northwest.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the east, northwest, and =
southwest.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest and southwest.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northeast, southeast, and =
southwest.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, east, and northwest.=0D=00You're =
in a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northeast and southeast.=0D=00You're in =
a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest, southeast, and =
southwest.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north, south, east, and =
west.=0D=00You're in a flagstone corridor.=0D=00You are standing in a =
well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the north and east.=0D=00You're in a =
flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the west, northeast, and =
southeast.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest, northeast, and =
southeast.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the northwest, northeast, and =
southwest.=0D=00You're in a flagstone corridor.=0D=00You are standing in =
a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south, east, and west. There is also =
a=0A=
marble staricase that leads down.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south. There is also a marble staricase =
that=0A=
leads up.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is west through an ornate stone archway.=0D=00You're =
in an enormous chamber.=0D=00You are standing in an enormous stone =
chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north, south, east, and west through ornate =
stone=0A=
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is north through an ornate stone archway. There is =
also a=0A=
marble staircase that leads down.=0D=00You're in an enormous =
chamber.=0D=00You are standing in an enormous stone chamber, fitted with =
reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is north through an ornate stone archway.=0D=00You're =
in an enormous chamber.=0D=00You are standing in an enormous stone =
chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are south and east through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north and east through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are south and west through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is northeast through an ornate stone =
archway.=0D=00You're in an enormous chamber.=0D=00You are standing in an =
enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are northwest and southwest through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north and southeast through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north and south through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is northwest through an ornate stone =
archway.=0D=00You're in an enormous chamber.=0D=00You are standing in an =
enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exit is south through an ornate stone archway.=0D=00You're =
in an enormous chamber.=0D=00You are standing in an enormous stone =
chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north and west through ornate stone =
archways.=0D=00You're in an enormous chamber.=0D=00You are standing in =
an enormous stone chamber, fitted with reddish brown=0A=
flagstones, unlike the dull grey stones in the outer corridors. The room =
is=0A=
octagonal in shape, and huge smouldering censers burn in the corners. =
The=0A=
only visible exits are north and south through ornate stone =
archways.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the east and =
west.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned =0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the east and =
northwest.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the northwest and=0A=
southeast.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the northeast and=0A=
southwest.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the west and =
southeast.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the east and =
southeast.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway leads to the =
southwest.=0D=00You're in a well lit stonework passageway.=0D=00You are =
standing in a well kept stonework passageway. The stonework here=0A=
is of the finest quality, and certain of the stones, spaced evenly at=0A=
shoulder height, are fitted with a piece of translucent material =
fashioned=0A=
in the shape of a crescent moon. You also notice a glow of torchlight=0A=
coming through the crescent. The passageway runs to the northeast. =
There=0A=
is also a marble staircase leading up.=0D=00You are in an immaculate =
chamber.=0D=00You are standing in an immaculate room. You notice on all =
four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the east and southwest.=0D=00You are =
in an immaculate chamber.=0D=00You are standing in an immaculate room. =
You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the west and northwest.=0D=00You are =
in an immaculate chamber.=0D=00You are standing in an immaculate room. =
You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the northeast and southeast.=0D=00You =
are in an immaculate chamber.=0D=00You are standing in an immaculate =
room. You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the east and west.=0D=00You are in an =
immaculate chamber.=0D=00You are standing in an immaculate room. You =
notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the northwest and southwest.=0D=00You =
are in an immaculate chamber.=0D=00You are standing in an immaculate =
room. You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the west and northeast.=0D=00You are =
in an immaculate chamber.=0D=00You are standing in an immaculate room. =
You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the west and southeast.=0D=00You are =
in an immaculate chamber.=0D=00You are standing in an immaculate room. =
You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the east and northwest.=0D=00You are =
in an immaculate chamber.=0D=00You are standing in an immaculate room. =
You notice on all four walls have=0A=
luminous crimson luniform symbol. There are also enormous shackles =
attached=0A=
to the walls near the floor. There is a enormous tapestry depicting a =
battle=0A=
between a giant with ruddy skin and bright red hair and a small band =
of=0A=
dwarven warriors. The exits lie to the east and southeast.=0D=00You're =
in a flagstone corridor.=0D=00You are standing in a well kept flagstone =
corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the west.=0D=00You're in a flagstone =
corridor.=0D=00You are standing in a well kept flagstone corridor. The =
stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the east. There is also a marble =
staircase=0A=
leading down.=0D=00You're in a flagstone corridor.=0D=00You are standing =
in a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the north. There is also a marble =
staircase=0A=
leading up.=0D=00You're in a flagstone corridor.=0D=00You are standing =
in a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor runs to the south, east, and west. There is also a =
marble staircase=0A=
leading up.=0D=00You're in a flagstone corridor.=0D=00You are standing =
in a well kept flagstone corridor. The stonework here is=0A=
of the finest quality, and certain of the stones are engraved with a =
luniform=0A=
design. The corridor leads to the south. There is also a marble =
staircase=0A=
leading down.=0D=00You're in the town sewers.=0D=00You are standing in =
the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the west and northeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest and northeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest and southeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the west and southeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south and northwest.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the southwest and northeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest, southeast, and southwest.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest and southwest.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast, southwest, and southeast.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south, northwest, and northeast.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north, southwest, and southeast.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north and northeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the east and northwest.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northest, southeast, and southwest.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north and south.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north and southeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast and southeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the east, southeast, and the only other exit it back up though the =
grate.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the southwest and southeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the east and southwest.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the west and northeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast and southwest.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south and northeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest, northeast, and southeast.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north, east, and southeast.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast, southeast, southwest, and northwest.=0D=00You're in the =
town sewers.=0D=00You are standing in the sewers beneath the town. The =
air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north, south, east, and west.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast, southwest, and northwest.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest, southeast, and southwest.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northeast.=0D=00You're in the town sewers.=0D=00You are standing in =
the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest.=0D=00You're in the town sewers.=0D=00You are standing in =
the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the northwest, northeast, and southeast.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the southwest.=0D=00You're in the town sewers.=0D=00You are standing in =
the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the west.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south, east, and west.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north and southwest.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south and northeast.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north, east, and southwest.=0D=00You're in the town sewers.=0D=00You =
are standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the east and west.=0D=00You're in the town sewers.=0D=00You are standing =
in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the east.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north, east, and west.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south and west.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north and east.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul and the walls drip with greenish slime. Deeps pools of =
murky=0A=
brackish water obscure the floor of this filhy tunnel. The tunnel runs =
to=0A=
the north and west.=0D=00You're in the town sewers.=0D=00You are =
standing in the sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north. Iron rungs decend through a hole in the floor.=0D=00You're in =
the town sewers.=0D=00You are standing in the sewers beneath the town. =
The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the north. Iron rungs ascend through a hole in the ceiling.=0D=00You're =
in the town sewers.=0D=00You are standing in the sewers beneath the =
town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the south.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. Deep pools of =
murky=0A=
brackish water obscure the floor of this filthy tunnel. The tunnel runs =
to=0A=
the west and northeast. Iron rungs ascend through a hole in the =
ceiling.=0D=00You're in an entrance hall.=0D=00You are standing in the =
entrance hall of an obsidian tower. The walls here=0A=
are of dull black stone, while the floor is of black marble run =
through=0A=
with swirls of silver. A black marble archway exits the room to the =
north=0A=
into the forest, and another exits to the south deeper into the =
tower.=0D=00You're in a marble hallway.=0D=00You are standing in a =
marble hallway. The walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the north and south.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the east and west.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the north, south, east, and =
west.=0D=00You're in a marble hallway.=0D=00You are standing in a marble =
hallway. The walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the east.=0D=00You're in a marble =
hallway.=0D=00You are standing in a marble hallway. The walls here are =
of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the west.=0D=00You're in a marble =
hallway.=0D=00You are standing in a marble hallway. The walls here are =
of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the south and west.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the north and east.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the south and east.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the north and west.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the north, east, and west.=0D=00You're =
in a marble hallway.=0D=00You are standing in a marble hallway. The =
walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the south.=0D=00You're in a marble =
hallway.=0D=00You are standing in a marble hallway. The walls here are =
of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the west.=0D=00You're in a marble =
hallway.=0D=00You are standing in a marble hallway. The walls here are =
of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the east. A spiral staircase of =
black=0A=
marble leads up.=0D=00You're in a vaulted chamber.=0D=00You are standing =
in a vaulted chamber adorned with black marble=0A=
columns and arches. Spiral staircases of black marble lead up and =
down.=0D=00You're in a marble hallway.=0D=00You are standing in a marble =
hallway. The walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the west. A spiral staircase of =
black=0A=
marble leads up.=0D=00You're in a vaulted chamber.=0D=00You are standing =
in a vaulted chamber adorned with black marble=0A=
columns and arches. The archway exits to the west.=0D=00You're in a =
vaulted chamber.=0D=00You are standing in a vaulted chamber adorned with =
black marble=0A=
columns and arches. The archway exits to the east.=0D=00You're in a =
vaulted chamber.=0D=00You are standing in a vaulted chamber adorned with =
black marble=0A=
columns and arches. The archway exits to the north.=0D=00You're in a =
marble hallway.=0D=00You are standing in a marble hallway. The walls =
here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the south. A spiral staircase of =
black=0A=
marble leads down.=0D=00You're in a marble hallway.=0D=00You are =
standing in a marble hallway. The walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the east. A spiral staircase of =
black=0A=
marble leads down.=0D=00You're in a marble hallway.=0D=00You are =
standing in a marble hallway. The walls here are of dull black=0A=
stone, while the floor is of black marble run through with swirls of=0A=
silver. The hallway continues to the west. A spiral staircase of =
black=0A=
marble leads down.=0D=00You're in a vaulted chamber.=0D=00You are =
standing in a vaulted chamber adorned with black marble=0A=
columns and arches. The archway exits to the south.=0D=00You're in a =
vaulted chamber.=0D=00You are standing in a vaulted chamber adorned with =
black marble=0A=
columns and arches. The archways exit to the north, south, and =
east.=0D=00You're in the town sewers.=0D=00You are standing in the =
sewers beneath the town. The air down here smells=0A=
rather foul, and the walls drip with greenish slime. This circular =
room=0A=
is roughly eight feet in diameter. Iron rungs on the wall run from a =
hole=0A=
in the floor to a hole in the ceiling.=0D=00You're in the town =
sewers.=0D=00You are standing in the sewers beneath the town. The air =
down here smells=0A=
rather foul, and the walls drip with greenish slime. This circular =
room=0A=
is roughly eight feet in diameter. A crude stone archway leads to the =
east.=0A=
Iron rungs on the wall ascend through a hole in the ceiling.=0D=00You're =
in the town sewer.=0D=00You are standing in the sewers beneath the town. =
The air down here smells=0A=
rather foul, and the walls drip with greenish slime. This circular room =
is=0A=
roughly eight feet in diameter. Iron rungs on the wall ascend from a =
hole=0A=
in the floor to a hole in the ceiling.=0D=00You're in a crude stone =
building.=0D=00You are in a circular stone building approximately forty =
feet in diameter.=0A=
In the center of the room is an iron grate leading downward. To the =
east=0A=
and west lie sturdy oak doors.=0D=00You're in a storage room.=0D=00You =
are in the eastern end of a large storage room. The room continues to=0A=
the west and a sturdy oak door lies to the east. This room appears to =
have been=0A=
forgotten long ago.=0D=00You're in a storage room.=0D=00You are in the =
western end of a large storage room. The room continues to=0A=
the east. This room appears to have been forgotten long ago.=0D=00You're =
in a sandy passage.=0D=00You are standing in a sandy stone passage. The =
walls and floor here are of=0A=
crudely worked stone while the ceiling is of packed earth and rock =
supported=0A=
by heavy wooden beams. The passage continues to the east and =
west.=0D=00You're in a sandy passage.=0D=00You are standing in a sandy =
stone passage. The walls and floor here are of=0A=
crudely worked stone while the ceiling is of packed earth and rock =
supported=0A=
by heavy wooden beams. The passage continues to the south and =
west.=0D=00You're in a sandy passage.=0D=00You are standing in a sandy =
stone passage. The walls and floor here are of=0A=
crudely worked stone while the ceiling is of packed earth and rock =
supported=0A=
by heavy wooden beams. The passage continues to the north and =
south.=0D=00You're in a sandy passage.=0D=00You are standing in a sandy =
stone passage. The walls and floor here are of=0A=
crudely worked stone while the ceiling is of packed earth and rock =
supported=0A=
by heavy wooden beams. The passage continues to the north and =
west.=0D=00You're in a sandy passage.=0D=00You are standing in a sandy =
stone passage. The walls and floor here are of=0A=
crudely worked stone while the ceiling is of packed earth and rock =
supported=0A=
by heavy wooden beams. The passage continues to the east and a crude =
stone=0A=
archway leads out into the desert to the south.=0D=00You're in the =
desert.=0D=00You are standing in a rocky windswept desert. Huge black =
outcroppings of=0A=
rock block travel in all directions except to the north, east, and=0A=
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the west and =
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest and =
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south and =
northwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest, =
northeast,=0A=
and southwest.=0D=00You're in the desert.=0D=00You are standing in a =
rocky windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north, south, east, =
and=0A=
west.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the west, northeast, =
and=0A=
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north and =
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north and =
south.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the southwest and =
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northeast and =
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south and =
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north, east, and =
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north, southeast =
and=0A=
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest and =
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest, northeast =
and=0A=
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the east, southwest and=0A=
northwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north, east, and =
west.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the east and =
west.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northeast, southeast =
and=0A=
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the southwest and =
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south and =
east.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the east and =
northwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south and =
west.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north and =
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest and =
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south, northwest =
and=0A=
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the east and =
southwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest, =
northeast,=0A=
southwest, and southeast.=0D=00You're in the desert.=0D=00You are =
standing in a rocky windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the north, south, and=0A=
west.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south, east and=0A=
northwest.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the west and =
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northeast and =
southeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest. The =
entrance=0A=
to a cave in a large rock outcropping lies to the south.=0D=00You're in =
the desert.=0D=00You are standing in a rocky windswept desert. Huge =
black outcroppings of=0A=
rock block travel in all directions except to the east and southwest. =
The=0A=
entrance to a crude circular stone building lies to the =
north.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The western wall bears this cryptic message: "Speak the element =
of=0A=
the guardian of the temple catacombs in the language of spellcraft to =
gain=0A=
entrance." The visible exits are south and east through stone =
archways=0A=
fitted with massive iron doors. There is also a stone archway leading =
out=0A=
into the desert to the north.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
south.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northwest and =
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the south and =
northeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the east and =
northwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the west and =
northeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast and =
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the east, northwest, =
and=0A=
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the west, northeast, =
and=0A=
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the east and =
west.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast and =
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the west and =
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the southwest and =
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
west.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the south, northwest, =
and=0A=
northeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north, south, and =
west.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the =
northwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the east.=0D=00You're =
in a stonework corridor.=0D=00You are standing in a well kept stonework =
corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the west. There is =
a=0A=
stone staircase here leading downward.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the east and =
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northwest, southeast, =
and=0A=
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northwest and =
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the southwest.=0D=00You're =
in a stonework corridor.=0D=00You are standing in a well kept stonework =
corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north, east, and =
west.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north, south, and east through =
stone=0A=
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north and west through stone =
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The northern portion of this chamber is obscured by a strange =
mist.=0A=
The only visible exit is east through a stone archway.=0D=00You're in a =
stonework chamber.=0D=00You are standing in a stonework chamber, fitted =
with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is east through a stone =
archway.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The western wall bears this cryptic message: "Speak the element =
of=0A=
the guardian of the temple catacombs in the language of spellcraft to =
gain=0A=
entrance." The visible exits are south and east through stone archways =
which=0A=
stand open to bare stone corridors. There is also a stone archway =
leading=0A=
out into the desert to the north.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. A stone in the northeast wall appears to =
protrude=0A=
from the wall slightly more than the others. The corridor continues to =
the=0A=
northwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. A stone in the north wall appears to protrude =
from=0A=
the wall slightly more than the others. The corridor continues to the =
east.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is west through a stone archway. There is =
a=0A=
stone staircase here leading upward.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast, northwest, =
and=0A=
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the south and =
northwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the south. There is =
a=0A=
stone staircase here leading downward.=0D=00You're in a stonework =
chamber.=0D=00You are standing in a stonework chamber, fitted with dull =
grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north, east, and west through =
stone=0A=
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is north through a stone =
archway.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north and south through stone =
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north and southwest through stone=0A=
archways.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast and =
northwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the east and =
south.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
west.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north, southeast, =
and=0A=
southwest.=0D=00You're in a stonework chamber.=0D=00You are standing in =
a stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is southeast through a stone archway. =
There is=0A=
a stone staircase here leading upward.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast, southwest, =
and=0A=
southeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast, northwest, =
and=0A=
southwest.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north, south, and =
east.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is south through a stone =
archway.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are south and east through stone =
archways.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusual designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the north. There is =
a=0A=
stone staircase here leading downward.=0D=00You're in a stonework =
chamber.=0D=00You are standing in a stonework chamber, fitted with dull =
grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are south and west through stone =
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is northeast through a stone archway. =
There is=0A=
a stone staircase here leading upward.=0D=00You're in a stonework =
chamber.=0D=00You are standing in a stonework chamber, fitted with dull =
grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is east through a stone =
archway.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exit is east through a stone archway. There =
is=0A=
a stone staircase here leading upward.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the south and =
west.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north and east through stone =
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are north and west through stone =
archways.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The only visible exits are east and west through stone =
archways.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the north and =
east.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the south, east, and =
west.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor continues to the =
northeast.=0D=00You're in a stonework corridor.=0D=00You are standing in =
a well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the northeast and =
south.=0D=00You're in a stonework corridor.=0D=00You are standing in a =
well kept stonework corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. A small lever is partially concealed in a niche =
in=0A=
the north wall. The corridor runs to the southwest and =
southeast.=0D=00You're in a stonework chamber.=0D=00You are standing in =
a stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. The northern wall bears this cryptic message: "Speak the name =
of=0A=
the guardian of the white rune in the language of spellcraft to breach =
the=0A=
barrier." The visible exit is southwest through a stone =
archway.=0D=00You're in a stonework chamber.=0D=00You are standing in a =
stonework chamber, fitted with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. A small lever is partially concealed in a niche in the south =
wall.=0A=
The only visible exit is north through a stone archway.=0D=00You're in a =
stonework chamber.=0D=00You are standing in a stonework chamber, fitted =
with dull grey stone tiles.=0A=
The room is rectangular in shape and is roughly thirty feet by fifty =
feet=0A=
across. A small lever is partially concealed in a niche in the north =
wall.=0A=
The only visible exit is south through a stone archway.=0D=00You're in a =
stonework corridor.=0D=00You are standing in a well kept stonework =
corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. The corridor runs to the east and west. A very =
wide=0A=
natural chasm blocks the passage to the west.=0D=00You're in a stonework =
corridor.=0D=00You are standing in a well kept stonework corridor. The =
tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. A small lever is partially concealed in a niche =
in=0A=
the east wall. The corridor runs to the north and south.=0D=00You're in =
a stonework corridor.=0D=00You are standing in a well kept stonework =
corridor. The tightly fit stone=0A=
tiles that make up the floor and walls here bear unusal designs and are =
of=0A=
very fine craftsmanship. A small lever is partially concealed in a niche =
in=0A=
the west wall. The corridor runs to the north and south.=0D=00You're in =
a ruined entry hall.=0D=00You are standing in a ruined entry hall. The =
tightly fit stone tiles that=0A=
make up the floor and walls here bear signs of weathering and extreme =
age.=0A=
Passages blocked by impassible rockfalls where portions of the ceiling =
fell=0A=
in lie to the east and west. The only accessible passageway leads to =
the=0A=
north into darkness.=0D=00You're in a ruined hallway.=0D=00You are =
standing in a ruined hallway. The tightly fit stone tiles that=0A=
make up the floor and walls here bear signs of weathering and extreme =
age.=0A=
The northern portion of this hall is blocked by an impassible rockfall =
where=0A=
a portion of the ceiling fell in. To the west is a white misty archway, =
and=0A=
to the east stands a massive iron bound oak door. The passageway =
continues=0A=
to the south.=0D=00You're in a small study.=0D=00You are standing in a =
small study that has somehow survived whatever=0A=
cataclysm destroyed the rest of this once majestic edifice. The room =
is=0A=
furnished with fine oak furniture which appears to be well kept. =
Among=0A=
these items you note a large writing desk, a locked chest, and a =
large=0A=
canopy bed. In the west wall of this room is a large fireplace where =
a=0A=
warm fire burns brightly. The only exit is through a white misty =
archway=0A=
to the east.=0D=00You're in a ballroom.=0D=00You are standing in a =
magnificent ballroom that has somehow survived=0A=
whatever cataclysm befell the rest of this once majestic edifice. The=0A=
room is decorated gayly with many beautiful paintings and other works =
of=0A=
art as well as several huge chandeliers made of fine crystals. To the=0A=
west stands a massive iron bound oak door and to the north is a blue=0A=
misty archway.=0D=00You're in a large bedroom.=0D=00You are standing in =
a large bedroom that has somehow survived whatever=0A=
cataclysm destroyed the rest of this once majestic edifice. The room =
is=0A=
furnished with fine furniture which appears to be well kept. The =
color=0A=
which seems to dominate the room is pink. The room gives the =
impression=0A=
that it belongs to a young woman brought up by a family that was very=0A=
well off. Most of the furniture in the room is pink and frilly, =
especially=0A=
the large canopy bed dominating the northern portion of the room. In =
the=0A=
bed lies a beautiful princess appears totally oblivious to the state =
of=0A=
her surroundings. The only exit is through a blue misty archway to =
the=0A=
south.=0D=00You're in a large bedroom.=0D=00You are standing in a large =
bedroom that has somehow survived whatever=0A=
cataclysm destroyed the rest of this once majestic edifice. The room =
is=0A=
furnished with fine furniture which appears to be well kept. The =
color=0A=
which seems to dominate the room is pink. The room gives the =
impression=0A=
that it belongs to a young woman brought up by a family that was very=0A=
well off. Most of the furniture in the room is pink and frilly, =
especially=0A=
the large canopy bed dominating the northern portion of the room. The=0A=
only exit is through a blue misty archway to the south.=0D=00You're in a =
labyrinth.=0D=00You are in a labyrinthine maze of tunnels. The smooth =
stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. The only exit is to =
the=0A=
north.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze =
of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. The only exit is to =
the=0A=
south.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze =
of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. The only exit is to =
the=0A=
east.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. The only exit is to =
the=0A=
west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north and =
east.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north and =
south.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze =
of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north and =
west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are east and =
south.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze =
of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are east and =
west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are south and =
west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze of =
tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north, =
east,=0A=
and south.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine =
maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north, =
south,=0A=
and west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine =
maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north, =
east,=0A=
and west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine =
maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are east, =
south,=0A=
and west.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine =
maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are north, =
south,=0A=
east, and west.=0D=00You're in a labyrinth.=0D=00You are deep inside a =
winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. The only exit is to the north.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. The only exit is to the south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. The only exit is to the east.=0D=00You're in a labyrinth.=0D=00You =
are deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. The only exit is to the west.=0D=00You're in a labyrinth.=0D=00You =
are deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north and east.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north and south.=0D=00You're in a labyrinth.=0D=00You =
are deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north and west.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are east and south.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are east and west.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are south and west.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north, east, and south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north, east, and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are east, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. Exits are north, south, east, and west.=0D=00You're in a =
labyrinth.=0D=00You are wandering through an intracate tangle of thick =
subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. The only exit is to the =
north.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. The only exit is to the =
south.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. The only exit is to the =
east.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. The only exit is to the =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north and =
east.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north and =
south.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north and =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are east and =
south.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are east and =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are south and =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north, east, and =
south.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north, west, and =
east.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north, south, and =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are east, south, and =
west.=0D=00You're in a labyrinth.=0D=00You are wandering through an =
intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north, south, east, =
and=0A=
west.=0D=00You're in a labyrinth.=0D=00You are deep inside a winding =
labyrinth. The walls are smooth and glisten=0A=
with condensation. The only exit is to the north.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. The only exit is to the south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. The only exit is to the east.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. The only exit is to the west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north and east.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north and south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are east and south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are east and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are south and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north, east, and south.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north, west, and east.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are east, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are deep inside a winding labyrinth. The walls are =
smooth and glisten=0A=
with condensation. Exits are north, south, east, and west.=0D=00You're =
in a labyrinth.=0D=00You are nearly lost in a complexity of caverns =
deeper than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. The only exit is to the north.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. The only exit is to the south.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. The only exit is to the east.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. The only exit is to the west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north and east.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north and south.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north and west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are east and south.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are east and west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are south and west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north, east, and south.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north, west, and east.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are east, south, and west.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. Exits are north, south, east, and west.=0D=00You're in a =
labyrinth.=0D=00You have entered a small room with a with a stone =
staircase in the center.=0A=
The staircase leads downward. A huge stone door blocks your egress to =
the=0A=
south.=0D=00You're in a labyrinth.=0D=00You have entered a small room =
with a with a stone staircase in the center.=0A=
The staircase leads upward. You can also exit to the north, east, and =
west.=0D=00You're in a labyrinth.=0D=00You have entered a small room =
with a with a stone staircase in the center.=0A=
The staircase leads downward. You can also exit to the =
north.=0D=00You're in a labyrinth.=0D=00You have entered a small room =
with a with a stone staircase in the center.=0A=
The staircase leads downward. You can also exit to the north and =
west.=0D=00You're in a labyrinth.=0D=00You have entered a small room =
with a with a stone staircase in the center.=0A=
The staircase leads upward. You can also exit to the west.=0D=00You're =
in a labyrinth.=0D=00You have entered a small room with a with a stone =
staircase in the center.=0A=
The staircase leads downward. You can also exit to the =
south.=0D=00You're in a labyrinth.=0D=00You have entered a small room =
with a with a stone staircase in the center.=0A=
The staircase leads upward. You can also exit to the north.=0D=00You're =
in a labyrinth.=0D=00You have entered a small room with a with a stone =
staircase in the center.=0A=
The staircase leads upward. You can also exit to the south and =
west.=0D=00You're in a labyrinth.=0D=00You are nearly lost in a =
complexity of caverns deeper than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. The only exit is to the south.=0D=00You're in a =
labyrinth.=0D=00You have entered a small room with a with a stone =
staircase in the center.=0A=
The staircase leads downward. You can also exit to the north and =
west.=0D=00You're on a ledge.=0D=00The ledge seems to be no more than a =
few feet wide and runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads to the east and southwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads to the east and west.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east, west, and slopes downward.=0D=00You're =
on a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southeast and west.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southeast and northwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads south and northwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and south and slopes =
downward.=0D=00You're on a ledge.=0D=00The ledge seems to be no more =
than a few feet wide and runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and south.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast and slopes downward.=0D=00You're =
on a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and southwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast and southwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast and west.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east and northwest.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and southeast.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north, south, west, and slopes =
downward.=0D=00You're on a ledge.=0D=00The ledge seems to be no more =
than a few feet wide and runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast and south.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east.=0D=00You're on a ledge.=0D=00The ledge =
seems to be no more than a few feet wide and runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads west and slopes upward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southeast and slopes downward.=0D=00You're =
on a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east and slopes upward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads south and slopes downward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east and slopes downward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southwest and slopes downward.=0D=00You're =
on a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads west and slopes downward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southeast and slopes upward.=0D=00You're on =
a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southwest.=0D=00You're on a ledge.=0D=00The =
ledge seems to be no more than a few feet wide and runs around a =
sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and slopes downward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast.=0D=00You're on a ledge.=0D=00The =
ledge seems to be no more than a few feet wide and runs around a =
sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north and slopes upward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads northeast and slopes upward.=0D=00You're on =
a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads south and slopes upward.=0D=00You're on a =
ledge.=0D=00The ledge seems to be no more than a few feet wide and runs =
around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southeast, west, and slopes =
downward.=0D=00You're on a ledge.=0D=00The ledge seems to be no more =
than a few feet wide and runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads east, west, and slopes upward.=0D=00You're =
on a ledge.=0D=00The ledge seems to be no more than a few feet wide and =
runs around a sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads north.=0D=00You're on a ledge.=0D=00=0A=
The ledge seems to be no more than a few feet wide and runs around a =
sheer=0A=
wall high above an enormous pool of molten rock. The heat here is =
quite=0A=
unbearable. The ledge leads southwest and slopes upward.=0D=00You're in =
the entrance to a tunnel.=0D=00This tunnel has been eroded from fossil =
rich rock. The air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the north and up.=0D=00You're in a tunnel.=0D=00This =
tunnel has been eroded from fossil rich rock. The air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast and south.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast, southeast, and southwest.=0D=00You're in =
a tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The =
air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the to the north and southwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the southeast, southwest, and northwest.=0D=00You're in =
a tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The =
air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast and southeast.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast and southwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The only exit lies to the southwest.=0D=00You're in a tunnel.=0D=00This =
tunnel has been eroded from fossil rich rock. The air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the east and northwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast, west, and up.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the north, east, and southwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the north and south.=0D=00You're in a tunnel.=0D=00This =
tunnel has been eroded from fossil rich rock. The air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast, south, and northwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the east, south, and northwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the southeast and west.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the east and west.=0D=00You're in a tunnel.=0D=00This =
tunnel has been eroded from fossil rich rock. The air is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the northeast and west.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the north, south, and west.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the south and northwest.=0D=00You're in a =
tunnel.=0D=00This tunnel has been eroded from fossil rich rock. The air =
is humid=0A=
and hot. Steam rises from many small holes through the walls and =
floor.=0A=
The exits are to the southwest and up.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the north and southeast.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, south, and northwest.=0D=00You're in a =
sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the southeast and southwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the northeast.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast and southwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, southeast, and northwest.=0D=00You're in =
a sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the east and northwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the west.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the north, east, and southwest.=0D=00You're in a =
sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast and south.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the southwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the southeast, southwest, and northwest.=0D=00You're in =
a sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast and northwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, southwest, and northwest.=0D=00You're in =
a sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the southeast.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the north and southwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the south.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the southeast and west.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the south and northwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the north and south.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the southeast and northwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, southeast, and west.=0D=00You're in a =
sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the northwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast and southeast.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, southeast, and southwest.=0D=00You're in =
a sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the south and down.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast and west.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the east, southwest, and northwest.=0D=00You're in a =
sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the east and west.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
The only exit is to the east.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the east and southwest.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the northeast, south, and west.=0D=00You're in a =
valley.=0D=00You are at the edge of a lush jungle valley. A volcano =
looms over the trees=0A=
to the northeast. Trees and thick undergrowth block your exit in all=0A=
directions except northeast into a smooth corridor and to the =
southwest,=0A=
deeper into the jungle.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and west.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east and south.=0D=00You're in a valley.=0D=00You are deep within a =
lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north, southeast, and southwest.=0D=00You're in a valley.=0D=00You =
are deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east, southwest, and northwest.=0D=00You're in a valley.=0D=00You =
are deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and west.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the southeast and west.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east and southwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast, south, and west.=0D=00You're in a valley.=0D=00You are =
deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and south.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north and southwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and southeast.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the south and northwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north and southeast.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the southeast and northwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and northwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast and southwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast, southwest, and northwest.=0D=00You're in a =
valley.=0D=00You are deep within a lush jungle valley choked with huge =
trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the south and southwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east and northwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east, south, and northwest.=0D=00You're in a valley.=0D=00You are =
deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east and west.=0D=00You're in a valley.=0D=00You are deep within a =
lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north and west.=0D=00You're in a valley.=0D=00You are deep within a =
lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the east.=0D=00You're in a valley.=0D=00You are deep within a lush =
jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the west and northwest.=0D=00You're in a valley.=0D=00You are deep =
within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast, southeast, and northwest.=0D=00You're in a =
valley.=0D=00You are deep within a lush jungle valley choked with huge =
trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north and south.=0D=00You're in a valley.=0D=00You are deep within a =
lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north, east, and southwest.=0D=00You're in a valley.=0D=00You are =
deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the southeast, south, and southwest.=0D=00You're in a valley.=0D=00You =
are deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north and east.=0D=00You're in a valley.=0D=00You are deep within a =
lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the southeast, southwest, and northwest.=0D=00You're in a =
valley.=0D=00You are deep within a lush jungle valley choked with huge =
trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the west.=0D=00You're in a valley.=0D=00You are deep within a lush =
jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north.=0D=00You're in a valley.=0D=00You are deep within a lush =
jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the southeast.=0D=00You're in a valley.=0D=00You are deep within a lush =
jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast, south, and northwest.=0D=00You're in a valley.=0D=00You =
are deep within a lush jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the northeast.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
northwest.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast or west.=0D=00You're in a complex of natural caverns.=0D=00You =
are standing in a surprisingly orderly complex of natural caverns =
which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east, southwest, or northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or to the west.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
east.=0D=00You're in a complex of natural caverns.=0D=00You are standing =
in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east or west.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east or the northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast, southwest, or the northwest.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or the south.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or to the southeast.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or to the south.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or to the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or to the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
south or to the northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
north.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast, southwest, or to the northwest.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
south.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or the southeast.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast or to the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast, southeast, or to the northwest.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
southeast.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast or to the northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast, south or to the northwest.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or the northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, southeast, or the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
southwest.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
west.=0D=00You're in a complex of natural caverns.=0D=00You are standing =
in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast, southeast, or to the southwest.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southwest or to the northwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, southwest, or down a smooth staircase apparently formed by the =
flow=0A=
of some long dried underground stream.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or down a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast or down a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or up a smooth staircase apparently formed by the flow of some =
long=0A=
dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east or the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
south or down a smooth staircase apparently formed by the flow of some =
long=0A=
dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southwest or up a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east or down a smooth staircase apparently formed by the flow of some =
long=0A=
dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast or up a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northwest or up a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east or to the south.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or to the west.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
south or to the west.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. The only exit is to =
the=0A=
northeast.=0D=00You're in a complex of natural caverns.=0D=00You are =
standing in a surprisingly orderly complex of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
west or down a smooth staircase apparently formed by the flow of some =
long=0A=
dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =


or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, east, or to the southwest.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northeast, southeast, or to the west.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
northwest or down a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
southeast, or up a smooth staircase apparently formed by the flow of =
some=0A=
long dried underground stream.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, northwest, west, or down a smooth staircase apparently formed by =
the=0A=
flow of some long dried underground stream.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, northeast, east, or down a smooth staircase apparently formed by =
the=0A=
flow of some long dried underground stream.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
east, southeast, south, or down a smooth staircase apparently formed by =
the=0A=
flow of some long dried underground stream.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north or to the east.=0D=00You're in a complex of natural =
caverns.=0D=00You are standing in a surprisingly orderly complex of =
natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
south, southwest, west, or down a smooth staircase apparently formed by =
the=0A=
flow of some long dried underground stream.=0D=00You're in a complex of =
natural caverns.=0D=00You are standing in a surprisingly orderly complex =
of natural caverns which=0A=
form wide passageways and large, spacious chambers with few stalagtites =
or=0A=
stalagmites blocking open areas. The floor here is unnaturally smooth =
and=0A=
level despite the apparent origin of these caverns. You may exit to =
the=0A=
north, southeast, or to the west.=0D=00You're in a sweltering =
passage.=0D=00This passage is huge and extremely hot. The walls are made =
of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the north, southeast, and west.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north and southwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast and south.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
The only exit lies to the southwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the southeast and west.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the east and northwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =


intervals.=0A=
The only exit lies to the northwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the south and northwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north and southeast.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast and northwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast and southwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the east and southwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast and west.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southeast, and southwest.=0D=00You're in a =
hewn granite corridor.=0D=00Glowing orbs set in the walls give off an =
eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
The only exit lies to the north.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the southeast and up.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the southeast and northwest.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southeast, and northwest.=0D=00You're in a =
hewn granite corridor.=0D=00Glowing orbs set in the walls give off an =
eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north and south.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north, east, and south.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north, southeast, and southwest.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast and southeast.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the east and west.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southeast, and west.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north, east, and southwest.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southwest, and west.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southwest, and northwest.=0D=00You're in a =
sweltering passage.=0D=00This passage is huge and extremely hot. The =
walls are made of volcanic rock=0A=
run through with veins of some chalky black mineral which flakes off =
easily.=0A=
You can exit to the south, northwest, and up.=0D=00You're in a =
labyrinth.=0D=00You have entered a small room with a with a stone =
staircase in the center.=0A=
The staircase leads downward. A huge stone doorway stands to the =
south.=0D=00You're in a labyrinth.=0D=00You are in a labyrinthine maze =
of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are south and =
north=0A=
through a huge stone doorway.=0D=00You're in a labyrinth.=0D=00You are =
in a labyrinthine maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. Exits are west and =
south=0A=
through a huge stone doorway.=0D=00You're in a labyrinth.=0D=00You are =
in a labyrinthine maze of tunnels. The smooth stone walls suggest=0A=
the presence of intelligent inhabitants. Light is provided by glowing =
stones=0A=
embedded in the walls. The air is humid, and cool. You notice a lever in =
a=0A=
recess in the southern wall. The only exit is to the north.=0D=00You're =
in a labyrinth.=0D=00You are wandering through an intracate tangle of =
thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are north, west, and =
south=0A=
through a huge stone doorway.=0D=00You're in a labyrinth.=0D=00You are =
wandering through an intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. Exits are east, west, and =
north=0A=
through a huge stone doorway.=0D=00You're in a labyrinth.=0D=00You are =
wandering through an intracate tangle of thick subterranean growth.=0A=
The warm air in this twisting passage makes you perspire. Pungent =
odors=0A=
assail your senses from all directions. You notice a lever in a recess =
in=0A=
the southern wall. The only exit is to the north.=0D=00You're in a =
labyrinth.=0D=00You are nearly lost in a complexity of caverns deeper =
than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. You notice a small, round stone protruding from the wall. =
The=0A=
only exit is to the east.=0D=00You're in a labyrinth.=0D=00You are deep =
inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. You notice a small round stone protruding from the =
south=0A=
wall. Exits are north and west.=0D=00You're in a labyrinth.=0D=00You are =
deep inside a winding labyrinth. The walls are smooth and glisten=0A=
with condensation. You notice a lever in a recess in the southern =
wall.=0A=
The only exit is to the north.=0D=00You're in a labyrinth.=0D=00You are =
nearly lost in a complexity of caverns deeper than anything you=0A=
have ever experienced. The dark chambers disorient you as you pick your =
way=0A=
through them. You notice a small, round stone. The only exit is to the =
east.=0D=00You're in a labyrinth.=0D=00You are deep inside a winding =
labyrinth. The walls are smooth and glisten=0A=
with condensation. A thin layer of mold covers the walls in a deep =
green=0A=
film. You notice a lever in a recess in the southern wall. The only =
exit=0A=
is to the north. The southern wall bears the following inscription:=0D=0D =
         "Take from the elements that which is swiftest.=0D     Take =
from those which remain that which shares its origin.=0D              =
Take also the element which consumes it.=0D            Combine that =
which remains with its product.=0D             What remains as the =
result of this union?=0D     What shares the qualities of the byproduct =
of this union,=0D                  yet binds and pervades them =
all?=0D=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set in =
the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the south and northwest through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the southwest and northeast through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, southeast, and southwest through a huge =
stone=0A=
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, northwest, and southeast through a huge =
stone=0A=
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the south and north through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north and south through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the southeast and northwest through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northwest and southeast through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north, southeast, and southwest through a huge stone=0A=
doorway.=0D=00You're in a great granite hall.=0D=00=0A=
Glowing orbs set in the walls cast a warm reddish light throughout =
the=0A=
vast expanse of this hall which is at least one hundred feet wide, =
and=0A=
some two hundred fifty feet deep. The high vaulted ceiling is =
supported=0A=
by huge columns set at regular intervals which are decorated with =
racks=0A=
supporting suits of armor and weaponry of giant proportions. The bare=0A=
spaces on the walls and floor of this enormous chamber are covered =
with=0A=
heavy tapestries and furs, and the air here is kept very warm and dry=0A=
by colossal stone hearths flanking the room to the east and west. At=0A=
the southern end of the chamber is a stone dias some five feet high=0A=
supporting a pair of huge thrones. The only exit lies at the northern=0A=
end of the hall through a huge stone doorway.=0D=00You're in a hewn =
granite corridor.=0D=00Glowing orbs set in the walls give off an eerie =
yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the north, east, and south through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the south and northeast through a huge stone =
doorway.=0D=00You're in a huge granite chamber.=0D=00Glowing orbs set in =
the walls cast a warm reddish light throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth in the southeast corner. In the the southwest =
portion=0A=
of the chamber is a stone palet some five feet high covered with a layer =
of=0A=
thick furs. The northeast wall is covered by an enormous tapestry of =
very=0A=
intricate design colored in many rich shades of red. The only exit lies =
to=0A=
the northwest through a huge stone doorway.=0D=00You're in a huge =
granite chamber.=0D=00Glowing orbs set in the walls cast a warm reddish =
light throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth in the northeast corner. In the the northwest =
portion=0A=
of the chamber is a stone palet some five feet high covered with a layer =
of=0A=
thick furs. The southeast wall is covered by an enormous tapestry of =
very=0A=
intricate design colored in many rich shades of red. The only exit lies =
to=0A=
the southwest through a huge stone doorway.=0D=00You're in a huge =
granite chamber.=0D=00Glowing orbs set in the walls cast a warm reddish =
light throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth on the west wall. In the the sothern portion of =
the=0A=
chamber is a stone palet some five feet high covered with a layer of =
thick=0A=
furs. The east wall is covered by an enormous tapestry of very =
intricate=0A=
design colored in many rich shades of red. The only exit lies to the =
north=0A=
through a huge stone doorway.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northwest and south through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
The corridor contines to the southwest. Huge stone doorways lie to =
the=0A=
northeast and southeast.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the west and southeast through a huge stone =
doorway.=0D=00You're in a hewn granite corridor.=0D=00Glowing orbs set =
in the walls give off an eerie yellow light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the west and northeast through a huge stone =
doorway.=0D=00You're in a huge granite chamber.=0D=00Glowing orbs set in =
the walls cast a warm reddish light throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth in the southeast corner. In the the southwest =
portion=0A=
of the chamber is a stone palet some five feet high covered with a layer =
of=0A=
thick furs. The northeast wall is covered by an enormous tapestry of =
very=0A=
intricate design colored in many rich shades of red which has been =
pulled=0A=
to one side revealing a lever in a round niche. The only exit lies to =
the=0A=
northwest through a huge stone doorway.=0D=00You're in a huge granite =
chamber.=0D=00Glowing orbs set in the walls cast a warm reddish light =
throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth in the northeast corner. In the the northwest =
portion=0A=
of the chamber is a stone palet some five feet high covered with a layer =
of=0A=
thick furs. The southeast wall is covered by an enormous tapestry of =
very=0A=
intricate design colored in many rich shades of red which has been =
pulled=0A=
to one side revealing a lever in a round niche. The only exit lies to =
the=0A=
southwest through a huge stone doorway.=0D=00You're in a huge granite =
chamber.=0D=00Glowing orbs set in the walls cast a warm reddish light =
throughout this=0A=
huge granite chamber. The high vaulted ceiling is supported by huge =
columns=0A=
set at regular intervals. The air here is kept very warm and dry by =
an=0A=
enormous stone hearth on the west wall. In the the sothern portion of =
the=0A=
chamber is a stone palet some five feet high covered with a layer of =
thick=0A=
furs. The east wall is covered by an enormous tapestry of very =
intricate=0A=
design colored in many rich shades of red which has been pulled=0A=
to one side revealing a lever in a round niche. The only exit lies to =
the=0A=
north through a huge stone doorway.=0D=00You're in a huge circular =
chamber.=0D=00This chamber is circular, and made of a highly polished =
black stone. The=0A=
distance across the middle of this enormous chamber is roughly three=0A=
hundred feet. The high domed ceiling is supported by immense pillars =
of=0A=
the same black stone which stand as high as one hundred feet. The =
floor=0A=
and walls of this chamber are pitted here and there with marks that =
seem=0A=
to have been made by various blades and other weaponry. There are =
also=0A=
many places where the stone is charred or cracked as if damaged by =
extreme=0A=
heat or cold. The heavy air in this chamber is oppressive and reeks =
of=0A=
death and charred flesh. The floor is covered sparesly by a fine =
blackish=0A=
grit composed of stone flakes, metal shavings, bits of bone, and ash. =
You=0A=
see no visible means of egress. An overwhelming sense of impending =
doom=0A=
disheartens you greatly.=0D=00You're in a hewn granite =
corridor.=0D=00Glowing orbs set in the walls give off an eerie yellow =
light. The high=0A=
vaulted ceiling is supported by huge columns set at regular =
intervals.=0A=
Exits lie to the northeast, northwest, and southwest through a huge =
stone=0A=
doorway.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the south, west, and=0A=
northeast.=0D=00You're in the desert.=0D=00You are standing in a rocky =
windswept desert. Huge black outcroppings of=0A=
rock block travel in all directions except to the northwest, =
southeast,=0A=
and southwest.=0D=00You're in a valley.=0D=00You are deep within a lush =
jungle valley choked with huge trees and thick=0A=
undergrowth. Trees and vegatation block exit in all directions except =
to=0A=
the north, or downward into a natural cavern.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies to the =
west.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east and =
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
southeast,=0A=
and southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and =
west.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east and =
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southeast and=0A=
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and =
south.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north and =
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
south,=0A=
and northwest. A ladder fashioned of living wood leads =
upward.=0D=00You're in a deep forest.=0D=00You are standing deep within =
a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north and =
southeast.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies south and =
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north and =
east.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southeast and =
west.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
southeast, and northwest.=0D=00You're in a deep forest.=0D=00You are =
standing deep within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northwest.  A =
ladder=0A=
fashioned of living wood leads upward.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and=0A=
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east, =
southwest,=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
south.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
southeast,=0A=
and west.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
north.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
southeast.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east and =
west.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
south,=0A=
and northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and =
west.=0A=
A ladder fashioned of living wood leads upward.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north, =
southeast, and=0A=
southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
northeast.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast, =
southwest,=0A=
and northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast. A =
ladder=0A=
fashioned of living wood leads upward.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southeast and=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and=0A=
southeast.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north and =
south.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies northeast and=0A=
southeast. A ladder fashioned of living wood leads upward.=0D=00You're =
in a deep forest.=0D=00You are standing deep within a dense forest. The =
occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north, =
southeast,=0A=
and west.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southwest and=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east and =
south.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
west.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies north, east,=0A=
and southwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies =
east.=0D=00You're in a deep forest.=0D=00You are standing deep within a =
dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southeast. A =
ladder=0A=
fashioned of living wood leads upward.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies east, south, =
and=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southeast, =
southwest,=0A=
and northwest.=0D=00You're on a wooden platform.=0D=00You are standing =
on a wooden platform built around the trunk of a huge=0A=
tree. A ladder fashioned of living wood leads downward to the forest =
floor.=0A=
A rope bridge is anchored to the south end of this platform.=0D=00You're =
on a wooden platform.=0D=00You are standing on a wooden platform built =
around the trunk of a huge=0A=
tree. A ladder fashioned of living wood leads downward to the forest =
floor.=0A=
A rope bridge is anchored to the north end of this platform.=0D=00You're =
on a wooden platform.=0D=00You are standing on a wooden platform built =
around the trunk of a huge=0A=
tree. A ladder fashioned of living wood leads downward to the forest =
floor.=0A=
A rope bridge is anchored to the west end of this platform.=0D=00You're =
on a wooden platform.=0D=00You are standing on a wooden platform built =
around the trunk of a huge=0A=
tree. A ladder fashioned of living wood leads downward to the forest =
floor.=0A=
A rope bridge is anchored to the east end of this platform.=0D=00You're =
on a rope bridge.=0D=00You are standing on a swaying rope bridge high in =
the trees. Vines and=0A=
mosses cover the bridge making is appear well hidden from below. The =
bridge runs=0A=
from north to south.=0D=00You're on a rope bridge.=0D=00You are standing =
on a swaying rope bridge high in the trees. Vines and=0A=
mosses cover the bridge making is appear well hidden from below. The =
bridge runs=0A=
from east to west.=0D=00You're on a wooden platform.=0D=00You are =
standing on a wooden platform built around the trunk of a huge=0A=
tree. A ladder fashioned of living wood leads downward to the forest =
floor.=0A=
The trunk of this tree is heavily marked and scratched.=0D=00You are in =
a deep forest.=0D=00You are standing deep within a dense forest. The =
occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. Passable terrain lies southwest and=0A=
northwest.=0D=00You're in a deep forest.=0D=00You are standing deep =
within a dense forest. The occasional sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. A ladder fashioned of living wood =
leads=0A=
upward. Passable terrain lies south.=0D=00You're in a deep =
forest.=0D=00You are standing deep within a dense forest. The occasional =
sounds of birds=0A=
and other small animals in the trees do little to lighten the =
oppressive=0A=
mood in this dismally mirky wood. A ladder fashioned of living wood =
leads=0A=
upward. Passable terrain lies west.=0D=00You're in a cave.=0D=00You're =
in a damp, poorly lit cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the south and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The only exit is to the west.=0D=00You're in a =
cave.=0D=00You're in a damp, poorly lit cave. Glowing lichens and fungi =
provide an=0A=
eerie greenish light. The exits are to the northeast, south, and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the northeast, southeast, and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the northeast, southwest, and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the north, northwest, and =
southeast.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the east, soutwest, and =
northwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the northeast and =
west.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the north, east, and =
south.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit cave. =
Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the north, east, and =
southwest.=0D=00You're in a cave.=0D=00You're in a damp, poorly lit =
cave. Glowing lichens and fungi provide an=0A=
eerie greenish light. The exits are to the north and west.=0D=00You're =
in the forest.=0D=00You're in a damp, poorly lit cave. Glowing lichens =
and fungi provide=0A=
an eerie greenish light. The exits are to the east and west. There is =
light=0A=
to the east.=0D=0010=00pull lever=00You pulled the lever.=0D=00You =
notice %s doing something out of the corner of your eye.=0D=00say =
komi=00As the answer passes your lips, you feel the floor vibrate =
faintly.=0D=00%s whispers something, and you feel the floor vibrate =
faintly.=0D=00push stone=00You push the protruding stone into it's =
recess...=0D=00=0D=00push stone=00As you push the protruding stone into =
it's recess, you feel the floor vibrate=0A=
faintly.=0D=00You notice %s doing something out of the corner of your =
eye, and feel the=0A=
floor vibrate faintly.=0D=00say arok=00As the answer passes your lips, =
the northern wall slides silently into the=0A=
ceiling.=0D=00%s whispers something, and you feel the floor vibrate =
faintly.=0D=00embrace princess=00You kiss the princess and her eyes =
flutter open. She springs from the bed,=0A=
takes a quick look around, and flees the room!=0D=00You notice %s doing =
something out of the corner of your eye. The princess=0A=
suddenly springs from the bed, takes a quick look around, and flees =
the=0A=
room!=0D=00pull lever=00As you pull the lever, a trap door opens up =
beneath you!=0D=00%s has just fallen into a trap door in the =
floor!=0D=00say cinders=00As the answer passes your lips a voice in your =
mind says: "Correct...=0A=
Now complete the riddle to gain passage..."=0D=00%s whispers something, =
then pauses for a moment as if in deep thought...=0D=00say ether=00As =
the answer passes your lips, your surroundings fade...=0D=00%s whispers =
something, and vanishes!=0D=00move tapestry=00You pull the tapestry =
aside...=0D=00You notice %s doing something out of the corner of your =
eye.=0D=00=0D=00=00=00=0E=00=00=00=11=00=00=00=B6=00=00=00D=01=00=00=02=02=
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------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGARN-M.MSG"
Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-m.msg (Mail Message)
Content-Disposition: attachment; filename="TSGARN-M.MSG"

/*(C) Copyright Sean Ferrell (1990-95) all rights reserved.*/

   =
/*********************************************************************/
 =
/************************************************************************=
*/
/*****      T E L E - A R E N A                        7 / 30 / 90     =
*****/
/****              v5.6                                5 /  8 / 95      =
****/
/***             Messages                                                =
***/
/***                                                                     =
***/
/***                                                                     =
***/
/***                                  by                                 =
***/
/***                                                                     =
***/
/****                       S E A N   F E R R E L L                     =
****/
/*****                                                                 =
*****/
 =
/************************************************************************=
*/
   =
/*********************************************************************/

LANGUAGE {English/ANSI}

LEVEL6 {}

ARNINT0 {
                       T E L E - A R E N A  v5.6
       (C) Copyright Sean Ferrell (1990-95) all rights reserved.
                       -------------------------
} T Tele-arena

ARNINT4 {

  The following is a list of people who contributed to the production of
Tele-Arena version 5.6:

  Sean Ferrell:       Author/Programmer

  Jim Sweeny,
  Chris Conant,
  Elizabeth Casino:   Design Assitants/Playtesters


  For helpful information about the game and some possible commands for =
the
different areas in the arena type 'HELP' or '?' from anywhere in the =
game.

} T Tele-arena

HITRET {<< hit return >>} T Tele-arena

RESMNU {

1) Resurect Old Character for %s Credits.
2) Create New Character
3) Exit

Select an option: } T Tele-arena

NEDCRD {=1B[1;37m***
You don't have enough credits...
=1B[1;37m} T

RACE {

1) Elven     4) Human
2) Dwarven   5) Goblin
3) Gnomish   6) Half-Ogre

Select a race: } T Tele-arena

COMPLX {

1) Porcelain 6) Tan
2) Pale      7) Golden
3) Creamy    8) Bronzed
4) Fair      9) Ruddy
5) Rosey    10) Ebony

Select a complexion: } T Tele-arena

EYECOL {

1) Yellow    6) Brown
2) Green     7) Hazel
3) Blue      8) Gray
4) Violet    9) Black
5) Red

Select an eye color: } T Tele-arena

HARCOL {

 1) White     6) Red
 2) Silver    7) Brown
 3) Gray      8) Black
 4) Blonde    9) Blue
 5) Copper   10) Green
11) Purple

Select a hair color: } T Tele-arena

HARSTL {

1) Straight  6) Mowhawked
2) Wavy      7) Ponytailed
3) Curly     8) Pigtailed
4) Kinky
5) Wild

Select a hair style: } T Tele-arena

HARLNG {

1) Short
2) Shoulder Length
3) Waist Length
4) Knee Length
5) Ankle Length

Select a hair length: } T Tele-arena
CLASS {

1) Warrior   5) Hunter
2) Sorceror  6) Druid
3) Acolyte   7) Archer
4) Rogue     8) Necrolyte

Select a class: } T Tele-arena

INVALID {
Invalid choice, enter a number from 1 to %d: } T Tele-arena

STATS {
Race:         %s
Class:        %s
Level:        %d
Experience:   %s
Rune:         %s

Intellect:    %d
Knowledge:    %d
Physique:     %d
Stamina:      %d
Agility:      %d
Charisma:     %d

Mana:         %d / %d
Vitality:     %d / %d
Status:       %s
Armor Rating: %d

Weapon:       %s
Armor:        %s
Encumberance: %d / %d
} T Tele-arena

STATS2 {***
Mana:         %d / %d
Vitality:     %d / %d
Status:       %s
} T Tele-arena

STATS3 {***
Level:        %d
Experience:   %s
Rune:         %s
} T Tele-arena

ANONE {None.
} T Tele-arena

ASTARS {***
} T Tele-arena

LODCHR {***
Loading character...
} T Tele-arena

THRHEIS {%s is to the %s!
} T Tele-arena

THRITIS {The %s is to the %s!
} T Tele-arena

DESC1 {%s has %s complexion, %s eyes, and %s, %s, %s hair. } T =
Tele-arena

INSP1 {%s is a } T Tele-arena

INSP2 {. } T Tele-arena

INSP3 {%s is wearing %s, is armed with %s } T Tele-arena

INSP4 {
} T Tele-arena

CMSG1 {stunningly attractive } T Tele-arena

CMSG2 {somewhat attractive } T Tele-arena

CMSG3 {rather plain looking } T Tele-arena

CMSG4 {somewhat repulsive } T Tele-arena

PMSG1 {and powerfully built %s %s %s} T Tele-arena

PMSG2 {and moderately built %s %s %s} T Tele-arena

PMSG3 {and slightly built %s %s %s} T Tele-arena

KMSG1 { with a worldly air about %s. } T Tele-arena

KMSG2 { with an inexperienced look about %s. } T Tele-arena

AMSG1 {You notice that %s movements are very quick and agile. } T =
Tele-arena

AMSG2 {You notice that %s movements are rather slow and clumsy. } T =
Tele-arena

IMSG1 {%s has a bright look in %s eyes. } T Tele-arena

IMSG2 {%s has a dull look in %s eyes. } T Tele-arena

HMSG1 {and %s is sorely wounded.} T Tele-arena

HMSG2 {and %s seems to be moderately wounded.} T Tele-arena

HMSG3 {and %s appears to be wounded.} T Tele-arena

HMSG4 {and looks as if %s is lightly wounded.} T Tele-arena

HMSG5 {and %s seems to be in good physical condition.} T Tele-arena

BMSG1 { You also notice a distinctive %s rune inscribed on %s forehead.} =
T Tele-arena

MMSG1 { The %s is sorely wounded.} T Tele-arena

MMSG2 { The %s seems to be moderately wounded.} T Tele-arena

MMSG3 { The %s appears to be wounded.} T Tele-arena

MMSG4 { It looks as if the %s is lightly wounded.} T Tele-arena

MMSG5 { The %s seems to be in good physical health.} T Tele-arena

CHN {%s} T Tele-arena

SLPYOU {***
The barmaid reacts rapidly by slapping you across the face!
} T Tele-arena

SLPOTH {***
%s pinches the barmaid's rear, and gets slapped across the face!
} T Tele-arena

WNKYOU {***
The barmaid quickly winks at you, and then goes about her duties!
} T Tele-arena

WNKOTH {***
%s kisses the barmaid on the cheek.
***
The barmaid quickly winks at %s.
} T Tele-arena

LEFTDF {***=1B[1;33m
%s just fell to the ground lifeless!
=1B[1;37m} T Tele-arena

YOUWON {***=1B[1;33m
Congratulations, you've defeated %s!
=1B[1;37m} T Tele-arena

YOUMDF {***=1B[1;33m
Congratulations, you've defeated the %s!
=1B[1;37m} T Tele-arena

GTCGLD {***=1B[1;36m
You found %u gold crowns while searching %s's corpse.
=1B[1;37m} T Tele-arena

GOTTRS {***=1B[1;36m
You found %d gold crowns while searching the %s's corpse.
=1B[1;37m} T Tele-arena

GTLTRS {***=1B[1;36m
You found %d gold crowns while searching the area.
=1B[1;37m} T Tele-arena

GOTITM {***=1B[1;36m
While searching the area, you notice %s, which you add to your
possessions.
=1B[1;37m} T Tele-arena

GOTITM2 {***=1B[1;36m
You find %s, which you add to your possessions.
=1B[1;37m} T Tele-arena

NGTITM {***=1B[0;35m
While searching the area, you notice %s, but you can't carry
anything else.
=1B[1;37m} T Tele-arena

NGTITM2 {***=1B[0;35m
You find %s, but you can't carry anything else.
=1B[1;37m} T Tele-arena

MONDEF {***=1B[1;33m
The %s falls to the ground lifeless!
=1B[1;37m} T Tele-arena

MONLEV {***=1B[1;33m
The %s vanishes with a thunderclap!
=1B[1;37m} T Tele-arena

HOTENV {***=1B[0;31m
You're overheated!
=1B[1;37m} T Tele-arena

POISON {***=1B[0;32m
You're poisoned!
=1B[1;37m} T Tele-arena

PARLYZ {***=1B[0;32m
You're paralyzed!
=1B[1;37m} T Tele-arena

DRAIN {***=1B[0;32m
You've been drained!
=1B[1;37m} T Tele-arena

YOUHNG {***=1B[0;31m
You're hungry.
=1B[1;37m} T Tele-arena

YOUTHR {***=1B[0;31m
You're thirsty.
=1B[1;37m} T Tele-arena

OTHPSN {***
%s looks a little under the weather.
} T Tele-arena

OTHHNG {***
You hear %s's stomach growling.
} T Tele-arena

OTHTHR {***
%s is looking rather parched.
} T Tele-arena

OTHDED {***=1B[1;33m
%s loses conciousness and falls to the floor.
=1B[0m=1B[1;37m} T Tele-arena

YOUDED {***=1B[1;5;31m
The poison in your veins renders you unconscious.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUDED1 {***=1B[1;5;31m
The damage was more than you could withstand.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUDED2 {***=1B[1;5;31m
You've passed out from lack of food.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUDED3 {***=1B[1;5;31m
You've passed out from lack of water.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUDED4 {***=1B[1;5;31m
As the final blow strikes your body you fall unconscious.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUDED5 {***=1B[1;5;31m
You've passed out from heat exhaustion.
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

YOUSUI {***=1B[1;5;31m
After intense mental preparation, you take your own life!
You awaken after an unknown amount of time...
=1B[0m=1B[1;37m} T Tele-arena

GRPHDR {***
Your group currently consists of:
} T Tele-arena

ASKGRP {***
Ok, you've asked to join %s's group.
} T Tele-arena

ASKGRP2 {***
%s is asking to join your group.
} T Tele-arena

OTHAGR1 {***
%s is asking to join %s's group.
} T Tele-arena

OTHAGR2 {***
%s is asking %s to join %s group.
} T Tele-arena

JOIGRP {***
%s is now a member of your group.
} T Tele-arena

ACCGRP {***
You are now a member of %s's group.
} T Tele-arena

OTHACG {***
%s has been accepted into %s's group.
} T Tele-arena

REMGRP {***
%s is no longer a member of your group.
} T Tele-arena

REJGRP {***
You are no longer a member of %s's group.
} T Tele-arena

OTHRMG {***
%s has just been kicked out of %s's group.
} T Tele-arena

LEVGRP {***
Ok, you are no longer a member of %s's group.
} T Tele-arena

LEVGRP2 {***
%s just left your group.
} T Tele-arena

OTHLVG {***
%s has just left %s's group.
} T Tele-arena

LEVGRP3 {***
Ok, you are no longer waiting to join %s's group.
} T Tele-arena

OTHSWG {***
%s has just stopped waiting to join %s's group.
} T Tele-arena

YOULDR {***=1B[0;35m
You are the leader of this group.
=1B[1;37m} T Tele-arena

NOGRLD {***=1B[0;35m
Sorry, you are not the leader of a group.
=1B[1;37m} T Tele-arena

NOGRLD2 {***=1B[0;35m
Sorry, %s is not the leader of a group.
=1B[1;37m} T Tele-arena

NOTGRP {***=1B[0;35m
Sorry, you are not a member of any group.
=1B[1;37m} T Tele-arena

NASGRP {***=1B[0;35m
Sorry, %s has not asked to join your group.
=1B[1;37m} T Tele-arena

NASGRP2 {***=1B[0;35m
%s would like you to join %s group.
=1B[1;37m} T Tele-arena

WRNGRP {***=1B[0;35m
Sorry, %s is not a member of your group.
=1B[1;37m} T Tele-arena

ALRGRP {***=1B[0;35m
%s is already a member of your group.
=1B[1;37m} T Tele-arena

NOJSLF {***=1B[0;35m
Sorry, you are already a member of your group.
=1B[1;37m} T Tele-arena

NAGSLF {***=1B[0;35m
Sorry, You may not add yourself to your group.
=1B[1;37m} T Tele-arena

NRGSLF {***=1B[0;35m
Sorry, you may not remove yourself from your group.
=1B[1;37m} T Tele-arena

NOAPSL {***=1B[0;35m
Sorry, you are already the leader of your group.
=1B[1;37m} T Tele-arena

APTLDR {***=1B[0;35m
Ok, you've appointed %s as the new leader of your group!
=1B[1;37m} T Tele-arena

APTYOU {***
%s has just appointed you as the new leader of the group.
} T Tele-arena

APTGRP {***
%s has just appointed %s as the new leader of your group.
} T Tele-arena

OTHAPT {***
%s has just appointed %s as the new group leader.
} T Tele-arena

DISGRP {***
Ok, you've disbanded your group!
} T Tele-arena

GRPDIS {***
%s has just disbanded the group!
} T Tele-arena

JSTSHG {***
%s just shared %s gold with the group, your share was %u gold.
} T Tele-arena

JSTSHN {***
%s just shared gold with the group, but you couldn't carry your share.
} T Tele-arena

YOUSHG {***
You shared %s gold with the group, each share was %u gold.
} T Tele-arena

OTHSHR {***
%s just shared gold with %s group.
} T Tele-arena

GRPFOL {***
You are following your group.
} T Tele-arena

GRPHLT {***
You are not following your group.
} T Tele-arena

YOUFOL {***
You follow your group leader...
} T Tele-arena

TOOSLW {***
You couldn't keep up with your group leader.
} T Tele-arena

GNDLEV {***
After a rigorous mental and physical training session, you managed to =
blend
your personal experience and the new knowledge imparted to you by the =
guild
masters into a greater level of personal power!
} T Tele-arena

GNDPRM {***
After a rigorous mental and physical training session, you managed to =
blend
your personal experience and the new knowledge imparted to you by the =
guild
masters into a greater level of personal power beyond anything you have
previously known. The guild bestows upon you the title of %s!
} T Tele-arena

GOTTRN {***
%s is lead into another room by one of the guild's high ranking
members, and returns with a look of greater confidence.
} T Tele-arena

GOTPRM {***
%s is lead into another room by one of the guild's high ranking
members, and returns with a look of greater confidence and power.
} T Tele-arena

HITYOU {***=1B[1;31m
%s attacked you with %s for %d damage!
=1B[1;37m} T Tele-arena

NOTMLE {***=1B[0;35m
That is not a melee weapon!
=1B[1;37m} T Tele-arena

CFRYET {***=1B[0;35m
Sorry, you are not yet experienced enough to use missle weapons.
=1B[1;37m} T Tele-arena

CFRTHT {***=1B[0;35m
Sorry, that is not a missle weapon!
=1B[1;37m} T Tele-arena

NOTPRJ {***=1B[0;35m
Sorry, you haven't got %s!
=1B[1;37m} T Tele-arena

NORMAR {***=1B[0;35m
Sorry, you have no space in your inventory!
=1B[1;37m} T Tele-arena

CTHYET {***=1B[0;35m
Sorry, you are not yet experienced enough to use thrown weapons.
=1B[1;37m} T Tele-arena

CTHTHT {***=1B[0;35m
Sorry, that is not a throwing weapon!
=1B[1;37m} T Tele-arena

THRYOU1 {***=1B[1;31m
%s threw %s at you, which hit for %d damage!
=1B[1;37m} T Tele-arena

FIRYOU1 {***=1B[1;31m
%s fired %s at you, which hit for %d damage!
=1B[1;37m} T Tele-arena

THRYOU2 {***=1B[1;31m
You've been hit by %s from the %s for %d damage!
=1B[1;37m} T Tele-arena

HITOTH {***=1B[1;35m
%s just attacked %s with %s!
=1B[1;37m} T Tele-arena

HTMOTH {***=1B[1;35m
%s just attacked the %s with %s!
=1B[1;37m} T Tele-arena

THROTH1 {***=1B[1;35m
%s just threw %s at %s, and hit!
=1B[1;37m} T Tele-arena

FIROTH1 {***=1B[1;35m
%s just fired %s at %s, and hit!
=1B[1;37m} T Tele-arena

THROTH12 {***=1B[1;35m
%s just threw %s to the %s!
=1B[1;37m} T Tele-arena

FIROTH12 {***=1B[1;35m
%s just fired %s to the %s!
=1B[1;37m} T Tele-arena

THROTH2 {***=1B[1;35m
%s was just hit by %s from the %s!
=1B[1;37m} T Tele-arena

THRMOT2 {***=1B[1;35m
The %s was just hit by %s from the %s!
=1B[1;37m} T Tele-arena

THTMOT {***=1B[1;35m
%s just threw %s at the %s, and hit!
=1B[1;37m} T Tele-arena

FHTMOT {***=1B[1;35m
%s just fired %s at the %s, and hit!
=1B[1;37m} T Tele-arena

ATTHIT {***=1B[1;35m
Your attack hit %s for %d damage!
=1B[1;37m} T Tele-arena

ATTHIT2 {***=1B[1;35m
Your skillful attack hit %s for %d damage!
=1B[1;37m} T Tele-arena

ATTHTM {***=1B[1;35m
Your attack hit the %s for %d damage!
=1B[1;37m} T Tele-arena

ATTHTM2 {***=1B[1;35m
Your skillful attack hit the %s for %d damage!
=1B[1;37m} T Tele-arena

ATTGLN {***=1B[1;35m
Your attack glanced off %s's armor!
=1B[1;37m} T Tele-arena

ATTGNM {***=1B[1;35m
Your attack glanced off the %s's armor!
=1B[1;37m} T Tele-arena

GLNYOU {***=1B[1;35m
%s's %s glanced off your armor!
=1B[1;37m} T Tele-arena

TGNYOU1 {***=1B[1;35m
Your armor deflected %s thrown by %s!
=1B[1;37m} T Tele-arena

FGNYOU1 {***=1B[1;35m
Your armor deflected %s fired by %s!
=1B[1;37m} T Tele-arena

TGNYOU2 {***=1B[1;35m
Your armor deflected %s from the %s!
=1B[1;37m} T Tele-arena

GLNOTH {***=1B[1;35m
%s's %s just glanced off of %s's armor!
=1B[1;37m} T Tele-arena

TGNOTH1 {***=1B[1;35m
%s's armor just deflected %s thrown by %s!
=1B[1;37m} T Tele-arena

FGNOTH1 {***=1B[1;35m
%s's armor just deflected %s fired by %s!
=1B[1;37m} T Tele-arena

TGNOTH2 {***=1B[1;35m
%s's armor just deflected %s from the %s!
=1B[1;37m} T Tele-arena

TGNMOT2 {***=1B[1;35m
The %s's armor just deflected %s from the %s!
=1B[1;37m} T Tele-arena

GNMOTH {***=1B[1;35m
%s's %s just glanced off the %s's armor!
=1B[1;37m} T Tele-arena

TGNMOT {***=1B[1;35m
The %s's armor just deflected %s thrown by %s!
=1B[1;37m} T Tele-arena

FGNMOT {***=1B[1;35m
The %s's armor just deflected %s fired by %s!
=1B[1;37m} T Tele-arena

ATTDOG {***=1B[1;35m
%s dodged your attack!
=1B[1;37m} T Tele-arena

MATDOG {***=1B[1;35m
The %s dodged your attack!
=1B[1;37m} T Tele-arena

DOGYOU {***=1B[1;35m
You skillfully dodge %s's attack!
=1B[1;37m} T Tele-arena

DOGOTH {***=1B[1;35m
%s barely dodged %s's %s!
=1B[1;37m} T Tele-arena

TDGYOU1 {***=1B[1;35m
You skillfully dodge %s thrown by %s!
=1B[1;37m} T Tele-arena

FDGYOU1 {***=1B[1;35m
You skillfully dodge %s fired by %s!
=1B[1;37m} T Tele-arena

TDGYOU2 {***=1B[1;35m
You skillfully dodge %s from the %s!
=1B[1;37m} T Tele-arena

TDGOTH1 {***=1B[1;35m
%s barely dodged %s thrown by %s!
=1B[1;37m} T Tele-arena

FDGOTH1 {***=1B[1;35m
%s barely dodged %s fired by %s!
=1B[1;37m} T Tele-arena

TDGOTH2 {***=1B[1;35m
%s barely dodged %s from the %s!
=1B[1;37m} T Tele-arena

TDGMOT2 {***=1B[1;35m
The %s barely dodged %s from the %s!
=1B[1;37m} T Tele-arena

DGMOTH {***=1B[1;35m
The %s barely dodged %s's %s!
=1B[1;37m} T Tele-arena

TDGMOT {***=1B[1;35m
The %s barely dodged %s thrown by %s!
=1B[1;37m} T Tele-arena

FDGMOT {***=1B[1;35m
The %s barely dodged %s fired by %s!
=1B[1;37m} T Tele-arena

ATTFUM {***=1B[1;35m
Your attack missed!
=1B[1;37m} T Tele-arena

FUMYOU {***=1B[1;35m
%s's poorly executed attack misses you!
=1B[1;37m} T Tele-arena

FUMOTH {***=1B[1;35m
%s's poorly executed attack misses %s!
=1B[1;37m} T Tele-arena

TFMYOU1 {***=1B[1;35m
%s threw %s at you, which missed!
=1B[1;37m} T Tele-arena

FFMYOU1 {***=1B[1;35m
%s fired %s at you, which missed!
=1B[1;37m} T Tele-arena

TFMYOU2 {***=1B[1;35m
You were just nearly missed by %s from the %s!
=1B[1;37m} T Tele-arena

TFMOTH1 {***=1B[1;35m
%s threw %s at %s, and missed!
=1B[1;37m} T Tele-arena

FFMOTH1 {***=1B[1;35m
%s fired %s at %s, and missed!
=1B[1;37m} T Tele-arena

TFMOTH2 {***=1B[1;35m
%s was just nearly missed by %s from the %s!
=1B[1;37m} T Tele-arena

TFMMOT2 {***=1B[1;35m
The %s was just nearly missed by %s from the %s!
=1B[1;37m} T Tele-arena

FMMOTH {***=1B[1;35m
%s's poorly executed attack misses the %s!
=1B[1;37m} T Tele-arena

TFMMOT {***=1B[1;35m
%s threw %s at the %s, and missed!
=1B[1;37m} T Tele-arena

FFMMOT {***=1B[1;35m
%s fired %s at the %s, and missed!
=1B[1;37m} T Tele-arena

LEVCBT {***=1B[0;35m
You cannot leave in the heat of battle!
=1B[1;37m} T Tele-arena

ATTEXH {***=1B[0;35m
You are still physically exhausted from your previous activities!
=1B[1;37m} T Tele-arena

RNGGNG {***=1B[1;33m
%s just rang the great gong!
=1B[1;37m} T Tele-arena

GNGRNG {***=1B[1;33m
The great gong just rang!
=1B[1;37m} T Tele-arena

MONENT {***=1B[1;32m
%s %s enters the arena through the dungeon gate!
=1B[1;37m} T Tele-arena

MONSUM {***=1B[1;32m
%s %s appears in a puff of reddish smoke!
=1B[1;37m} T Tele-arena

MONSM2 {***=1B[1;32m
%s %s appears with a clap of thunder!
=1B[1;37m} T Tele-arena

YOUDRG {***=1B[1;35m
You dragged %s %s!
=1B[1;37m} T Tele-arena

DRGYOU {***=1B[1;35m
%s dragged you %s!
=1B[1;37m} T Tele-arena

OTHDRO {***=1B[1;35m
%s dragged out %s!
=1B[1;37m} T Tele-arena

OTHDRI {***=1B[1;35m
%s dragged in %s!
=1B[1;37m} T Tele-arena

OTHDGO {***=1B[1;35m
%s was dragged out!
=1B[1;37m} T Tele-arena

OTHDGI {***=1B[1;35m
%s was dragged in!
=1B[1;37m} T Tele-arena

MATYOU {***=1B[1;31m
The %s attacked you with %s for %d damage!
=1B[1;37m} T Tele-arena

MATOTH {***=1B[1;35m
The %s attacked %s with %s!
=1B[1;37m} T Tele-arena

SPCYOU {***=1B[1;31m
The %s %s you for %d damage!
=1B[1;37m} T Tele-arena

SPCOTH {***=1B[1;35m
The %s %s %s!
=1B[1;37m} T Tele-arena

ABLYOU {***=1B[1;31m
The %s %s you!
=1B[1;37m} T Tele-arena

ABLDYU {***=1B[1;31m
The %s %s you for %d damage!
=1B[1;37m} T Tele-arena

ABLOTH {***=1B[1;35m
The %s %s %s!
=1B[1;37m} T Tele-arena

ABLALL {***=1B[1;35m
The %s %s!
=1B[1;37m} T Tele-arena

ABLDAL {***=1B[1;31m
The %s %s for %d damage!
=1B[1;37m} T Tele-arena

MGNYOU {***=1B[1;35m
The %s attacked you, but %s glanced off your armor!
=1B[1;37m} T Tele-arena

MGNOTH {***=1B[1;35m
The %s attacked %s, but %s glanced off %s's armor!
=1B[1;37m} T Tele-arena

MFMYOU {***=1B[1;35m
The %s's poorly executed attack misses you!
=1B[1;37m} T Tele-arena

MFMOTH {***=1B[1;35m
The %s's poorly executed attack misses %s!
=1B[1;37m} T Tele-arena

SOMTNG {=1B[1;36mThere is} T Tele-arena

ONFLOR { lying on the floor.
=1B[1;37m} T Tele-arena

NOTING {=1B[1;36mThere is nothing on the floor.
=1B[1;37m} T Tele-arena

MDGYOU {***=1B[1;35m
You barely dodge the %s's attack!
=1B[1;37m} T Tele-arena

MDGOTH {***=1B[1;35m
%s barely dodged the %s's attack!
=1B[1;37m} T Tele-arena

MONGRN {=1B[1;32m} T

MONRED {=1B[1;31m} T

SOMMN1 {There is } T Tele-arena

SOMMN2 {There are } T Tele-arena

SOMMN3 {%s %s here.
=1B[1;37m} T Tele-arena

SOMMN4 {and %s %s here.
=1B[1;37m} T Tele-arena

SOMMN5 {%s %s, } T Tele-arena

ACTLST {***
                           Action List
------------------------------------------------------------------
} T Tele-arena

INVDSP {***
You are carrying %u gold crowns} T Tele-arena

INV31 {.
} T Tele-arena

INVFUL {***=1B[0;35m
You can't carry anything else.
=1B[1;37m} T Tele-arena

BOKFUL {***=1B[0;35m
Your spellbook can't hold any more spells.
=1B[1;37m} T Tele-arena

CNTAFD {***=1B[0;35m
You can't afford %s.
=1B[1;37m} T Tele-arena

BNKBAL {***=1B[1;37m
You currently have %s gold in your account.
=1B[1;37m} T Tele-arena

BNKDEP {***=1B[1;37m
You deposited %s gold in your account.
=1B[1;37m} T Tele-arena

BNKWIT {***=1B[1;37m
You withdrew %s gold from your account.
=1B[1;37m} T Tele-arena

BNKNHA {***=1B[0;35m
Sorry, you do not have that much gold on hand.
=1B[1;37m} T Tele-arena

BNKNAC {***=1B[0;35m
Sorry, you do not have that much gold in your account.
=1B[1;37m} T Tele-arena

BNKNCA {***=1B[0;35m
Sorry, you cannot carry that much more gold.
=1B[1;37m} T Tele-arena

BNKANH {***=1B[0;35m
Sorry, your account cannot hold that much more gold.
=1B[1;37m} T Tele-arena

BNKTMC {***=1B[0;35m
Sorry, you may only deposit or withdraw 30,000 gold per transaction.
=1B[1;37m} T Tele-arena

FOLISH {***=1B[0;35m
That would be rather foolish.
=1B[1;37m} T Tele-arena

BEMSPC {***=1B[0;35m
More than one item here matches that description, please be more =
specific.
=1B[1;37m} T Tele-arena

CNTAFS {***=1B[0;35m
You can't afford that spell.
=1B[1;37m} T Tele-arena

TOOBIG {***=1B[0;35m
Sorry, that spell is too powerful for you to control.
=1B[1;37m} T Tele-arena

TOOHVY {***=1B[0;35m
Sorry, you can't carry that much more weight!
=1B[1;37m} T Tele-arena

NOSOBJ {***=1B[0;35m
Sorry, this shop does not seem to have one.
=1B[1;37m} T Tele-arena

NOSSPL {***=1B[0;35m
Sorry, the guild doesn't offer that spell for sale.
=1B[1;37m} T Tele-arena

ALRHVS {***=1B[0;35m


You already have that spell.
=1B[1;37m} T Tele-arena

WARNSP {***=1B[0;35m
Sorry, %s may not buy or cast spells.
=1B[1;37m} T Tele-arena

WARNBK {***=1B[0;35m
Sorry, %s do not have spellbooks.
=1B[1;37m} T Tele-arena

OUTRLM {***=1B[0;35m
Sorry, %s may not cast that spell.
=1B[1;37m} T Tele-arena

NTTITM {***=1B[0;35m
Sorry, %s may not use that item.
=1B[1;37m} T Tele-arena

NTTWEP {***=1B[0;35m
Sorry, %s may not wield that weapon.
=1B[1;37m} T Tele-arena

NTTARM {***=1B[0;35m
Sorry, %s may not wear that armor.
=1B[1;37m} T Tele-arena

NOSHER {***=1B[0;35m
Sorry, but the shop keeper isn't interested in that item.
=1B[1;37m} T Tele-arena

NSOHER {***=1B[0;35m
Sorry, but no such item or service is offered here.
=1B[1;37m} T Tele-arena

NSIHER {***=1B[0;35m
Sorry, but no such item is here.
=1B[1;37m} T Tele-arena

NOSTRN {***=1B[0;35m
Sorry, but the guild does not offer that service.
=1B[1;37m} T Tele-arena

NOTRDY {***=1B[0;35m
You are not ready for any further training, you must first prove
your skills in combat and gain more experience.
=1B[1;37m} T Tele-arena

NOTRPR {***=1B[0;35m
You are not ready for a promotion, you must first achieve greater
power, and gain wider knowledge of your abilities.
=1B[1;37m} T Tele-arena

NOSSRV {***=1B[0;35m
Sorry, the temple does not perform that service.
=1B[1;37m} T Tele-arena

NOCURE {***=1B[0;35m
You do not need curing, there is no poison in your system.
=1B[1;37m} T Tele-arena

NOHEAL {***=1B[0;35m
You do not need healing, you are not wounded.
=1B[1;37m} T Tele-arena

NOREMO {***=1B[0;35m
You do not need that service, you are not paralyzed.
=1B[1;37m} T Tele-arena

NOREST {***=1B[0;35m
You do not need restoring, your body and mind are whole.
=1B[1;37m} T Tele-arena

NEDRST {***=1B[0;35m
Your mind and body must be whole and untainted before you may train.
=1B[1;37m} T Tele-arena

NOSITM {***=1B[0;35m
Sorry, that item is not available here.
=1B[1;37m} T Tele-arena

DNTHAV {***=1B[0;35m
Sorry, but you don't seem to have one.
=1B[1;37m} T Tele-arena

NOTEQU {***=1B[0;35m
Sorry, but you don't seem to have one equipped.
=1B[1;37m} T Tele-arena

NOEQTH {***=1B[0;35m
You can't equip that!
=1B[1;37m} T Tele-arena

DNTHVG {***=1B[0;35m
Sorry, but you don't have that much gold.
=1B[1;37m} T Tele-arena

NOMCMD {***=1B[0;35m
Sorry, but you don't seem to have one to command.
=1B[1;37m} T Tele-arena

CNTGGP {***=1B[0;35m
Sorry, %s can't carry that much more gold.
=1B[1;37m} T Tele-arena

TMCHGP {***=1B[0;35m
Sorry, but you can only give away 30000 gold at a time.
=1B[1;37m} T Tele-arena

YOUEQU {***
Ok, you equipped your %s.
} T Tele-arena

OTHEQU {***
%s just equipped %s.
} T Tele-arena

YOUUEQ {***
Ok, you unequipped your %s.
} T Tele-arena

OTHUEQ {***
%s just unequipped %s.
} T Tele-arena

DRPITM {***
Ok, you dropped your %s.
} T Tele-arena

DRPITM2 {***
Ok, you dropped} T Tele-arena

NDPITM {***=1B[0;35m
Sorry, but there is no more room here to drop items.
=1B[1;37m} T Tele-arena

NOTUSE {***=1B[0;35m
Sorry, that object cannot be used in that manner.
=1B[1;37m} T Tele-arena

NOTEAT {***=1B[0;35m
You can't eat that!
=1B[1;37m} T Tele-arena

YOUATE {***=1B[1;36m
You feel much better after eating a meal.
=1B[1;37m} T Tele-arena

OTHATE {***
%s just ate a ration of food.
} T Tele-arena

NODRNK {***=1B[0;35m
You can't drink that!
=1B[1;37m} T Tele-arena

YOUDRK {***=1B[1;36m
The water quenches your thirst.
=1B[1;37m} T Tele-arena

YOUDPT {***
You feel somehow different after drinking the potion.
} T Tele-arena

OTHDRK {***
%s just took a drink of something.
} T Tele-arena

YOUHEL {***
A healing mist surrounds you as you activate the %s!
} T Tele-arena

OTHHEL {***
%s is suddenly surrounded by a silvery mist!
} T Tele-arena

YOURUB {***
Your %s glows with a reddish light as you rub it.
***
You momentarily black out...
} T Tele-arena

YOURUB2 {***
Your %s hums softly, and glows with a bluish light as you rub it.
***
The glow from your %s moves up your arm to permeate your entire
body.
***
The glow and your %s slowly fade away...
} T Tele-arena

OTHRUB {***
%s is rubbing a %s.
} T Tele-arena

OTHRUB2 {***
%s is rubbing a %s.
***
%s is suddenly surrounded by an aura of bluish light which slowly fades
away...
} T Tele-arena

YOURN1 {***
Your %s has space for %d more runes to be inscribed upon it.
} T Tele-arena

OTHRN1 {***
%s is examining %s.
} T Tele-arena

YOURN2 {***
You raise your %s to the heavens and it is consumed in a firey
aura of energy which makes your fingertips tingle!
} T Tele-arena

OTHRN2 {***
%s raised %s to the heavens, which was consumed in a firey
aura of energy followed by a clap of thunder which momentarily deafens =
you!
} T Tele-arena

ALRLIT {***
You already have a light source.
} T Tele-arena

NOTLIT {***=1B[0;35m
You can't light that!
=1B[1;37m} T Tele-arena

YOULIT {***
Your %s now provides you with light.
} T Tele-arena

OTHLIT {***
%s just lit a %s.
} T Tele-arena

BRNOUT {***
Your %s just burned out.
} T Tele-arena

OTHOUT {***
%s's %s just burned out.
} T Tele-arena

TOODRK {It's too dark to see.
} T Tele-arena

CNTSEE {You can't see %s.
} T Tele-arena

EMPTYC {***
The %s is empty!
} T Tele-arena

ALRHWP {***=1B[0;35m
You're already wielding weapon.
=1B[1;37m} T Tele-arena

ALRHAR {***=1B[0;35m
You're already wearing armor.
=1B[1;37m} T Tele-arena

NOROBH {***=1B[0;35m
With the town guards watching, you think better of it.
=1B[1;37m} T Tele-arena

CNTROB {***=1B[0;35m
Sorry, %s aren't very good at robbing people.
=1B[1;37m} T Tele-arena

CRBYET {***=1B[0;35m
Sorry, you are not yet experienced enough to rob others.
=1B[1;37m} T Tele-arena

GOTCOT {***
You got caught trying to rob %s!
} T Tele-arena

OTHCOT {***
%s got caught trying to rob %s!
} T Tele-arena

CAUGHTS {***
You caught %s in the act of robbing you!
} T Tele-arena

CAUGHTT {***
You caught %s in the act of trying to rob you!
} T Tele-arena

NOGOLD {***=1B[0;35m
Sorry, %s has no gold to steal.
=1B[1;37m} T Tele-arena

GOTGLD {***
You stole %u gold crowns from %s!
} T Tele-arena

NOITEM {***=1B[0;35m
Sorry, %s doesn't appear to have that item.
=1B[1;37m} T Tele-arena

GOTOBJ {***
You stole %s from %s!
} T Tele-arena

YOUGOT {***
Ok, you bought %s for %d crowns.
} T Tele-arena

YOUTAK {***
Ok, you got %s.
} T Tele-arena

YOUTAK2 {***
Ok, you got} T Tele-arena

YOUGTC {***=1B[1;36m
The priests remove the poison from your system for %d crowns.
=1B[1;37m} T Tele-arena

YOUGTH {***=1B[1;36m
The priests heal all your wounds for %d crowns.
=1B[1;37m} T Tele-arena

YOUGTP {***=1B[1;36m
The priests purge the paralysis from your body for %d crowns.
=1B[1;37m} T Tele-arena

YOUGTR {***=1B[1;36m
The priests restore your body and mind to it's former state for %d =
crowns.
=1B[1;37m} T Tele-arena

YOUGTD {***=1B[1;36m
The barmaid brings you a drink for %d crowns.
=1B[1;37m} T Tele-arena

YOUGTM {***=1B[1;36m
The barmaid brings you a meal for %d crowns.
=1B[1;37m} T Tele-arena

OTHGTC {***
The temple priests take %s into another chamber briefly, after which
they return. You notice that %s looks much healthier than before...
} T Tele-arena

OTHGTH {***
The temple priests take %s into another chamber briefly, after which
they return. You notice that all of %s's wounds have been healed...
} T Tele-arena

OTHGTP {***
The temple priests take %s into another chamber briefly, after which
they return. You notice that %s looks much more mobile than before...
} T Tele-arena

OTHGTR {***
The temple priests take %s into another chamber briefly, after which
they return. You notice that %s looks somehow different than before...
} T Tele-arena

OTHGTD {***
The barmaid brings a drink over to %s in exchange for a few coins.
} T Tele-arena

OTHGTM {***
The barmaid brings a hot meal over to %s in exchange for a handful
of coins.
} T Tele-arena

SLDITM {***
Ok, you sold %s for %u gold crowns.
} T Tele-arena

NOTWEP {***=1B[0;35m
Without that %s, you'd be defenseless!
=1B[1;37m} T Tele-arena

NOTARM {***=1B[0;35m
Without that %s, you'd be awfully vulnerable!
=1B[1;37m} T Tele-arena

WNGSPL {***=1B[0;35m
Sorry, that spell doesn't affect monsters.
=1B[1;37m} T Tele-arena

NOCHCH {***=1B[0;35m
Charm spells only affect monsters.
=1B[1;37m} T Tele-arena

NRNHER {***=1B[0;35m
Your %s doesn't seem to function here.
=1B[1;37m} T Tele-arena

NOTHER {***=1B[0;35m
Sorry, combat spells are not permitted here.
=1B[1;37m} T Tele-arena

NODHER {***=1B[0;35m
Sorry, littering is not permitted here.
=1B[1;37m} T Tele-arena

NSSHER {***=1B[0;35m
Sorry, summoning spells are not permitted here.
=1B[1;37m} T Tele-arena

NCSHER {***=1B[0;35m
Sorry, charm spells are not permitted here.
=1B[1;37m} T Tele-arena

NOFTHR {***=1B[0;35m
Sorry, hostility is not permitted here.
=1B[1;37m} T Tele-arena

NOTHHR {***=1B[0;35m
Sorry, thrown weapons are not permitted here.
=1B[1;37m} T Tele-arena

NOFRHR {***=1B[0;35m
Sorry, missle weapons are not permitted here.
=1B[1;37m} T Tele-arena

LOWSPL {***=1B[0;35m
Your mana is too low to cast that spell.
=1B[1;37m} T Tele-arena

SDNTRG {***=1B[0;35m
That spell does not need to be cast at a specific person or creature.
=1B[1;37m} T Tele-arena

SNDTRG {***=1B[0;35m
That spell needs to be cast at a specific person or creature.
=1B[1;37m} T Tele-arena

SPLFLD {***
You confuse the key syllables and the spell fails!
} T Tele-arena

SFDYOU {***
%s unsuccessfully attempts to cast a spell!
} T Tele-arena

SFDOTH {***
%s unsuccessfully attempts to cast a spell!
} T Tele-arena

SPLYOU {***=1B[1;31m
%s discharged %s at you for %d damage!
=1B[1;37m} T Tele-arena

SPLYOU2 {***=1B[1;31m
%s discharged %s at you!
=1B[1;37m} T Tele-arena

SPLOTH {***=1B[1;34m
%s just discharged %s at %s!
=1B[1;37m} T Tele-arena

SPMOTH {***=1B[1;34m
%s just discharged %s at the %s!
=1B[1;37m} T Tele-arena

HLMOTH {***=1B[1;34m
%s just intoned %s for the %s!
=1B[1;37m} T Tele-arena

SPLMOT {***=1B[1;31m
%s just discharged %s at hostile people in the area!
=1B[1;37m} T Tele-arena

SPLMMO {***=1B[1;34m
%s just discharged %s at hostile monsters in the area!
=1B[1;37m} T Tele-arena

SPLMAL {***=1B[1;31m
%s just discharged %s at all hostiles in the area!
=1B[1;37m} T Tele-arena

NEFYOU {***=1B[1;34m
%s discharged %s at you, which failed to affect you!
=1B[1;37m} T Tele-arena

NEFOTH {***=1B[1;34m
%s just discharged %s at %s, which failed to affect %s!
=1B[1;37m} T Tele-arena

SNMOTH {***=1B[1;34m
%s just discharged %s at the %s, which failed to affect the %s!
=1B[1;37m} T Tele-arena

SPLMHO {***=1B[1;36m
%s just discharged %s at friendly people in the area!
=1B[1;37m} T Tele-arena

HELYOU {***=1B[1;36m
%s just intoned %s for you which healed %d damage!
=1B[1;37m} T Tele-arena

HELOTH {***=1B[1;34m
%s just intoned %s for %s!
=1B[1;37m} T Tele-arena

CURYOU {***=1B[1;36m
%s just performed %s on you!
=1B[1;37m} T Tele-arena

CUROTH {***=1B[1;34m
%s just performed %s on %s!
=1B[1;37m} T Tele-arena

PROYOU {***=1B[1;36m
%s just cast %s on you!
=1B[1;37m} T Tele-arena

PROOTH {***=1B[1;34m
%s just cast %s on %s!
=1B[1;37m} T Tele-arena

INVOTH {***=1B[1;34m
%s just cast %s on %s!
=1B[1;37m} T Tele-arena

SUMOTH {***=1B[1;34m
%s just intoned %s!
=1B[1;37m} T Tele-arena

CHMOTH {***=1B[1;34m
%s just performed %s on the %s!
=1B[1;37m} T Tele-arena

SPLDAM {***=1B[1;35m
You discharged the spell at %s for %d damage!
=1B[1;37m} T Tele-arena

SPLDAM2 {***=1B[1;35m
You discharged the spell at %s!
=1B[1;37m} T Tele-arena

SPMDAM {***=1B[1;35m
You discharged the spell at the %s for %d damage!
=1B[1;37m} T Tele-arena

SPLMDM {***=1B[1;35m
You discharged the spell at hostile people in the area for %d damage!
=1B[1;37m} T Tele-arena

SPLMMN {***=1B[1;35m
You discharged the spell at hostile monsters in the area for %d damage!
=1B[1;37m} T Tele-arena

SPLMAD {***=1B[1;35m
You discharged the spell at all hostiles in the area for %d damage!
=1B[1;37m} T Tele-arena

SPLMHL {***=1B[1;34m
You discharged the spell at friendly people in the area, healing %d =
damage!
=1B[1;37m} T Tele-arena

SPLMCR {***=1B[1;34m
You discharged the spell at friendly people in the area!
=1B[1;37m} T Tele-arena

SPLHEL {***=1B[1;34m
You intoned the spell for %s which healed %d damage!
=1B[1;37m} T Tele-arena

SPLRGN {***=1B[1;34m
You intoned the spell for %s!
=1B[1;37m} T Tele-arena

SPLCUR {***=1B[1;34m
You performed a curative spell on %s!
=1B[1;37m} T Tele-arena

SPLRES {***=1B[1;34m
You performed a restorative spell on %s!
=1B[1;37m} T Tele-arena

SPLINV {***=1B[1;35m
You cast an invisibility spell on %s!
=1B[1;37m} T Tele-arena

SPLPRO {***=1B[1;34m
You cast %s on %s!
=1B[1;37m} T Tele-arena

SPLSUM {***=1B[1;34m
You intoned a summoning spell!
=1B[1;37m} T Tele-arena

SPLHLM {***=1B[1;34m
You intoned the spell for the %s which healed %d damage!
=1B[1;37m} T Tele-arena

SPLCHM {***=1B[1;34m
You performed a charm spell on the %s!
=1B[1;37m} T Tele-arena

SFAILD {***=1B[1;31m
The spell failed!
=1B[1;37m} T Tele-arena

SSUCCF {***=1B[1;36m
The spell was successful!
=1B[1;37m} T Tele-arena

SPLNEF {***=1B[1;34m
Your spell was negated by %s's magickal defenses!
=1B[1;37m} T Tele-arena

SPMNEF {***=1B[1;34m
Your spell was negated by the %s's magickal defenses!
=1B[1;37m} T Tele-arena

PRO1 {***=1B[1;34m
You suddenly feel very vulnerable!
=1B[1;37m} T Tele-arena

STA1 {***=1B[1;34m
An odd tingling sensation washes over you briefly!
=1B[1;37m} T Tele-arena

PAR1 {***=1B[1;34m
Your paralysis wears off!
=1B[1;37m} T Tele-arena

NOSPEL {***=1B[0;35m
Sorry, you know no such spell.
=1B[1;37m} T Tele-arena

SPLEXH {***=1B[0;35m
You are still too mentally exhausted from your last incantation!
=1B[1;37m} T Tele-arena

INDTRG {***=1B[0;35m
That item needs to be aimed at a specific person or creature.
=1B[1;37m} T Tele-arena

USEFAL {***=1B[1;35m
Your %s failed to discharge!
=1B[1;37m} T Tele-arena

USEDM1 {***=1B[1;35m
You discharged your %s at %s for %d damage!
=1B[1;37m} T Tele-arena

USEYU1 {***=1B[1;31m
%s discharged %s at you for %d damage!
=1B[1;37m} T Tele-arena

USEOT1 {***=1B[1;34m
%s just discharged %s at %s!
=1B[1;37m} T Tele-arena

USMDM1 {***=1B[1;35m
You discharged your %s at the %s for %d damage!
=1B[1;37m} T Tele-arena

USMOT1 {***=1B[1;34m
%s just discharged %s at the %s!
=1B[1;37m} T Tele-arena

USEDM2 {***=1B[1;35m
You discharged %s from your %s at %s for %d damage!
=1B[1;37m} T Tele-arena

USEYU2 {***=1B[1;31m
%s discharged %s from %s at you for %d damage!
=1B[1;37m} T Tele-arena

USEOT2 {***=1B[1;34m
%s just discharged %s from %s at %s!
=1B[1;37m} T Tele-arena

USMDM2 {***=1B[1;35m
You discharged %s from your %s at the %s for %d damage!
=1B[1;37m} T Tele-arena

USMOT2 {***=1B[1;34m
%s just discharged %s from %s at the %s!
=1B[1;37m} T Tele-arena

ARNNHR {***=1B[0;35m
Sorry, you don't see "%s" nearby.
=1B[1;37m} T Tele-arena

ARNNCE {***=1B[0;35m
Sorry, "%s" isn't in range.
=1B[1;37m} T Tele-arena

ARNAWH {***=1B[0;35m
That action needs to be performed on a specific person.
=1B[1;37m} T Tele-arena

ARNAMB {=1B[0;35mSorry, there is more than one denizen present who's =
name begins with those
characters, so you must specify the recipient of your "%s" command
more precisely.
=1B[1;37m} T Tele-arena

BMRSPC {=1B[0;35mSorry, you'll have to specify the desired item a little =
more precisely.
=1B[1;37m} T Tele-arena

GAMFRM {***
From %s: %s
} T Tele-arena

WHSTOU {=1B[1;33m***
From %s (whispered): %s
} T Tele-arena whispered message

GTALKU {=1B[1;33m***
From %s (to group): %s
} T Tele-arena whispered message

XARENT {***
%s has just entered Tele-Arena.
} T Tele-arena

LEVGAM {***
%s has just exited Tele-Arena.
} T Tele-arena

ALRXAR {***
You're already in Tele-Arena!
} T Tele-arena

MSGSNT {-- Message sent --
} T Tele-arena

WHSSNT {=1B[1;33m-- Message sent only to %s --
} T Whisper sent to user message

GRPSNT {=1B[1;33m-- Message sent only to group --
} T Group message sent

BYSELF {=1B[1;35mThere is nobody here.
=1B[1;37m} T Tele-arena

ONEOTH {=1B[1;35m%s is here.
=1B[1;37m} T Tele-arena one other character here with you

TWOOTH {=1B[1;35m%s and %s are here.
=1B[1;37m} T Tele-arena two other character here with you

OTHGUY {=1B[1;35m%s, =1B[1;37m} T Tele-Arena

SEVOTH {=1B[1;35mand %s are here.
=1B[1;37m} T Tele-arena several other characters here with you

BYSELF2 {=1B[1;35mSorry, that is not an appropriate command.
=1B[1;37m} T Tele-arena

CDTNOW {=1B[1;35mSorry, you can't do that now.
=1B[1;37m} T Tele-arena

NOSUPP {=1B[1;35mYou lack the support neccessary to use this item.
=1B[1;37m} T Tele-arena

EXT0 {} T

ENT0 {} T

EXT1 {***=1B[1;33m
%s has just gone to the north.
=1B[1;37m} T Tele-arena

ENT1 {***=1B[1;33m
%s has just arrived from the south.
=1B[1;37m} T Tele-arena

EXT2 {***=1B[1;33m
%s has just gone to the northeast.
=1B[1;37m} T Tele-arena

ENT2 {***=1B[1;33m
%s has just arrived from the southwest.
=1B[1;37m} T Tele-arena

EXT3 {***=1B[1;33m
%s has just gone to the east.
=1B[1;37m} T Tele-arena

ENT3 {***=1B[1;33m
%s has just arrived from the west.
=1B[1;37m} T Tele-arena

EXT4 {***=1B[1;33m
%s has just gone to the southeast.
=1B[1;37m} T Tele-arena

ENT4 {***=1B[1;33m
%s has just arrived from the northwest.
=1B[1;37m} T Tele-arena

EXT5 {***=1B[1;33m
%s has just gone to the south.
=1B[1;37m} T Tele-arena

ENT5 {***=1B[1;33m
%s has just arrived from the north.
=1B[1;37m} T Tele-arena

EXT6 {***=1B[1;33m
%s has just gone to the southwest.
=1B[1;37m} T Tele-arena

ENT6 {***=1B[1;33m
%s has just arrived from the northeast.
=1B[1;37m} T Tele-arena

EXT7 {***=1B[1;33m
%s has just gone to the west.
=1B[1;37m} T Tele-arena

ENT7 {***=1B[1;33m
%s has just arrived from the east.
=1B[1;37m} T Tele-arena

EXT8 {***=1B[1;33m
%s has just gone to the northwest.
=1B[1;37m} T Tele-arena

ENT8 {***=1B[1;33m
%s has just arrived from the southeast.
=1B[1;37m} T Tele-arena

EXT9 {***=1B[1;33m
%s has just gone upward.
=1B[1;37m} T Tele-arena

ENT9 {***=1B[1;33m
%s has just arrived from below.
=1B[1;37m} T Tele-arena

EXT10 {***=1B[1;33m
%s has just gone downward.
=1B[1;37m} T Tele-arena

ENT10 {***=1B[1;33m
%s has just arrived from above.
=1B[1;37m} T Tele-arena

ENT11 {***=1B[1;36m
%s has just appeared in a blinding flash of light!
=1B[1;37m} T Tele-arena

ENT12 {***=1B[1;36m
%s has just appeared in a puff of thick black smoke!
=1B[1;37m} T Tele-arena

ENT13 {***=1B[1;33m
%s has just tumbled into the room from the %s!
=1B[1;37m} T Tele-arena

EXT11 {***=1B[1;36m
%s has just vanished in a blinding flash of light!
=1B[1;37m} T Tele-arena

EXT12 {***=1B[1;36m
%s has just vanished in a puff of thick black smoke!
=1B[1;37m} T Tele-arena

EXT13 {***=1B[1;33m
%s has just tumbled out of the room to the %s!
=1B[1;37m} T Tele-arena

OOP1 {***=1B[1;34m
A sudden flash of light momentarily blinds you!
=1B[1;37m} T Tele-arena

OOP2 {***=1B[1;34m
You tumble out of the room to the %s!
=1B[1;37m} T Tele-arena

TOOFST {***=1B[0;35m
You must rest a moment before proceeding!
=1B[1;37m} T Tele-arena

YOUTRP {***=1B[0;35m
In your haste, you trip and fall!
=1B[1;37m} T Tele-arena

OTHTRP {***=1B[1;33m
%s tripped and fell to the floor!
=1B[1;37m} T Tele-arena

CNTMOV {***=1B[0;35m
Sorry, you'll have to rest a while before you can move.
=1B[1;37m} T Tele-arena

CAMBAK {***=1B[1;33m
%s returned with a perplexed look on %s face.
=1B[1;37m} T Tele-arena

NOEXIT {***=1B[1;35m
Sorry, there's no exit in that direction.
=1B[1;37m} T Tele-arena

RGFALD {***
You failed an attempt to overcome this obstacle by using your rogue
abilities.
} T Tele-arena

AVDTRP {***
Your rogue abilities allowed you to detect and avoid a trap!
} T Tele-arena

GRPAVD {***
%s's rogue abilities allowed your group to detect and avoid a trap!
} T Tele-arena

TRS001 {***=1B[1;36m
A voice in your mind speaks like thunder: "You have passed the trial of
might. Go forth and continue your quest for personal glory and wisdom!"
=1B[1;37m} T Tele-Arena

TRS002 {***=1B[1;36m
A voice in your mind speaks like thunder: "You have passed the trial of
wisdom. Go forth and continue your quest for personal glory and =
knowledge!"
=1B[1;37m} T Tele-Arena

TRS003 {***=1B[1;36m
A voice in your mind speaks like thunder: "You have reached a new level
of stupidity. Go forth and continue your quest for personal glory and
scented toilet tissue!"
=1B[1;37m} T Tele-Arena

TRS004 {***=1B[1;36m
A voice in your mind speaks like thunder: "You have passed the trial of
intelligence. Go forth and continue your quest for personal glory and
influence!"
=1B[1;37m} T Tele-Arena

TRS011 {***=1B[1;36m
You feel an odd tingling sensation on your brow for a moment!
=1B[1;37m} T Tele-Arena

TRS012 {***=1B[1;36m
You find a scroll describing a rune which you inscribe on your =
runestaff!
=1B[1;37m} T Tele-Arena

TAKINV {***
%s is taking inventory of %s possessions and counting %s gold.
} T Tele-arena

SPELLS {***


Your spellbook contains the following spells:

} T Tele-arena

LOOKSP {***
%s is leafing through %s spellbook.
} T Tele-arena

PRGSPL {***
You purged %s from your spellbook.
} T Tele-arena

PRGOTH {***
%s just purged a spell from %s spellbook.
} T Tele-arena

DRPOTH {***
%s just dropped %s.
} T Tele-arena

DRPOTH2 {***
%s just dropped some items.
} T Tele-arena

BUYOTH {***
%s just bought %s from the shopkeeper.
} T Tele-arena

GETOTH {***
%s just picked up %s.
} T Tele-arena

GETOTH2 {***
%s just picked up some items.
} T Tele-arena

BYSOTH {***
%s just bought a scroll from the guild's master sorceror, then quickly
copied it into a spellbook.
} T Tele-arena

SLDOTH {***
%s just sold %s to the shopkeeper.
} T Tele-arena

INSPCT {***
%s is looking you over.
} T Tele-arena

INSOTH1 {***
%s is looking %s over.
} T Tele-arena

INSOTH2 {***
%s is looking to the %s.
} T Tele-arena

INMOTH {***
%s is looking the %s over.
} T Tele-arena

LOKOTH {***
%s is taking a look around.
} T Tele-arena

SGNOTH {***
%s is looking at the list of items this shop sells.
} T Tele-arena

SSNOTH {***
%s is looking at the list of sorceror spells the guild sells.
} T Tele-arena

SANOTH {***
%s is looking at the list of acolyte spells the guild sells.
} T Tele-arena

SDNOTH {***
%s is looking at the list of druid spells the guild sells.
} T Tele-arena

SNNOTH {***
%s is looking at the list of necrolyte spells the guild sells.
} T Tele-arena

NOLSLF {***=1B[0;35m
Sorry, you can't look at yourself.
=1B[1;37m} T Tele-arena

NODSLF {***=1B[0;35m
Sorry, you can't drag yourself.
=1B[1;37m} T Tele-arena

NORSLF {***=1B[0;35m
Sorry, you can't rob yourself.
=1B[1;37m} T Tele-arena

NTRSLF {***=1B[0;35m
Sorry, you can't track yourself.
=1B[1;37m} T Tele-arena

NCTSLF {***=1B[0;35m
Sorry, you can't command your followers to track you.
=1B[1;37m} T Tele-arena

NCFSLF {***=1B[0;35m
Sorry, you can't command your followers to follow you.
=1B[1;37m} T Tele-arena

NOCSLF {***=1B[0;35m
Sorry, you can't cast combat spells on yourself.
=1B[1;37m} T Tele-arena

NOASLF {***=1B[0;35m
Sorry, you can't attack yourself.
=1B[1;37m} T Tele-arena

NOUSLF {***=1B[0;35m
Sorry, you can't use harmful items on yourself.
=1B[1;37m} T Tele-arena

NOGSLF {***=1B[0;35m
Sorry, you can't give things to yourself.
=1B[1;37m} T Tele-arena

TRKING {***
%s is very thoroughly examining the area.
} T Tele-arena

CTRING {***
The %s is very thoroughly examining the area.
} T Tele-arena

CMDSTP {***
The %s stops tracking %s.
} T Tele-arena

CMDTRK {***
The %s has picked up %s's trail!
} T Tele-arena

CMDFOL {***
The %s stops following you and begins following %s.
} T Tele-arena

CMFOLL {***
The %s stops following %s and begins following %s.
} T Tele-arena

CMFYOU {***
The %s stops following %s and begins following you.
} T Tele-arena

CNTTRK {***=1B[0;35m
Sorry, %s aren't very good at tracking.
=1B[1;37m} T Tele-arena

NOTRKH {***=1B[0;35m
This area is too well traveled to pick up a trail.
=1B[1;37m} T Tele-arena

NOTRAL {***=1B[0;35m
You can't find any sign of %s.
=1B[1;37m} T Tele-arena

NCTRAL {***=1B[0;35m
The %s can't find any sign of %s.
=1B[1;37m} T Tele-arena

NCFOLL {***=1B[0;35m
The %s looks around in confusion.
=1B[1;37m} T Tele-arena

NODRAG {***=1B[0;35m
You can't find any sign of %s.
=1B[1;37m} T Tele-arena

CNTDRG {***=1B[0;35m
%s isn't incapacitated!
=1B[1;37m} T Tele-arena

HEWENT {***=1B[1;33m
%s's trail leads %s.
=1B[1;37m} T Tele-arena

HNTING {***
%s is searching for something to eat.
} T Tele-arena

CNTHNT {***=1B[0;35m
Sorry, %s aren't very good at hunting.
=1B[1;37m} T Tele-arena

NOHNTH {***=1B[0;35m
The only animals around here are rats.
=1B[1;37m} T Tele-arena

DNTFND {***=1B[0;35m
You can't seem to find any food.
=1B[1;37m} T Tele-arena

FNDRAT {***=1B[1;33m
Your hunt is fruitful and you gain a ration of food.
=1B[1;37m} T Tele-arena

OTHCMD {***
%s just gave an order to the %s.
} T Tele-arena

TAMING {***
%s is attempting to tame the %s.
} T Tele-arena

CNTTAM {***=1B[0;35m
Sorry, %s aren't very good at taming monsters.
=1B[1;37m} T Tele-arena

NOTAMH {***=1B[0;35m
There aren't any monsters here suitable for taming.
=1B[1;37m} T Tele-arena

DNTTAM {***=1B[0;35m
Your attempt to tame the %s has failed.
=1B[1;37m} T Tele-arena

TAMMON {***=1B[1;33m
You have successfully tamed the %s!
=1B[1;37m} T Tele-arena

MSMING {***
%s is attempting to mesmerize the %s.
} T Tele-arena

CNTMSM {***=1B[0;35m
Sorry, %s aren't very good at mesmerizing monsters.
=1B[1;37m} T Tele-arena

NOMSMH {***=1B[0;35m
There aren't any monsters here suitable for mesmerizing.
=1B[1;37m} T Tele-arena

DNTMSM {***=1B[0;35m
Your attempt to mesmerize the %s has failed.
=1B[1;37m} T Tele-arena

MSMMON {***=1B[1;33m
You have successfully mesmerized the %s!
=1B[1;37m} T Tele-arena

CNTSIT {***=1B[0;35m
Sorry, %s aren't very good at sighting targets.
=1B[1;37m} T Tele-arena

NOSITH {***=1B[0;35m
It is too crowded here to sight targets.
=1B[1;37m} T Tele-arena

YOUGAV {***
You gave your %s to %s.
} T Tele-arena

YOUGVG {***
You gave %s gold coins to %s.
} T Tele-arena

TOOINX {***=1B[0;35m
You are too inexperienced to use that item.
=1B[1;37m} T Tele-arena

CNTGVI {***=1B[0;35m
At your level you may need that item.
=1B[1;37m} T Tele-arena

CNTGVG {***=1B[0;35m
At your level your gold would be better spent elsewhere.
=1B[1;37m} T Tele-arena

YOUDON {***
The priests gladly accept your donation.
} T Tele-arena

YOUGET {***
%s just gave you %s.
} T Tele-arena

YOUGTG {***
%s just gave you %s gold coins.
} T Tele-arena

JSTGAV {***
%s just handed an item to %s.
} T Tele-arena

JSTGVG {***
%s just handed some gold coins to %s.
} T Tele-arena

JSTDON {***
%s just donated some gold coins to the temple priests.
} T Tele-arena

PLSGDS {***
The Gods seem pleased by your donation...
} T Tele-arena

DPLGDS {***
Do you wish to anger the gods?
} T Tele-arena

ANGGDS {***
=07Your dishonest activities have angered the gods, your stats are =
diminished!
} T Tele-arena

CNTGIV {***=1B[0;35m
Sorry %s can't carry anything else.
=1B[1;37m} T Tele-arena

TRDGIV {***=1B[0;35m
%s tried to give you a %s, but you can't carry anything else.
=1B[1;37m} T Tele-arena

DNTGIV {***
%s just handed something to %s, who gave it right back.
} T Tele-arena

CNTHDL {***=1B[0;35m
%s can't carry the additional weight.
=1B[1;37m} T Tele-arena

UCNHDL {***=1B[0;35m
%s tried to give you a %s, but you can't carry the additional weight.
=1B[1;37m} T Tele-arena

SLTLOW {***=1B[0;35m
Sorry, you need at least %s gold crowns to play the slot machine!
=1B[1;37m} T Tele-arena

OTHSLT {***
%s steps up to the slot machine, deposits some coins, and pulls the =
lever!
} T Tele-arena

SLTPUL {***
You deposit %s gold crowns in the slot machine...

You pull the handle...

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D
|----------|----------|----------|
| %-8s | %-8s | %-8s |
|----------|----------|----------|
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D
} T Tele-arena

SLTOUT {***
Sorry, you may only play the games of chance 25 times per level!
} T Tele-arena

DICLOW {***=1B[0;35m
Sorry, you need at least %s gold crowns to roll the bones!
=1B[1;37m} T Tele-arena

OTHDIC {***
%s steps up to the table, lays down some coins, and rolls the bones!
} T Tele-arena

ROLDIC {***
You lay down %s gold crowns on the table...

You roll the bones...
} T Tele-arena

GAMLOS {
        *** You lose ***
} T Tele-arena

GAMWIN {
    *** You win %s crowns ***
} T Tele-arena

JACKPOT {=07
         *** JACKPOT ***
} T Tele-arena

DICE00 {
+-----+ +-----+
|     | |     |
|  o  | |  o  |
|     | |     |
+-----+ +-----+
} T Tele-Arena

DICE01 {
+-----+ +-----+
|     | |o    |
|  o  | |     |
|     | |    o|
+-----+ +-----+
} T Tele-Arena

DICE02 {
+-----+ +-----+
|o    | |o    |
|     | |     |
|    o| |    o|
+-----+ +-----+
} T Tele-Arena

DICE03 {
+-----+ +-----+
|o    | |o    |
|  o  | |     |
|    o| |    o|
+-----+ +-----+
} T Tele-Arena

DICE04 {
+-----+ +-----+
|o    | |o    |
|  o  | |  o  |
|    o| |    o|
+-----+ +-----+
} T Tele-Arena

DICE05 {
+-----+ +-----+
|o   o| |o    |
|     | |  o  |
|o   o| |    o|
+-----+ +-----+
} T Tele-Arena

DICE06 {
+-----+ +-----+
|o   o| |o   o|
|     | |     |
|o   o| |o   o|
+-----+ +-----+
} T Tele-Arena

DICE07 {
+-----+ +-----+
|o   o| |o   o|
|  o  | |     |
|o   o| |o   o|
+-----+ +-----+
} T Tele-Arena

DICE08 {
+-----+ +-----+
|o   o| |o   o|
|  o  | |  o  |
|o   o| |o   o|
+-----+ +-----+
} T Tele-Arena

DICE09 {
+-----+ +-----+
|o   o| |o   o|
|o   o| |  o  |
|o   o| |o   o|
+-----+ +-----+
} T Tele-Arena

DICE10 {
+-----+ +-----+
|o   o| |o   o|
|o   o| |o   o|
|o   o| |o   o|
+-----+ +-----+
} T Tele-Arena

DICOUT {***
Sorry, you may only play the games of chance 25 times per level!
} T Tele-arena

YOUVOY {***
You buy passage across the great lake and board a ship...
***
} T Tele-arena

OTHVOY {***
%s hands a small purse of coins to a ship's captain and boards a ship...
} T Tele-arena

OTHARR {***
%s has just arrived on a ship from across the great lake.
} T Tele-arena

CNTVOY {***
Sorry, you cannot afford passage across the great lake!
} T Tele-arena

NORUNE {***
Sorry, by decree of the guild masters, no one shall venture across the =
great
lake who does not bear a rune upon their brow.
} T Tele-arena

***
RATRAT {While aboard the ship your food was eaten by rats!
} T Tele-arena

***
SHPSTL {While aboard the ship you seem to have been robbed!
} T Tele-arena

WHOHDR {=1B[0m
=1B[1;32mPNUM  NAME                            CLASS
=1B[1;37m--------------------------------------------------
} T Tele-arena

WHOGAM {=1B[0;1;33m%03d   %-31.31s %s
} T Tele-arena

BRRED {=1B[1;31m} T
YELLO {=1B[1;33m} T
DBLUE {=1B[1;34m} T
LBLUE {=1B[1;36m} T
WHITE {=1B[1;37m} T

ARNEDT {
Character edited!
} T Tele-arena

YURLOC {
You are in room #%d!
} T Tele-arena

THRLOC {
%s is in room #%d!
} T Tele-arena


------=_NextPart_000_01BDCFF2.4C43F800
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Content-Transfer-Encoding: quoted-printable
Content-Description: Tsgarn-t.mcv (MCV File)
Content-Disposition: attachment; filename="TSGARN-T.MCV"

English/ANSI=00=0033=000 3=001 6=002 7=006 9=007 8=008 4=009 5=0010 =
5=0012 11=0012 11=0012 12=0012 12=0012 12=003 22=004 30=005 16=006 =
24=008 32=009 20=0011 20=007 40=0013 41=009 42=006 43=000 44=002 45=004 =
46=003 62=003 63=003 67=0015 70=0014 70=006 74=0016=000=00shop =
keeper=00shop keepers=00The shop keeper is an old gnome wearing a dark =
green tunic and trousers,=0A=
and a grimy leather apron. He has a white beard and bushy white =
eyebrows=0A=
from beneath which a pair of deep set brown eyes peer out at =
you.=0D=000=00shop keeper=00shop keepers=00The shop keeper is an brawny =
human smithy wearing heavy leather overalls.=0A=
His head is bald, and he has a coarse black beard and moustache. He =
seems=0A=
to be of a jovial sort because of his broad smile, and bright =
eyes.=0D=000=00shop keeper=00shop keepers=00The shop keeper is a tough =
looking dwarf wearing a fine suit of chainmail.=0A=
He has a thick head of unruly brown hair and an unkempt beard. He seems =
to=0A=
be very direct and has a brusque manner about him.=0D=000=00shop =
keeper=00shop keepers=00The shop keeper is an lithe elf wearing a bright =
green tunic and trousers,=0A=
He has whispy blonde hair and no facial hair. He smiles broadly at you =
as=0A=
you look him over.=0D=000=00shop keeper=00shop keepers=00The shop keeper =
is an enormous half-ogre smith wearing heavy leather=0A=
apron. He has coarse black hair, and a black beard and moustache. His=0A=
facial features betray great strength and self assurance.=0D=000=00shop =
keeper=00shop keepers=00The shop keeper is a small, but powerfully built =
man. He has light brown=0A=
hair and a thich moustache. He has the manerisms of one who would be =
calm=0A=
and relaxed in just about any situation.=0D=000=00crimson mage=00crimson =
mages=00The mage wears red robes and radiates an aura of power and =
confidence. He=0A=
has flowing white hair and a long white beard, though his face does =
not=0A=
appear to show the age he would have to be to have such. Tatooed upon =
his=0A=
right forearm is a crimson sigil which looks like a crecent =
moon.=0D=000=00master sorceror=00master sorcerors=00The master sorceror =
wears shimering silver robes and bracers adorned with=0A=
magical sigils and runes of power. His eyes betray his great wisdom. =
He=0A=
has the mannerisms of one who is kind and gentle.=0D=000=00blue robed =
priest=00blue robed priests=00The priest wears blue robes. He has an air =
of peace and tranquility about=0A=
him. Around his neck he wears a heavy silver chain which supports a =
large=0A=
silver ankh.=0D=000=00barkeep=00barkeeps=00The barkeep is a giant of a =
man. He stands nearly seven feet tall and looks=0A=
as though he might have a bit of ogre blood in him. He wears a pair of =
iron=0A=
armbands and a leather tunic. The tavern's patrons seem to reguard him =
with=0A=
respect if not fear.=0D=000=00barmaid=00barmaids=00The barmaid is a =
lovely wench wearing a low cut lacey white blouse, beige=0A=
bodice, and cream colored skirts. She has long blonde hair and deep =
blue=0A=
eyes. You notice quite a few of the tavern's male patrons eyeing her =
with=0A=
mouths agape.=0D=000=00barmaid=00barmaids=00The barmaid is a lovely =
wench wearing a low cut lacey blue blouse, green=0A=
bodice, and yellow skirts. She has long black hair and bright green =
eyes.=0A=
You notice quite a few of the inn's male patrons eyeing her with =
mouths=0A=
agape.=0D=000=00ship's captain=00ship's captains=00The ship's captain is =
a grizzly old sailor with many a scar, several tatoos=0A=
and an unkempt manner about him. His worn clothes appear to have seen =
just=0A=
about every port there could possibly be, and he smells of stale sweat =
and=0A=
cheap rum.=0D=000=00grey robed priest=00grey robed priests=00The dwarven =
priest wears grey robes. He has an air of peace and assurance=0A=
about him. Around his neck he wears a heavy chain which supports a =
large=0A=
iron talisman.=0D=000=00barmaid=00barmaids=00The barmaid is an elven =
wench wearing a low cut lacey green blouse, brown=0A=
bodice, and yellow skirts. She has curly red hair and clear grey =
eyes.=0A=
You notice quite a few of the inn's male patrons eyeing =
her.=0D=000=00barkeep=00barkeeps=00The barkeep is a lively old elf. He =
stands nearly six feet tall and looks=0A=
as though he's seen his fair share of adventure in his younger days. =
He=0A=
wears a leather tunic and buskins. The tavern's patrons seem to =
reguard=0A=
him with a great deal of respect.=0D=0075=008 5 2 0 10 0 4 3 0 0=000 0 0 =
0 0 0 1 0 0 0=000 0 0 1 0 0 0 0 0 0=000 0 1 0 0 0 0 0 0 0=000 0 0 0 0 1 =
0 0 33 0=000 0 0 0 0 0 10 0 0 0=000 0 10 0 0 0 0 0 0 0=0011 0 0 0 1 0 0 =
0 0 34=0010 0 0 0 0 0 0 0 0 0=001 0 6 0 9 0 7 0 0 0=000 0 0 0 8 0 0 0 0 =
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0=0023 0 25 0 17 19 21 0 0 0=000 18 0 0 0 20 0 0 0 0=000 19 0 0 0 0 0 0 =
0 0=000 0 18 0 0 0 22 0 0 0=000 0 21 0 0 0 0 0 0 0=0024 0 0 0 18 0 0 0 0 =
0=000 0 0 0 23 0 0 0 0 0=000 0 26 0 0 0 18 0 0 0=0027 0 29 0 31 0 25 0 0 =
0=0028 0 0 0 26 0 0 0 0 0=000 0 0 0 27 0 0 0 0 0=000 0 30 0 0 0 26 0 0 =
0=000 0 0 0 0 0 29 0 0 0=0026 0 0 0 32 0 0 0 0 0=0031 0 0 0 0 0 0 0 0 =
0=000 0 0 0 0 0 0 0 0 5=000 0 0 0 0 0 0 0 8 0=000 36 0 37 0 39 0 38 0 =
0=0040 0 41 0 0 35 0 0 0 0=000 0 0 43 0 0 0 35 0 0=000 47 0 35 0 0 0 42 =
0 0=000 35 0 46 0 45 0 44 0 0=000 0 0 0 36 0 0 0 0 0=000 0 0 0 0 0 36 0 =
0 0=000 0 0 38 0 0 0 0 0 0=000 0 0 0 0 0 0 37 0 0=000 0 0 39 0 0 0 0 0 =
0=000 39 0 0 0 0 0 0 0 0=000 0 0 0 0 0 0 39 0 0=000 0 0 0 0 38 0 0 0 =
0=0049 0 0 0 0 0 0 0 0 0=0050 0 0 0 48 0 0 0 0 0=000 0 0 0 49 0 51 0 0 =
0=0052 0 50 0 0 0 0 0 0 0=0053 0 0 0 51 0 0 0 0 0=0054 0 0 0 52 0 0 0 0 =
0=0057 0 0 0 53 0 55 0 0 0=0056 0 54 0 0 0 71 0 0 0=0064 0 57 0 55 0 0 0 =
0 0=000 0 58 0 54 0 56 0 0 0=000 0 59 0 0 0 57 0 0 0=0075 0 60 0 0 0 58 =
0 0 0=000 0 0 0 61 0 59 0 0 0=0060 0 62 0 0 0 0 0 0 0=000 0 0 0 0 0 61 0 =
0 0=000 0 0 0 75 0 0 0 0 0=0065 0 0 0 56 0 0 0 0 0=0068 0 0 0 64 0 66 0 =
0 0=000 0 65 0 0 0 67 0 0 0=000 0 66 0 0 0 0 0 0 0=000 0 69 0 65 0 0 0 0 =
0=0070 0 0 0 0 0 68 0 0 0=000 0 0 0 69 0 0 0 0 0=000 0 55 0 0 0 72 0 0 =
0=000 0 71 0 73 0 0 0 0 0=0072 0 0 0 74 0 0 0 0 0=0073 0 0 0 0 0 0 0 0 =
0=0063 0 0 0 59 0 0 0 0 0=0075=00You're in the north plaza.=0D=00You are =
standing at the north end of a large open plaza surrounded=0A=
by shade trees as well as assorted flowering shrubs and hedges whose=0A=
scent wafts through the warm, dry air. To the west stands an ornate=0A=
temple adorned with ornate stone and brass architecture. A quaint =
little=0A=
shop lies to the northwest, and a dimly lit, smokey little tavern to =
the=0A=
northeast. To the east lay the huge wrought iron gates of the arena. =
To=0A=
north is the town guild hall. The other half of the plaza lies to the=0A=
south.=0D=00You're in the arena.=0D=00You now stand inside the gates of =
the village's most noteworthy and=0A=
notorious point of interest, the arena. The charred and stained stone=0A=
walls and scattered bits of bone, armor, and weaponry lying among the=0A=
debris on the packed earthen floor. A huge brass gong hangs at the =
center=0A=
of the arena suspended on a framework made of the bones of some of =
the=0A=
less fortunate of the arena's combatants. To the south is a wide =
stone=0A=
staircase leading down to the dungeon gate. The exit through the =
arena=0A=
gates is to the west.=0D=00You're in the equipment shop.=0D=00You are =
now inside the equipment shop, where one may purchase supplies=0A=
and provisions essential to survival in the dungeons or the =
wilderness.=0A=
The shop keeper sits on a tall stool behind a counter along the north=0A=
wall, eyeing you warily. The exit is to the southeast.=0D=00You're in =
the temple.=0D=00You are now in the main entry hall of a great temple. =
Huge black=0A=
marble columns veined with platinum stretch to the ceiling some 100'=0A=
overhead. The paterns in the tile floor are so ornate and complex as =
to=0A=
be nearly impossible to follow or comprehend. Many black silk =
tapestries=0A=
depicting various scenes of a religious or magical nature block your =
view=0A=
into the many other areas of the temple. Blue robed priests and =
acolytes=0A=
move here and there going about their daily duties. The exit is to =
the=0A=
east.=0D=00You're in the tavern.=0D=00You are in the village tavern. The =
smoke from the many oil lamps=0A=
decrease visibility to your imediate surroundings, and the wavering=0A=
light they cast about the room leaves many shadows and unlit corners.=0A=
There are several tables about the room, where the tavern's patrons=0A=
eat, drink, and generally enjoy themselves. The bar stands along the=0A=
north wall and a door to the kitchen lies to the northeast. A large,=0A=
full length mirror adorns the west wall. The only visible exits lie=0A=
up a steep wooden ladder near the rear of the room, and out into the=0A=
north plaza to the southwest.=0D=00You're in the weapon shop.=0D=00You =
are now inside the weapon shop, where you may purchase various=0A=
weapons to use for sparring in the arena or for personal defense from=0A=
the denizens of the dungeons. The shop keeper sits on a high stool=0A=
behind a tall counter along the south wall. The exit is to the =
west.=0D=00You're in the armor shop.=0D=00You are now inside the armor =
shop, where you may aquire different=0A=
sorts of armor and protective gear to guard yourself against the =
blows=0A=
of your opponents in the arena, or from the various non-human foes to =
be=0A=
found in the dungeons beneath the town. The shop keeper sits on a =
high=0A=
behind a worn counter along the south wall, eyeing you warily. The =
exit=0A=
is to the east.=0D=00You're in the guild hall.=0D=00You have entered the =
town guild hall, where one may seek the training=0A=
neccessary to refine your combat and spell skills. This building is=0A=
also a center of learning where the ancient art of sorcery is taught=0A=
to those with the intelligence and skill to wield it effectively. =
Sages,=0A=
wizards, and masters-at-arms rush about on errands or to and from=0A=
training sessions. Ornately carved marble archways exit to the north =
and=0A=
south, and a wide stone staircase leads downward.=0D=00You're in the =
magic shop.=0D=00You're standing in a warm, dimly lit shop where various =
magical items=0A=
are bought and sold by a shrewd mage in crimson robes with an air of=0A=
power and complete confidence about him. He doesn't look like someone=0A=
whose spells you'd like to be on the wrong end of. The sweet scent of=0A=
incense drifts in from a workroom in the rear of the shop. The exit =
is=0A=
to the north.=0D=00You're in the south plaza.=0D=00You are standing at =
the south end of a large open plaza surrounded=0A=
by shade trees as well as assorted flowering shrubs and hedges who's=0A=
scent wafts through the warm, dry air. To the west stands the town's=0A=
armor shop. The weapon shop lies to the east. There is a magic shop=0A=
to the south. To the north lies the other half of the plaza and to=0A=
the southwest lies the town's outer gate.=0D=00You're on the =
docks.=0D=00You are standing on the docks. The water from the lake laps =
quietly against=0A=
the docks making the peaceful scene on the lake all that more serene. =
An=0A=
ornately carved marble archway exits through the town wall to the south =
into=0A=
the guild hall.=0D=00You're on the docks.=0D=00You are standing on the =
docks. The water from the lake laps quietly against=0A=
the docks making the peaceful scene on the lake all that more serene. A =
path=0A=
leads towards a large open plaza to the northwest.=0D=00You're on a =
path.=0D=00You are standing on a path that leads into an open plaza to =
the northwest,=0A=
and to the docks on the great lake to the southeast. Large old trees =
line=0A=
the path and lend shade and birdsong to this quaint little =
town.=0D=00You're in the south plaza.=0D=00You are standing in a large =
open plaza at the south end of town surrounded=0A=
by shade trees. A path to the north leads to a plaza in the northern end =
of=0A=
town. To the southwest, a well trodden path leads to what appears to be =
a=0A=
weapon shop. A third path to the southeast leads to the =
docks.=0D=00You're on a path.=0D=00You are standing on a path that leads =
into a weapon shop to the southwest,=0A=
and to the town's southern plaza to the northeast. Large old trees line =
the=0A=
path and lend shade and birdsong to this quaint little town.=0D=00You're =
in the weapon shop.=0D=00You are now inside the weapon shop, where you =
may purchase various=0A=
weapons to use for sparring in the arena or for personal defense from =
the=0A=
denizens of the dungeons. The shop keeper sits on a high stool behind =
a=0A=
tall counter along the west wall. The exit is to the =
northeast.=0D=00You're on a path.=0D=00You are standing on a path that =
leads into open plazas to the north and=0A=
south. Large old trees line the path and lend shade and birdsong to =
this=0A=
quaint little town.=0D=00You're in the north plaza.=0D=00You are =
standing in a large open plaza at the north end of town surrounded=0A=
by shade trees. A path to the east leads to a plaza in the eastern end =
of=0A=
town. To the west, a well trodden path leads to town's equipment shop. =
A=0A=
third path to the south leads to a plaza in the southern end of town, =
and=0A=
a fourth path leads to an inn to the southwest.=0D=00You're on a =
path.=0D=00You are standing on a path that leads into the town's inn to =
the southwest,=0A=
and to the town's northern plaza to the northeast. Large old trees line =
the=0A=
path and lend shade and birdsong to this quaint little town. There is =
a=0A=
large rusty grate here which leads down into the town =
sewers.=0D=00You're in the inn.=0D=00You are in the town's inn. The =
smoke from the many oil lamps decrease=0A=
visibility to your imediate surroundings, and the wavering light they=0A=
cast about the room leaves many shadows and unlit corners. There are=0A=
several tables about the room, where the inn's patrons eat, drink, =
and=0A=
generally enjoy themselves. The bar stands along the north wall and a=0A=
door to the kitchen lies to the southwest, and a staircase leads up =
to=0A=
the inn's rooms. The only visibile exit lies to the =
northeast.=0D=00You're on a path.=0D=00You are standing on a path that =
leads into an equipment shop to the west,=0A=
and to the town's northern plaza to the east. Large old trees line the =
path=0A=
and lend shade and birdsong to this quaint little town.=0D=00You're in =
the equipment shop.=0D=00You are now inside the equipment shop, where =
one may purchase supplies=0A=
and provisions essential to survival in the dungeons or the =
wilderness.=0A=
The shop keeper sits on a tall stool behind a counter along the west=0A=
wall, eyeing you warily. The exit is to the east.=0D=00You're on a =
path.=0D=00You are standing on a path that leads into a magic shop to =
the north and,=0A=
to the town's northern plaza to the south. Large old trees line the =
path=0A=
and lend shade and birdsong to this quaint little town.=0D=00You're in =
the magic shop.=0D=00You're standing in a warm, dimly lit shop where =
various magical items=0A=
are bought and sold by a shrewd mage in crimson robes with an air of=0A=
power and complete confidence about him. He doesn't look like someone=0A=
whose spells you'd like to be on the wrong end of. The sweet scent of=0A=
incense drifts in from a workroom in the rear of the shop. The exit =
is=0A=
to the south.=0D=00You're on a path.=0D=00You are standing on a path =
that leads into open plazas to the east and=0A=
west. Large old trees line the path and lend shade and birdsong to =
this=0A=
quaint little town.=0D=00You're in the east plaza.=0D=00You are standing =
in a large open plaza at the east end of town surrounded=0A=
by shade trees. A well trodden path to the east leads to an armor shop. =
To=0A=
the west, another well used path leads to an open plaza in the northern =
end=0A=
of town. A third path to the south leads to towns temple, and a fourth =
path=0A=
leads to the town's arena.=0D=00You're on a path.=0D=00You are standing =
on a path that leads into an open plaza to the south,=0A=
and to the town's arena to the north. Large old trees line the path =
and=0A=
lend shade and birdsong to this quaint little town.=0D=00You're in the =
arena.=0D=00You now stand inside the gates of the town's arena. The =
charred and=0A=
stained stone walls and scattered bits of bone, armor, and weaponry=0A=
lying among the debris on the packed earthen floor. A huge bronze=0A=
gong hangs at the center of the arena suspended on a framework made=0A=
of the bones of some of the less fortunate of the arena's combatants.=0A=
The exit through the arena gates is to the south.=0D=00You're on a =
path.=0D=00You are standing on a path that leads into an open plaza to =
the west,=0A=
and to the armor shop to the east. Large old trees line the path and=0A=
lend shade and birdsong to this quaint little town.=0D=00You're in the =
armor shop.=0D=00You are now inside the armor shop, where you may aquire =
different sorts=0A=
of armor and protective gear to guard yourself against the blows of =
your=0A=
opponents in the arena, or from the various non-human foes to be =
found=0A=
in the dungeons near the town. The shop keeper sits on a high stool=0A=
behind a worn counter along the east wall, eyeing you warily. The =
exit=0A=
is to the west.=0D=00You're on a path.=0D=00You are standing on a path =
that leads into an open plaza to the north,=0A=
and to the town's temple to the south. Large old trees line the path =
and=0A=
lend shade and birdsong to this quaint little town.=0D=00You're in the =
temple.=0D=00You are now in the main entry hall of a great temple. Huge =
black=0A=
marble columns veined with platinum stretch to the ceiling some 100'=0A=
overhead. The paterns in the tile floor are so ornate and complex as =
to=0A=
be nearly impossible to follow or comprehend. Many black silk =
tapestries=0A=
depicting various scenes of a religious or magical nature block your =
view=0A=
into the many other areas of the temple. Blue robed priests and =
acolytes=0A=
move here and there going about their duties. The exit is to the =
north.=0D=00You're in a private room.=0D=00You are in a private room =
above the tavern. The room is well furnished,=0A=
though not richly. A window in the northern wall affords a =
breathtaking=0A=
view of the great lake to the north of town. A steep wooden staircase=0A=
leads down through a trap door in the floor to the tavern common =
room.=0D=00You're in the town vaults.=0D=00You are standing at the =
entrance to the town vaults. The room is bare, and=0A=
fashioned from solid natural stone. On the south wall there is a huge =
iron=0A=
door, and an open window covered with iron bars. A richly dressed man =
in=0A=
the window looks at you expectantly. A wide stone staircase leads =
upward.=0D=00You're in the town square.=0D=00You are standing in the =
midst of a large open square in a subterranean=0A=
cavern. The vaulted ceiling rises high above your head into near =
dark.=0A=
The light from oil lamps spaced evenly about the square affords =
adequate=0A=
light. Plain stone benches of good workmanship line the outer edges =
of=0A=
the square. To the four primary compass points stand smooth stone =
walls=0A=
carved with detailed scenes depicting various aspects of dwarven =
life.=0A=
To the northeast, southeast, southwest, and northeast lie open plazas=0A=
surrounding ornate stone fountains.=0D=00You're in an underground =
plaza.=0D=00You are standing in a large open plaza at the northeast =
corner of an=0A=
enormous subterranean cavern. An ornate stone fountain of fine=0A=
craftsmanship stands in the center of the plaza. The gurgling =
fountain=0A=
fills you with a sense of peace and tranquility, and the cool air is=0A=
very still here. The plaza opens out into the town square to the=0A=
southwest. To the north and east lie large stone archways decorated=0A=
with intricate stonework.=0D=00You're in an underground plaza.=0D=00You =
are standing in a large open plaza at the southeast corner of an=0A=
enormous subterranean cavern. An ornate stone fountain of fine=0A=
craftsmanship stands in the center of the plaza. The gurgling =
fountain=0A=
fills you with a sense of peace and tranquility, and the cool air is=0A=
very still here. The plaza opens out into the town square to the=0A=
northwest. To the southeast lies a large stone archway decorated=0A=
with intricate stonework.=0D=00You're in an underground plaza.=0D=00You =
are standing in a large open plaza at the northwest corner of an=0A=
enormous subterranean cavern. An ornate stone fountain of fine=0A=
craftsmanship stands in the center of the plaza. The gurgling =
fountain=0A=
fills you with a sense of peace and tranquility, and the cool air is=0A=
very still here. The plaza opens out into the town square to the=0A=
southeast. To the northeast, and northwest lie large stone archways=0A=
decorated with intricate stonework.=0D=00You're in an underground =
plaza.=0D=00You are standing in a large open plaza at the southwest =
corner of an=0A=
enormous subterranean cavern. An ornate stone fountain of fine=0A=
craftsmanship stands in the center of the plaza. The gurgling =
fountain=0A=
fills you with a sense of peace and tranquility, and the cool air is=0A=
very still here. The plaza opens out into the town square to the=0A=
northeast. To the northwest, southeast, and southwest lie large stone=0A=
archways decorated with intricate stonework.=0D=00You're in the guild =
hall.=0D=00You have entered the town guild hall, where one may seek the =
training=0A=
neccessary to refine your combat and spell skills. This building is=0A=
also a center of learning where the ancient art of sorcery is taught=0A=
to those with the intelligence and skill to wield it effectively. =
Sages,=0A=
wizards, and masters-at-arms rush about on errands or to and from=0A=
training sessions. An ornately carved stone archway exits to the =
south.=0D=00You're in the temple.=0D=00You are now in the main entry =
hall of a great temple. Huge reddish=0A=
stone columns stretch to the ceiling some 50' overhead. The stone =
floor=0A=
is made up of intricately engraved flagstones. Heavy cloth tapestries=0A=
depicting various scenes of dwarven religious cerimonies block your =
view=0A=
into the other areas of the temple. Grey robed priests and acolytes=0A=
move here and there going about their daily duties. An ornate archway=0A=
exits to the west.=0D=00You're in the tavern.=0D=00You are in the =
tavern. The smoke from the many oil lamps decreases=0A=
visibility to your imediate surroundings, and the wavering light they=0A=
cast about the room leaves many shadows and unlit corners. There are=0A=
several tables about the room, where the tavern's rowdy patrons,=0A=
primarily dwarves, gnomes, and an occasional goblin make themselves =
at=0A=
home. The bar stands along the north wall and a door to the kitchen=0A=
lies to the west. The only visibile exit lies to the =
southeast.=0D=00You're in the magic shop.=0D=00You're standing in a =
warm, dimly lit shop where various magical items=0A=
are bought and sold by a shrewd mage in crimson robes with an air of=0A=
power and complete confidence about him. He doesn't look like someone=0A=
whose spells you'd like to be on the wrong end of. The sweet scent of=0A=
incense drifts in from a workroom in the rear of the shop. A stone=0A=
archway lies to the to the northwest.=0D=00You're in the equipment =
shop.=0D=00You are now inside the equipment shop, where one may purchase =
supplies=0A=
and provisions essential to survival in the dungeons or the =
wilderness.=0A=
The shop keeper sits on a tall stool behind a counter along the west=0A=
wall, eyeing you warily. A stone archway lies to the to the =
southeast.=0D=00You're in the armor shop.=0D=00You are now inside the =
armor shop, where you may aquire different=0A=
sorts of armor and protective gear to guard yourself against the =
blows=0A=
of your opponents. The shop keeper sits on a high behind a worn =
counter=0A=
along the west wall, eyeing you warily. A stone archway lies to the =
to=0A=
the northeast.=0D=00You're in the weapon shop.=0D=00You are now inside =
the weapon shop, where you may purchase various=0A=
weapons to use for sparring in the arena or for personal defense from=0A=
the denizens of the dungeons. The shop keeper sits on a high stool=0A=
behind a tall counter along the south wall. A stone archway lies to=0A=
the to the northwest.=0D=00You're in the arena.=0D=00You are standing in =
an enormous natural cavern of dark reddish stone.=0A=
The charred and stained walls and stonework floor tell of battles=0A=
ancient and recent that have been fought in this place of death. The=0A=
floor and walls of this cavern give off noticable heat. A huge iron=0A=
gong hangs at the center of the arena suspended on a framework made=0A=
of the bones of demons and dragons. The exit through a huge stone=0A=
archway is to the southwest.=0D=00You're on a catwalk.=0D=00You are =
standing on a wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk is anchored against the trunk of a=0A=
huge tree to the south, and continues north. There is a round hole=0A=
in the platform near the tree trunk which leads down to some large=0A=
branches which appear climbable.=0D=00You're on a catwalk.=0D=00You are =
standing on a wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north and south.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues south and west.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues to the north and =
east.=0D=00You're on a catwalk.=0D=00You are standing on a wooden =
catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north and south.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. A large wooden platform lies to the north. The=0A=
catwalk continues south.=0D=00You're in the southeast plaza.=0D=00You =
are standing in the southeastern section of a large open square=0A=
platform made of wood. The platform is ringed by intricately carved=0A=
wooden railing. The trunk of a huge tree lies in the center of the=0A=
platform, and appears to be the central support for the surrounding=0A=
structure. The rest of the platform lies to the north and west, and=0A=
a wooden catwalk leads off into the trees to the south.=0D=00You're in =
the southwest plaza.=0D=00You are standing in the southwestern section =
of a large open square=0A=
platform made of wood. The platform is ringed by intricately carved=0A=
wooden railing. The trunk of a huge tree lies in the center of the=0A=
platform, and appears to be the central support for the surrounding=0A=
structure. The rest of the platform lies to the north and east, and=0A=
a wooden catwalk leads off into the trees to the west.=0D=00You're in =
the northwest plaza.=0D=00You are standing in the northwestern section =
of a large open square=0A=
platform made of wood. The platform is ringed by intricately carved=0A=
wooden railing. The trunk of a huge tree lies in the center of the=0A=
platform, and appears to be the central support for the surrounding=0A=
structure. The rest of the platform lies to the south and east, and=0A=
a wooden catwalk leads off into the trees to the north.=0D=00You're in =
the northeast plaza.=0D=00You are standing in the northeastern section =
of a large open square=0A=
platform made of wood. The platform is ringed by intricately carved=0A=
wooden railing. The trunk of a huge tree lies in the center of the=0A=
platform, and appears to be the central support for the surrounding=0A=
structure. The rest of the platform lies to the south and west, and=0A=
a wooden catwalk leads off into the trees to the east.=0D=00You're on a =
catwalk.=0D=00You are standing on a wooden catwalk suspended high in the =
trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. A large wooden platform lies to the west. The=0A=
catwalk continues east.=0D=00You're on a catwalk.=0D=00You are standing =
on a wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north, east, and =
west.=0D=00You're on a catwalk.=0D=00You are standing on a wooden =
catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues south and west.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north. To the east lies=0A=
an ornately carved wooden archway.=0D=00You're in the weapon =
shop.=0D=00You are now inside the weapon shop, where you may purchase =
various=0A=
weapons to use for personal defense from the denizens of the =
dungeons.=0A=
The shop keeper sits on a high stool behind a tall counter along the=0A=
east wall. The exit is to the west.=0D=00You're in the armor =
shop.=0D=00You are now inside the armor shop, where you may aquire =
different sorts=0A=
of armor and protective gear to guard yourself against the blows of =
your=0A=
opponents in the arenas, or from the various non-human foes to be =
found=0A=
in the dungeons. The shop keeper sits on a high stool behind a worn=0A=
counter along the north wall, eyeing you warily. The exit is to the =
south.=0D=00You're on a catwalk.=0D=00You are standing on a wooden =
catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. A large wooden platform lies to the south. The=0A=
catwalk continues north.=0D=00You're on a catwalk.=0D=00You are standing =
on a wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north, south, and =
west.=0D=00You're on a catwalk.=0D=00You are standing on a wooden =
catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues east. To the west lies=0A=
an ornately carved wooden archway.=0D=00You're in the equipment =
shop.=0D=00You are now inside the equipment shop, where one may purchase =
supplies=0A=
and provisions essential to survival in the dungeons or the =
wilderness.=0A=
The shop keeper sits on a tall stool behind a counter along the west=0A=
wall, eyeing you warily. The exit is to the east.=0D=00You're on a =
catwalk.=0D=00You are standing on a wooden catwalk suspended high in the =
trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues east and south.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues west. To the north lies=0A=
an ornately carved wooden archway.=0D=00You're in the tavern.=0D=00You =
are in the tavern. The smoke from the many oil lamps decreases=0A=
visibility to your imediate surroundings, and the wavering light they=0A=
cast about the room leaves many shadows and unlit corners. There are=0A=
several tables about the room, where the tavern's patrons,=0A=
primarily elves, and an occasional human make themselves at=0A=
home. The bar stands along the north wall and a door to the kitchen=0A=
lies to the east. The only visibile exit lies to the south.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. A large wooden platform lies to the east. The=0A=
catwalk continues west.=0D=00You're on a catwalk.=0D=00You are standing =
on a wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues east and south.=0D=00You're =
on a catwalk.=0D=00You are standing on a wooden catwalk suspended high =
in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues north. To the south lies=0A=
an ornately carved wooden archway.=0D=00You're in the magic =
shop.=0D=00You're standing in a warm, dimly lit shop where various =
magical items=0A=
are bought and sold by a shrewd mage in crimson robes with an air of=0A=
power and complete confidence about him. He doesn't look like someone=0A=
whose spells you'd like to be on the wrong end of. The sweet scent of=0A=
incense drifts in from a workroom in the rear of the shop. The exit =
is=0A=
to the north.=0D=00You're on a catwalk.=0D=00You are standing on a =
wooden catwalk suspended high in the trees of=0A=
a deep forest. The forest floor lies some fifty feet below you, and=0A=
is hidden in shadow. The catwalk continues south. To the north lies=0A=
an ornately carved wooden archway.=0D=0055=00avoid=002=00Get away!=00%s =
is carefully avoiding %s!=00=00bearhug=002=00Squish!=00%s just gave %s a =
bearhug!=00=00bleed=003=00Who's gonna clean up this mess?!=00%s is =
bleeding all over %s!=00%s is bleeding all over the =
floor!=00bless=002=00How divine!=00%s just blessed =
%s.=00=00blush=001=00Embarrased?=00=00%s is blushing.=00bow=003=00You =
bow so well!=00%s is humbly bowing to %s.=00%s is bowing =
proudly.=00burp=001=00Urp!=00=00%s just =
belched!=00cackle=001=00CaCkLe!=00=00%s is cackling like a =
demon!=00chant=001=00Ooooo, that's eerie!=00=00%s is chanting =
monotonously!=00cheer=001=00Yeeaaah!=00=00%s is cheering =
enthusiastically!=00choke=003=00Ooooo, look at those eyes bulge!=00%s is =
attempting to choke the life out of %s!=00%s appears to be choking on =
something!=00chuckle=001=00Hehheh.=00=00%s is chuckling =
evilly!=00clap=003=00Clap clap!=00%s is clapping in admiration for =
%s!=00%s is clapping wildly!=00cringe=001=00Coward!=00=00%s is cringing =
in fear!=00cry=001=00Waaaaaaaaaa!=00=00%s is crying =
woefully!=00curtsey=003=00You're very ladylike!=00%s is curtseying to =
%s.=00%s is curtseying gracefully.=00dance=003=00You dance so well!=00%s =
is dancing around with %s.=00%s is dancing a jig.=00frown=001=00What a =
nasty look!=00=00%s is frowning darkly!=00gasp=001=00Gasp!=00=00%s is =
gasping in amazment!=00giggle=001=00Heehee.=00=00%s is giggling =
uncontrollably!=00glare=003=00Sour puss!=00%s is glaring at %s.=00%s is =
glaring around angrily.=00gouge=002=00Boink!=00%s just poked %s in the =
eye!=00=00grin=003=00Feeling sly?=00%s is grinning at %s rather =
slyly.=00%s is grinning slyly.=00groan=001=00Oh no!=00=00%s is groaning =
miserably.=00growl=003=00Grrrrrrrrrr!=00%s is growling ominously at =
%s!=00%s is growling ominously!=00handshake=002=00Shake, shake!=00%s =
just shook hands with %s!=00=00hug=002=00Not so tight!=00%s just hugged =
%s!=00=00hum=001=00Hmmmmmmmmmm...=00=00%s is humming an ancient =
tune.=00kick=002=00Thud!=00%s just kicked %s!=00=00kiss=002=00How =
sweet!=00%s just kissed %s!=00=00laugh=003=00Hahaha!=00%s is laughing =
with %s!=00%s is laughing heartily!=00nod=003=00Nod.=00%s nodded to %s =
in agreement!=00%s nodded curtly!=00nudge=002=00Nudge, nudge.=00%s just =
nudged %s.=00=00ouch=001=00Yeeeoooowww...=00=00%s is howling in =
pain!=00pinch=002=00Tweak!=00%s just pinched =
%s!=00=00poke=002=00Poke!=00%s just poked %s in the =
stomach!=00=00pout=001=00Your face could stay like that, you =
know.=00=00%s is pouting.=00punch=002=00Pow!=00%s just punched =
%s!=00=00ridicule=002=00Hahaha!=00%s is laughing at =
%s!=00=00shrug=003=00Shrug.=00%s shrugged at %s indifferently.=00%s =
shrugged.=00sigh=001=00Sigh...=00=00%s is sighing =
wistfully.=00slap=002=00Whap!=00%s just slapped =
%s!=00=00smack=002=00Whack!=00%s just smacked =
%s!=00=00smile=003=00Trying to crack your face?!=00%s just smiled =
pleasantly at %s.=00%s is smiling broadly.=00smirk=001=00What a =
face!=00=00%s is smirking wryly.=00sneeze=001=00Aaachooo!=00=00%s just =
sneezed!=00snicker=001=00Heh heh heh.=00=00%s is snickering =
maniacally!=00sob=001=00Sniff sniff!=00=00%s is sobbing =
pitifully!=00squeeze=002=00Crunch!=00%s just squeezed =
%s!=00=00tickle=002=00Gonna getcha!=00%s is tickling =
%s!=00=00wave=003=00Aloha!=00%s is waving to %s.=00%s is waving =
farewell.=00whimper=001=00Awwww... Shaddup!=00=00%s is whimpering =
annoyingly!=00whistle=003=00I can name that tune in 3 notes!=00%s is =
whistling at %s.=00%s is whistling innocently.=00wink=002=00Wink!=00%s =
is winking at %s.=00=00yawn=001=00Are you THAT tired?!=00=00%s is =
yawning.=0029=000 3 1=000 22 2=000 44 2=000 67 3=001 6 1=001 16 2=001 46 =
2=001 62 3=002 7 1=002 30 2=002 45 2=002 63 3=003 9 1=003 24 2=003 43 =
2=003 74 3=004 5 2=004 20 1=004 42 1=004 70 1=005 4 1=005 32 1=005 41 =
1=006 8 1=006 40 1=007 34 1=008 2 1=008 28 2=008 47 =
3=00=0D=00=00=00=0E=00=00=00=11=00=00=00=15=00=00=00=19=00=00=00=1D=00=00=
=00!=00=00=00%=00=00=00)=00=00=00-=00=00=002=00=00=008=00=00=00>=00=00=00=
D=00=00=00J=00=00=00P=00=00=00U=00=00=00Z=00=00=00_=00=00=00d=00=00=00i=00=
=00=00n=00=00=00t=00=00=00y=00=00=00=7F=00=00=00=84=00=00=00=89=00=00=00=8E=
=00=00=00=93=00=00=00=98=00=00=00=9D=00=00=00=A2=00=00=00=A7=00=00=00=AD=00=
=00=00=B3=00=00=00=B8=00=00=00=BB=00=00=00=BD=00=00=00=C9=00=00=00=D6=00=00=
=00=AB=01=00=00=AD=01=00=00=B9=01=00=00=C6=01=00=00=9F=02=00=00=A1=02=00=00=
=AD=02=00=00=BA=02=00=00=84=03=00=00=86=03=00=00=92=03=00=00=9F=03=00=00H=
=04=00=00J=04=00=00V=04=00=00c=04=00=00)=05=00=00+=05=00=007=05=00=00D=05=
=00=00=01=06=00=00=03=06=00=00=10=06=00=00=1E=06=00=00=3D=07=00=00?=07=00=
=00O=07=00=00`=07=00=00%=08=00=00'=08=00=009=08=00=00L=08=00=00=EE=08=00=00=
=F0=08=00=00=F8=08=00=00=01	=00=00=FB	=00=00=FD	=00=00=05=0A=
=00=00=0E=0A=
=00=00=FA=0A=
=00=00=FC=0A=
=00=00=04=0B=00=00=0D=0B=00=00=F0=0B=00=00=F2=0B=00=00=01=0C=00=00=11=0C=00=
=00=FF=0C=00=00=01=0D=00=00=13=0D=00=00&=0D=00=00=C9=0D=00=00=CB=0D=00=00=
=D3=0D=00=00=DC=0D=00=00=AB=0E=00=00=AD=0E=00=00=B5=0E=00=00=BE=0E=00=00=BB=
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------=_NextPart_000_01BDCFF2.4C43F800
Content-Type: application/octet-stream; name="TSGORN.BAT"
Content-Transfer-Encoding: 7bit
Content-Description: Tsgorn.bat (MS-DOS Batch File)
Content-Disposition: attachment; filename="TSGORN.BAT"

@echo off
cd \bbsv6\src
make -f\bbsv6\src\tsgarn
cd \bbsv6

------=_NextPart_000_01BDCFF2.4C43F800--

